Qualitative = novel changes, such as function
Quantitative = changes in degree, such as strengthening weapons or toughening armour
Botw is an open design in open spaces (except for the intro and some closed design to access each divine beast). The benefit of this whole approach was the total freedom to explore, but the cost was in both story progressions and item progressions, the latter of which could only develop quantitatively.
Compare this to the semi-open design in semi-open spaces of OoT, where the narrative structure kept various areas closed until you had progressed in the story. The cost of this was being constricted in where you could go, but the benefit was in both story progressions and qualitative item developments (plus a bit of quantitative with things like bomb bag size, arrow bag size, sword strength etc).
So when it comes to overall fan critiques of botw, how much do you think the preferences all boil down to the categories of qualitative vs quantitative?
Quantitative = changes in degree, such as strengthening weapons or toughening armour
Botw is an open design in open spaces (except for the intro and some closed design to access each divine beast). The benefit of this whole approach was the total freedom to explore, but the cost was in both story progressions and item progressions, the latter of which could only develop quantitatively.
Compare this to the semi-open design in semi-open spaces of OoT, where the narrative structure kept various areas closed until you had progressed in the story. The cost of this was being constricted in where you could go, but the benefit was in both story progressions and qualitative item developments (plus a bit of quantitative with things like bomb bag size, arrow bag size, sword strength etc).
So when it comes to overall fan critiques of botw, how much do you think the preferences all boil down to the categories of qualitative vs quantitative?