So, having spent probably close to 500 hours with BotW (my god) i finally went back to Wind Waker to contrast the two.
I do love BotW. Its optional story makes it feels hollow as hell and thus makes its shrine hunting feel like a pointless grind but i still enjoyed it (the fact it was Zelda is what mostly got me through).
So, going back to WW i wondered if i'd have a reverse culture shock like BotW gave me (Y for sword? Get out of here.)
The major thing i noticed though was how much i enjoyed having things i HAD to do. I HAD to go to Dragon Roost, I HAD to go Greatfish Isle. But the story made me want to, i knew the game wanted to show me cool things so i let it take me there. Had i gone off on my own i would have maybe found Three Eyed Reef or a Triangle Isle, not a volcano with a dragon sitting on it...
Even though WW was forcing me to go places the world still felt open because i could see for miles around. It felt like i could go there at that point, i just didnt want to because i was taken with the story... this wasnt something BotW gave me. If i found something boring while pottering around looking for the next shrine i just had to deal with it. The game wasnt intent on giving me grand reveals of cool places.
Secondly i didnt realise how much i'd missed the mechanical structure of things. In Zelda games there's usually only one way around a puzzle, this is why i dont like dungeons in Zelda because if i cant figure it out I'm stuck in that one place until i do.
But knowing WW really well it felt good to go into Dragon Roost and know exactly what to do; break the pot, light the stick on fire, throw it at a wall, grapple that handle, pick up that pot, make a platform, go outside, beat some enemies... it was like refined poetry in motion and it had a nice flow. Always something to do...
BotW was different, you COULD go about it one way OR you could do it another way and probably do things out of order and make it look goofy or miss things entirely.
Really with BotW i dont think being so free was such a good idea. Had it had structure we all maybe would have felt compelled. Had the story been exactly the same but held within a structured game i think we would have all maybe been a bit more interested because we knew we'd be rewarded if we pushed on. Rather than having lots of things we could do if we wanted.
Have you guys gone back to pre BotW Zelda since its release, 2D or 3D, did it surprise you how much you missed a linear structure as opposed to the freedom in BotW?
Or has BotW solidified your stance that Zelda should always be free?
Is the sense of discovery in a structured Zelda more awe-inspiring and compelling than finding things for yourself?
I do love BotW. Its optional story makes it feels hollow as hell and thus makes its shrine hunting feel like a pointless grind but i still enjoyed it (the fact it was Zelda is what mostly got me through).
So, going back to WW i wondered if i'd have a reverse culture shock like BotW gave me (Y for sword? Get out of here.)
The major thing i noticed though was how much i enjoyed having things i HAD to do. I HAD to go to Dragon Roost, I HAD to go Greatfish Isle. But the story made me want to, i knew the game wanted to show me cool things so i let it take me there. Had i gone off on my own i would have maybe found Three Eyed Reef or a Triangle Isle, not a volcano with a dragon sitting on it...
Even though WW was forcing me to go places the world still felt open because i could see for miles around. It felt like i could go there at that point, i just didnt want to because i was taken with the story... this wasnt something BotW gave me. If i found something boring while pottering around looking for the next shrine i just had to deal with it. The game wasnt intent on giving me grand reveals of cool places.
Secondly i didnt realise how much i'd missed the mechanical structure of things. In Zelda games there's usually only one way around a puzzle, this is why i dont like dungeons in Zelda because if i cant figure it out I'm stuck in that one place until i do.
But knowing WW really well it felt good to go into Dragon Roost and know exactly what to do; break the pot, light the stick on fire, throw it at a wall, grapple that handle, pick up that pot, make a platform, go outside, beat some enemies... it was like refined poetry in motion and it had a nice flow. Always something to do...
BotW was different, you COULD go about it one way OR you could do it another way and probably do things out of order and make it look goofy or miss things entirely.
Really with BotW i dont think being so free was such a good idea. Had it had structure we all maybe would have felt compelled. Had the story been exactly the same but held within a structured game i think we would have all maybe been a bit more interested because we knew we'd be rewarded if we pushed on. Rather than having lots of things we could do if we wanted.
Have you guys gone back to pre BotW Zelda since its release, 2D or 3D, did it surprise you how much you missed a linear structure as opposed to the freedom in BotW?
Or has BotW solidified your stance that Zelda should always be free?
Is the sense of discovery in a structured Zelda more awe-inspiring and compelling than finding things for yourself?