Skyward Sword toyed with the idea of item vulnerability. No longer was Link's shield beyond the wooden variant impenetrable; rather, players had to be aware of the shield meter and prevent Link's primary defense mechanism from taking too much damage at once. This could be circumvented by obtaining the Hylian Shield, the only shield in the game which could not be broken.
Other items weren't subject to similar treatment, however. In a dungeon featuring the whip, for example, noting the item's durability and preventing usage from going over a certain limit would add a degree of added strategy. Once the item crumbled, it would be available for purchase in any shop granted Link already obtained it in a treasure chest or purchase it before.
Is durability something which should once again be explored in future Zelda games? Would this add another layer of depth to the experience? Or would this change create a more cumbersome adventure hindering player enjoyment?
Other items weren't subject to similar treatment, however. In a dungeon featuring the whip, for example, noting the item's durability and preventing usage from going over a certain limit would add a degree of added strategy. Once the item crumbled, it would be available for purchase in any shop granted Link already obtained it in a treasure chest or purchase it before.
Is durability something which should once again be explored in future Zelda games? Would this add another layer of depth to the experience? Or would this change create a more cumbersome adventure hindering player enjoyment?