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Tears of the Kingdom this rivals some of the worst games i've ever played; and i'm a life-long zelda fan

thePlinko

What’s the character limit on this? Aksnfiskwjfjsk
That's not really any different from past Zelda games though. Find keys, unlock doors to boss, defeat and move on. Same thing, over and over.
Very few puzzles in old Zelda could be solved with the same solution over and over again. You keep saying that “old Zelda did that too” but all of your examples thus far have been things that have absolutely nothing to do with what we’re complaining about.


Totk does give more freedom, but you're still working within the rules of the game. You still have to use abilities, or items, etc to complete things.
Rules that are so intentionally vague that they’re completely meaningless are not rules.


What you're saying about the shrines amounts to them being too easy and repetitive.
That isn’t even close to what we’re saying about shrines.

Yes, that is how Zelda has been for decades.
No it hasn’t.


Wrong. I don't want your argument to be anything other than what it is. What I want is more nuanced answers, and not acting as if you are the arbiters of what is or isn't good game design. I've seen the word objectively thrown around too much in this thread.
We’ve been giving you nuanced answers. You keep ignoring them and pretending that this is somehow an issue that Zelda has always had when that’s clearly not the case.

We’re not “acting” as if we’re anything. We’ve stated facts, then our opinions regarding said facts. You’ve been arguing against those facts.
 

mαrkαsscoρ

Mr. SidleInYourDMs
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I said it rivals some of the worst games I've played. To my good fortune, I haven't played every bad game in the world, and so don't know what the worst one is, the worst one i've ever played is the elden rings, followed very closely by dear old crashing bandicoots. There's nothing dishonest about my rant, I love The Legend of Zelda and want to see it improve, why would I try and harm it by condemning it as worse than I think it to be, beyond some margin of exaggeration inherent in any angry rant?
firstly, you posted way too many separate replies, all of those should be under one post

second...really?? I haven't played eldin ring, but to make a title like this and then to say that worst one you've played is freaking eldin ring is disingenuous and you were looking to make a clickbait thread, and congrats, you got the attention you wanted
 

Ghost of Mikeys Past

if I had a nickel for every time I ran out of spac
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That's not really any different from past Zelda games though. Find keys, unlock doors to boss, defeat and move on. Same thing, over and over.
I'm struggling to understand how they're at all similar
The player doesn't just get a key. They usually have to complete a puzzle to acquire said key, and that puzzle typically has one singular defined solution that has to be discovered by the player. Keys symbolize literal, linear, forward progress towards an objective. Shrines symbolize individual progress, one could argue, and almost universally don't have singular solutions. A more apt comparison would be allowing players to earn the key simply by killing enemies even if the intended method of obtaining the key was to light torches.
Does that make sense?
 
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there is NOTHING IN THE UNDERGROUND! just bosses that you've already fought a dozen times already, some useless 'schemas', zoanite to enable you to go and see MORE of the empty underground, and thousands of tongue-in-cheek references to the previous BETTER games in the series via the costumes.
This is not entirely true. The Depths has two dungeons, 120 Lightroots, Master Kohga fights, previous boss fights, Frox fights, Hinox/Talus/Gleeok fights, Bargainer Statues, coliseums and armor sets, the Great Plateau Mine quest, schema stones, Zonaite mining, dragons, and the final boss.

i have rarely been so frustrated with a game in my life: some times in my playthrough rivaled elden ring and hollow knight in that regard—AND THAT'S NOT A GOOD THING!!! the way the planes would just crash into a wall because you can't see anything in front of you in the underground and so fall to ground destroyed, OVER AND OVER AGAIN, wasting many many minutes of your time as you try to explore, almost drove me to madness.
There are other strategies for navigating the depths. The entire point of the game is finding the strategy that works best for you. Do not waste your own time and then blame the game.

85% of the time the structures and machines you build just don't work or else collapse pathetically because the system was designed by ****-heads who should be working as basic microsoft representatives and not game-developers. and when they do work the time and tedium it takes to build them is usually not worth whatever they are being built for.
This is ridiculous: game designers, reviewers and fans largely agree that the vehicle system is completely revolutionary in its integration of the physics system. If you are struggling to build, use the schema stones.

many of the shrines in this game BARELY have working solutions to them, and are otherwise some of the most frustrating, boring, tedious and painful things i've ever had to do in a video-game.
This is largely true, at least compared to BotW. I think that the ultrahand/recall/ascend combo is fun, but the fact that that is the solution to practically every puzzle is disappointing

the sky is painfully boring to explore, hours spent slowly gliding across it with the paraglider or a plane that times-out inexplicably after 60 seconds. and then there's nothing at all even to be found up there except repeated bosses, the occasional shrine-puzzle and two light-reflection puzzles.
I agree with this.

there's a star-island in the middle of the map that's too high to even reach! so have fun wasting your resources and time trying to get there!
The journey is the point. That star island is like the top of the guardian pillars in BotW: you go "wow, I made it" and smile

often zonai devices you select to take out don't appear for several seconds so you go to your inventory to take them out again thinking you didn't do it correctly the first time, only to then end up having taken dozens of them out because then the first ones catch up.
Once you learn this is a problem, why would you continue making this mistake?

the way the caves with wet walls or ice-walls cock-block you from climbing is easily as frustrating as anything elden ring spits at the player: the ceilings are too low to use the rockets or springs and so you are forced to painfully, slooooooowly inch your way up with a couple of ****ing hover stones.
Use a hot air balloon

the way zelda-ganon forces you to follow her around the whole castle before the phantom-ganon fight is just inflationary bull****.
This is absolutely true: TotK Hyrule Castle is one of the worst dungeons in the series.

almost every single npc paraphrases the same stuff! either "zelda's vanished, isn't that odd??!?" or "there are mysterious ring ruins in kakariko...". or else they just repeat the same sentiments they had to express in botw with a different spin. they almost never have anything new to say that hasn't already been presented in the official exposition of the story.
This is also true: the story and NPC interactions make Link feel like a total stranger despite us knowing that he would no longer be a stranger. It creates this weird disconnect. The only time I didn't feel this was with Impa and Riju, but with everybody else, I felt a total disconnection. It makes the world feel significantly less cohesive than in BotW, or in many other Zelda games, and the focus on community (which I would largely praise) is squandered by this disconnect.

the way it constantly tried to emulate feelings and moments experienced in oot or botw or ww in cutscenes or otherwise was just painful, like making an enormous fanfare over giving link the sage rings for his figers—trying to emulate the medalion acquisition bits in oot—or zelda's final vapid words in the post-credits scene, vainly trying to recreate the feeling of the final scene in botw; or cece trying in vain to recreate moments from windfall island. giving the gleeok majora's mask musical motifs for literally no reason whatsoever other than to stuff another self-reference in there.
This is ALSO true: there is a reliance on previous Zelda conceptions, but the story is not cathartic nor epic enough to warrant this. I would say that the game has uniquely epic moments (Wind Temple climb and Colgera, Moragia, Gerudo Town defense, Demon Dragon, final fall)

the construct temple boss was one of the most painful things i've ever had to endure in video-games.
I would apply this to the entire Spirit Temple. The Construct Factory has fun but basic Zonai device puzzles (essentially 4 shrines) with little cohesive atmosphere, then there's a walk with Mineru through the depths (I just ran ahead and hoped she followed), and then a great sumo boss fight that has three hits and is not a good culmination, nor epic, nor interesting. I wouldn't be as hyperbolic as you, but I grant your point.

the way the gleeoks for some reason can catch you with their beam attack when you run around them, but not when you run away from them: i guess they have trouble lifting their heads but not turning them??
You want them to have infinite range? What's the criticism? They have an area where the boss fight is active so that players can exit their range and not have to fight the boss.

from the get-go, copy pasting almost everything—map, enemies, npcs, etc.—from the previous game is NOT A RECIPE FOR A GOOD GAME!! and probably cripples the game outright even IF the rest of it is exceptionally good. majora's mask was very VERY VERY different to oot!
I largely agree with this, though I do find novelty and familiarity with the similiarities. I like the idea of "revisiting" the map and the NPCs. The lack of new enemies is a major problem (Horriblins, Boss Bokoblins and Constructs being the only new basic enemy types is a nightmare).

the cutscenes and story are terrible and bland and simple and boring, FULL of plot-holes and inconsistencies. the dreadful nickolodeon voices of all the characters almost made my ears bleed. ganondorf was about as dull a villain as you could ever imagine, riding as far as he possibly could his cult-reputation built by previous games. we see the exact same slow boring cut-scene FIVE TIMES after every temple! yes botw's story was simple, but it embraced that simplicity and delivered the story in a clever and engaging way, and though the voice-acting in that game could be a little grating at times, on the whole it was good, unlike this cartoon network cookie-cutter rubbish.
This is very true. The inconsistencies I can ignore, I genuienly like the voice acting, but this Ganondorf just does not do it for me at all. After Wind Waker, and the menacing throne scene in Twilight Princess, you can't revert to "Mummy Ganondorf sits on a tree stump in the Depths." The same cutscene problem is genuienly unforgivable: I get cutscenes take forever, but then just do dialogue boxes! Why are we having different voice actors record the same goddamn lines.

i've rarely felt more apathy for a main character in a piece of entertainment as i did for sonia and rauru—they did NOTHING to make me care about them!! you have cute floppy goat ears, I DON'T GIVE A ****!
I think Sonia is a great character that we get to learn not nearly enough about: I agree that Rauru is boring and not even close to as intriguing as Rhoam.

the gerudo boss is bugged in that direct hits to the face sometimes will and sometimes won't make him collapse when he's in his sand state, so just chuck lynel bombs at him and hope for the best. also it's very unclear when the gibdo hives are actually vulnerable to burst and the game never even mentions this about them. you very much have to go out of your way to find the sand boots, and if you haven't found them then the gerudo boss is even more painful.
idk wtf ur talking about, the face hitbox is consistent, at least in my playthrough. Attacking the sand state before elemental weapon-ing it off is an interesting strategy.

you're really going to force me to COLLECT AGAIN EVERYTHING I ALREADY COLLECTED IN THE PREVIOUS GAME!!! without even so much as a feeble attempt to explain why link somehow lost everything he owned when ganondorf cooked his arm?
the game seems to think we never played botw and so basically needs us to pretend link has again lost his memory so it can tell us all over again what everything and everyone in the world is, just so it can inflate itself even more.
The lack of explanation for these inconsistencies is a major problem. The verisimilitude that is destroyed by recollecting armor, interacting with friends that are now strangers, etc. really screws up the game. There are some characters where this isn't a problem: (the sages, the Great Deku Tree, Hateno Village, Lookout Landing), but other Link interactions are super odd.

the final phase of the king gleeok is purely down to chance whether you die or not, unless you want to spend hours grinding it to speed-runner level of perfection, so it's either hope you have a shield-rocket in order to shoot it down before it gets too high, or you die.
I think the final phase of the King Gleeok fight is super fun once you learn the pattern.

the akkala thunder gleeok was designed by someone with **** for brains.
What? Why this one specifically? I found it to be the same as the others: challenging and fun.

the rain in general is almost insufferable in this game due to how rockets and springs are not the most common things to come by in the game, and besides it's good to save them for gleeoks, and revali's gale is gone. also swimming is horribly painful because cryonis is gone and trying to build a raft that works well is like having a stroke.
Ok it sounds like you only used rockets and springs and never used schema stones or autobuild. This is a you problem. I agree that swimming without cryonis is very annoying, I don't understand why they couldn't have given us our Sheikah Slate powers after we complete the game.

have fun with some of those froxes whose arenas are covered with gloom unless you want to cheese them with bullet time and arrows to eyes.
Cook a meal with Sundelions and the gloom doesn't effect you. Or wear the gloom armor set. Lots of solutions to this puzzle.

you're always fighting mobs of enemies on assist mode because tulin's always there at the ready because i'm not going to open the menu every single time to put him away, and then get him out again when it's over.
The design of the game incentivizes the theme of COMMUNITY, and so yes your sage partners can attack enemies for you. That's a thematic part of the game and removing it would be an issue.

using the avatars is often annoying because they won't spawn if the terrain isn't perfect for them and then you have to run over to them to grab them blah blah blah.
I found the Avatars to be enjoyable, but I understand this criticism.

good god having to cycle through my whole inventory every time i want to use a fie or ice arrow, or even just an arrow that's going to do more than 1% of damage, is horribly painful and absurd game-design.
The Fuse mechanic is awful for precisely this reason. Echoes of Wisdom repeats this problem. I know it doesn't bother some people, and the different sorting systems can be helpful, but "put everything in a menu and hope the player can deal with it" is not a good solution

the gloom hands are just another unfun, annoying, unsatisfying thing to deal with that drag the game down even further.
The gloom hands are perhaps my favorite part of the game: use bombs.

NO i'm not going to collect a single korok more than necessary having already spend dozens if not hundreds of hours collecting them in the previous game, so there goes another crutch the game was probably leaning on for the player's interest.
I found korok hunting much more fun in this game because of vehicle building and the new tools. But I get not wanting to do that: Koroks were and have always been padding.

just getting around the map is a pain now because there are less warp-points because half of them are now in the sky.
What? There are 120 shrine points and 15 towers in each game.

And I don't understand your other three points.

Overall, I do not see how this rivals the worst games of all time for you. You seem to have a number of nitpicks with individual mechanics, but I don't understand your broader criticism of the game as a whole? Is it that there's too much to do? Not enough to do? It feels too familiar? The puzzles and story aren't captivating? Or is it all of them combined?

It seems like you have a larger hatred of the entire state of the Zelda series and Nintendo. ALBW, BotW, TotK, EoW are all enjoyable for me; I get maybe you disagree, but I don't think it's fair to call the current state parasitic. The same people are working on the games (except Miyamoto in EoW), and the future of Zelda is looking brighter than ever tbh.
 
Joined
Jul 29, 2024
The answer to your question is yes, and that was the reason.
But that doesn't mean we're designing the game though. Or it's objectively bad game design.

Having multiple choices to complete something isn't objectively a bad thing. Nor is something not meaningful.
The difference is that games that are easier than Zelda are typically designed to be easy. The puzzles in TotK are designed as if they were difficult only for the developers to conveniently “forget” that you have recall. When most of the elements of a shrine go unused because I strapped a rocket to my shield beforehand and flew around them then yes, the developers didn’t finish their puzzle.
The puzzle is still there though. If you choose to not engage with it and skip to the end, that doesn't make it unfinished.

Now, if I'm doing a puzzle, and there's no key to unlock the door so I can't complete it, that's unfinished.


All of those things amount to nothing more than the same weapons, materials, korok seeds, and enemies you can find literally anywhere on the map. OoT and TP might have empty overworlds but at least they take significantly less time to cross. Heck, SS barely even has an overworld. 90% of that game is structured content that’s rarely repeated outside of a few boss battles.
So your issue here is with how big the world is? Can you explain a little more?


You’re complaining that the game you chose to replay is the same game. Do you really not see why that’s such a silly argument?
No, because those games are repetitive on the first playthrough. I don't have much choice to not make it like that. With BotW/TotK it's only like that if you choose to do that. I can play them multiple times and have different experiences. Can't say the same about games like OoT and TP.


Easy examples are the Wind Temple and Fire Temple. We learn so much more about them and their connection to the world they are in. They aren't merely dungeons we go to that we learn nothing about.


Literally no Zelda prior to TotK lets you skip past all level design after building an incredibly simple bike with 3 parts. Old Zeldas physically locked you out of certain areas until you found the correct item. Miyamoto’s vision was never to let the player ignore the game he made.
His vision was freedom. Whatever that looks like to the player is on them. Doesn't make it a bad design choice though. You should look more inwards upon yourself in why you're only taking the easiest route possible to reach your goal.


This isn’t my first rodeo man, I’m well aware of his miniature garden philosophy, that doesn’t change the fact he very well could’ve implemented that philosophy when he made Zelda 1, and yet he didn’t.
Actually, he did implement the philosophy back then. He just couldn't do exactly what was done with BotW/TotK due to hardware limitations. That's why the games are seemingly different. The philosophy behind the games is still the same though.

And I see you voted to dismiss me as "crazy" so of course I'm not going to engage any further with you ever again in any case.
The post I liked didn't even dismiss you as "crazy."

It was saying the fact you joined the forum to make the post you did, is "crazy." There is a difference.

With that said, yes, I do think it's kind of crazy. Especially since you refused to actually provide more context and nuance to the things you said. I can't actually understand where you're coming from if you cant/refuse to do that.

I'm struggling to understand how they're at all similar
The player doesn't just get a key. They usually have to complete a puzzle to acquire said key, and that puzzle typically has one singular defined solution that has to be discovered by the player. Keys symbolize literal, linear, forward progress towards an objective. Shrines symbolize individual progress, one could argue, and almost universally don't have singular solutions. A more apt comparison would be allowing players to earn the key simply by killing enemies even if the intended method of obtaining the key was to light torches.
Does that make sense?
Yes, it does. My mistake. Looking back, I'm not sure why I brought up the repetitive nature of the dungeons as a whole to compare with the singular puzzles.

With that said, if you're choosing to essentially skip the puzzle because you just want the "prize" at the end, that's on you as the player. That doesn't make it an objective bad design choice. Does it make it easier to complete? 100 percent. Not necessarily bad though. People engage with these games differently. The Zelda team is just accounting for that like they always have. Maybe not to the extent that these last two games have, but that makes sense imo. No Zelda game has been as expansive as these ones have.

We’re not “acting” as if we’re anything. We’ve stated facts, then our opinions regarding said facts. You’ve been arguing against those facts.
Sorry, but saying things like this, are not facts

"the games entire gimmick is “we force the player to design the game for us”

"they intentionally released an unfinished product"
 

thePlinko

What’s the character limit on this? Aksnfiskwjfjsk
But that doesn't mean we're designing the game though. Or it's objectively bad game design.
That’s exactly what it means. If I have to add my own rules, then I’m designing the game.


Having multiple choices to complete something isn't objectively a bad thing. Nor is something not meaningful.
No, but having an unlimited amount of choices to complete something is an objectively bad thing.


The puzzle is still there though. If you choose to not engage with it and skip to the end, that doesn't make it unfinished.
It doesn’t matter if it’s there or not. If I can be rewarded for solving a puzzle without actually engaging with the puzzle, then the bounds of the puzzle have not been properly implemented and therefore it is not finished.


Now, if I'm doing a puzzle, and there's no key to unlock the door so I can't complete it, that's unfinished.
If I’m doing a puzzle and theres no door for the key to unlock then its also unfinished. That’s what TotK’s puzzles are.


So your issue here is with how big the world is? Can you explain a little more?
My issue is that there’s a lot of downtime between points of interest with very little meaningful content to make it less tedious. This is admittedly something that every 3D Zelda apart from MM and maybe SS has struggled with, but BotW and TotK take it to a whole other level.

BotW has a massive world where there are only 4 major questlines that each take place in their own secluded area. In a game that’s hell bent on making the simple act of traversing the overworld as tedious as possible that means that a large portion of your playtime is spent simply trying to get to the next divine beast, and the only thing in between those points of interest that is even mildly interesting enough to engage with is the occasional shrine which may or may not contain a good puzzle.

Then TotK takes the exact same format, triples the size of the world and adds even more copy and paste filler content to justify it. The one redeeming quality of BotWs world, the shrines, are now almost universally worse.
No, because those games are repetitive on the first playthrough. I don't have much choice to not make it like that.
The simple fact that the puzzles in those games actually have different solutions from one another means that they’re not repetitive on the first play through at all. The only ones that are ever repetitive are the ones that actively use repetition as a game mechanic like PH and to a lesser extent MM.

With BotW/TotK it's only like that if you choose to do that. I can play them multiple times and have different experiences. Can't say the same about games like OoT and TP.
Actually you can. Knowing the correct solution ahead of time alone makes the experience different. Old Zelda is constantly rewarding the player for remembering key aspects of the game on repeat play throughs, especially the early ones like OoT and LttP. That just doesn’t exist in the newer games.

Easy examples are the Wind Temple and Fire Temple. We learn so much more about them and their connection to the world they are in. They aren't merely dungeons we go to that we learn nothing about.
You can say that about nearly every dungeon in all of 3D Zelda.
His vision was freedom. Whatever that looks like to the player is on them. Doesn't make it a bad design choice though.
Complete freedom is inherently bad game design though, antithetical to game design even. Games need rules, and freedom means not having those rules. They’re mutually exclusive concepts.


You should look more inwards upon yourself in why you're only taking the easiest route possible to reach your goal.
Because that is literally the point of playing a game. There is a goal, there are obstacles obstructing that goal, and there are the means to achieve that goal. That is the basis of game design as an art form and has been ever since Mancala was invented back in 6,000 BC.

Actually, he did implement the philosophy back then. He just couldn't do exactly what was done with BotW/TotK due to hardware limitations. That's why the games are seemingly different. The philosophy behind the games is still the same though.
You seem to be getting confused here, so let me reiterate: it would have been easier to implement that philosophy back in 1986 than it would have been to not implement it. Every single limitation present in Zelda 1 had to be programmed in. They’re there in spite of hardware limitations, not because of them.

Miyamoto absolutely did not implement that philosophy for Zelda 1 because by all objective metrics Zelda 1 is fundamentally more similar to OoT or LttP than it is BotW or TotK. That was completely intentional, and frankly the idea that it was only similar to OoT because of hardware limitations is an insult to how well designed Zelda 1 is.


Sorry, but saying things like this, are not facts

"the games entire gimmick is “we force the player to design the game for us”

"they intentionally released an unfinished product"
They’re absolutely facts.

They release a game where they make me implement my own rules in order to have fun because they didn’t want to do it themselves. It’s a $70 product where I have to provide my own game design. That is the definition of an unfinished product.
 
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DarthCreeper10

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where she ain't
What?! what on earth is "crazy" about what you quoted? is hating reddit crazy? is not treading on the enjoyment of others crazy? is writing something that others can read and get some satisfaction from crazy? what on earth are you talking about? isn't it nice and easy to just call someone whose opinion you don't like "crazy", to dismiss what they say as completely ludicrous and wild, so you can retreat back to your comfort-zone having done your hard work of categorising the thing you don't understand or don't like as invalid, irrelevant and negligible and so then let your brain settle back again into its comfortably comatose state.
lol the only thing I called crazy was joining a zelda forum to proceed to push your opinion and only your opinion instead of listening to others. I've never even played TOTK so I have no opinion of it I was saying why join, post one thing saying you f***king hate a game, slander it, slander people if they don't agree with you, and that's it. Thats crazy to me
 

Ghost of Mikeys Past

if I had a nickel for every time I ran out of spac
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Dude
Now, if I'm doing a puzzle, and there's no key to unlock the door so I can't complete it, that's unfinished.
more like the key is there but there's no door xd
you can just walk right through
that's unfinished, right?
you can literally walk right through the shrines

With that said, if you're choosing to essentially skip the puzzle because you just want the "prize" at the end, that's on you as the player. That doesn't make it an objective bad design choice. Does it make it easier to complete? 100 percent. Not necessarily bad though. People engage with these games differently. The Zelda team is just accounting for that like they always have. Maybe not to the extent that these last two games have, but that makes sense imo. No Zelda game has been as expansive as these ones have.
I disagree with the way you're framing this, mostly because the botw philosophy is billed as solving puzzles your own way. The developers intended for me to cheese every shrine with recall. They're relying on the player imposing a self-restriction to effect enjoyment. I didn't skip the puzzle at all, it's just a bad puzzle! Consider a cereal box maze; you could skip the maze by drawing a line around the outside of the maze connecting the start to the finish line. Now consider a cereal box maze akin to the one from phineas and ferb, which has a straight corridor running through the maze. You could choose not to go down the straight corridor from start to finish, but that's a self-imposed restriction. The straight line is presented as a legal game action and you are incentivized by the game's systems to take that action. That's just a crappy maze, isn't it? Aka, a badly designed one. The tears of the kingdom shrines are closer in design to the bad maze than the one we drew a line around. They put a lot of effort into designing these intricate mazes that draw really ornate patterns and pictures, but there are no dead ends, to continue the metaphor. The maze can look good, it can even be visually and aesthetically outstanding, but the content it provides would be rightfully scorned.
 
Joined
Nov 23, 2023
The journey is the point. That star island is like the top of the guardian pillars in BotW: you go "wow, I made it" and smile
I remember that journey! I had unlocked all the Lightroots and conquered the depths before designing any flying machines. When I finally started looking at that star island, it took me a while to figure it out! Now, I’ve got a transport medallion up there sunsets and sunrises and trying to build ridiculously tall scaffolding to reach the ceiling!
 
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Dec 2, 2024
Elden Ring as well? Dude, you can say you don't like the games, you can point out specific problems with them, you can trash TotK for damaging the franchise, but to say they (rival) the worst games you've ever played...I mean, it's not like the games are broken or that there isn't fun to be had playing them. Ever played a mobile game? It just seems like you might be overselling the poor quality of the games. If you'd like some recommendations for games worse than Elden Ring and TotK, I'd be happy to point you in the right (wrong) direction!
Are you saying that I'm wrong to rank those games that way among those I've played?

I remember that journey! I had unlocked all the Lightroots and conquered the depths before designing any flying machines. When I finally started looking at that star island, it took me a while to figure it out! Now, I’ve got a transport medallion up there sunsets and sunrises and trying to build ridiculously tall scaffolding to reach the ceiling!
How do you get there, out of curiosity? The upper limit of the world is 3300 units, and once up there the island appears to be even higher than that. If you have to build a scaffolding, how do you build one tall enough when there's a limit on the number of connections you can make with the ultra-hand at any given time?
 
Joined
Dec 2, 2024
The hype leading up to ToTK's release was better than the game itself
I agree strongly with that.

This is not
Sorry, but for the same reasons that I've already given to someone else in this thread I can't go deeper into my complaints about the game for you. I wasn't actually looking for a debate when I wrote the post, it was literally just a rant looking for some sympathy, which I got from some people which was nice. You don't understand my strong dislike for the game and I don't have the energy nor time to explain it further, so that will just have to be something you'll have to do without understanding—but realistically I don't think your not having that understanding is going to be a problem for you, nor for me. you've agreed with about half of what i was complaining about, and disagreed with the rest, i guess we're kinda neutral then.

The akkala gleeok falls off the cliff, you can't chase him down because you can't get back up without constructing a blimp, and then he takes ages getting back to the arena. he also easily knocks you off the cliff, which, if you don't want to construct a blimp means running all the way around again to resume the fight. you can't see where you're going as you flee from the electric fire-balls and so run into the wall of the citadel, trapped. a very badly thought-out fight. lots of stuff in the game was similarly badly thought-out, like as the young bright devs fresh out of game-dev school were sitting-back in their chairs with their rockstar haircuts and white robes in that pearlescent conference room—i saw this in some botw interview somewhere—gazing out of the windows as they turned their locks in their fingers they dreamed-up these cool ideas, but never then thought how it would actually turn-out to implement them in the game, but went ahead made them regardless because the original idea was cool.
 

Hyrulian Hero

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Are you saying that I'm wrong to rank those games that way among those I've played?
No, I'm saying what I said. I refer you to the post to which you referred. You say that the game ranks among the worst you've played. I'm telling you that if you've only played three games, I could help you to find much worse games.
 
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That’s exactly what it means. If I have to add my own rules, then I’m designing the game.
You don't have to add your own rules though. There are already some in place. You just don't like how vague they are.

No, but having an unlimited amount of choices to complete something is an objectively bad thithing
I disagree. Having multiple choices/ways to complete something is not inherently a good or bad thing. In fact, it's a reflection of the real world. These games do a pretty good job at that. There are many puzzles that don't give us an abundance of choices. You also can't just use a rocket shield to bypass the whole thing.

It doesn’t matter if it’s there or not. If I can be rewarded for solving a puzzle without actually engaging with the puzzle, then the bounds of the puzzle have not been properly implemented and therefore it is not finfinished
It does, because you're not actually solving the puzzle. You're just skipping it. People could skip nearly all of BotW and go defeat Calamity Ganon, but that doesn't make that game unfinished.


My issue is that there’s a lot of downtime between points of interest with very little meaningful content to make it less tedious. This is admittedly something that every 3D Zelda apart from MM and maybe SS has struggled with, but BotW and TotK take it to a whole other level.
This is also subjective though. For me, these worlds are more enriching than ANY Zelda game before it. Ruins scattered throughout. Traveling merchants. People being attacked by monsters. Caves. Different weather conditions and terrains. Etc etc. I get it if you don't appreciate the environmental storytelling that these games provide, but for me, it makes me want to engage even more with it. There are points of interest everywhere I turn.

BotW has a massive world where there are only 4 major questlines that each take place in their own secluded area. In a game that’s hell bent on making the simple act of traversing the overworld as tedious as possible that means that a large portion of your playtime is spent simply trying to get to the next divine beast, and the only thing in between those points of interest that is even mildly interesting enough to engage with is the occasional shrine which may or may not contain a good puzzle.
Traveling the overworld should be tedious without proper resources though. There's also many things to do along the way. Just like i pointed out for TotK, those kinds of things were there for BotW. Not to the same extent, but still. You seem to not enjoy little things that enrich the world, and that's OK. For me, I love it. Now MM? That game was the most tedious game I can remember playing. I love the story of it, but the time mechanic, was horrible imo. I wouldn't be surprised if I never touched it again.

The simple fact that the puzzles in those games actually have different solutions from one another means that they’re not repetitive on the first play through at allall
I disagree. They give off the illusion of being different. That's because they use different set pieces and environments.


You can say that about nearly every dungeon in all of 3D Zelda.
This is false. I don't remember any adult dungeon in OoT providing much of any world building. SS either for that matter. Not nearly to the extent BotW/TotK dungeons did. It's understandable though. Nintendo wanted players to design their worlds for them. They were very lazy in that department back in the day. (Wink)

Complete freedom is inherently bad game design though, antithetical to game design even. Games need rules, and freedom means not having those rules. They’re mutually exclusive conconcepts
It's not though. Complete freedom does not mean no rules. You can't fuse an infinite amount of items together. Nor can you fuse items in any way you want and have them hold, and work for you. You can't go through a locked door that it's only entry point is said door. You cant navigate the depths adequately without a light source. You cant jump from high altitudes and survive without any proper safety precaution. There are many more examples like that.


Because that is literally the point of playing a game. There is a goal, there are obstacles obstructing that goal, and there are the means to achieve that goal. That is the basis of game design as an art form and has been ever since Mancala was invented back in 6,000 BC.
That's not the same as saying taking the easiest route possible is the point of the game. Again, if that were true. Everyone would've skipped to Calamity Ganon in BotW.

You seem to be getting confused here, so let me reiterate: it would have been easier to implement that philosophy back in 1986 than it would have been to not implement it. Every single limitation present in Zelda 1 had to be programmed in. They’re there in spite of hardware limitations, not because of them.

Miyamoto absolutely did not implement that philosophy for Zelda 1 because by all objective metrics Zelda 1 is fundamentally more similar to OoT or LttP than it is BotW or TotK. That was completely intentional, and frankly the idea that it was only similar to OoT because of hardware limitations is an insult to how well designed Zelda 1 is.
No, I'm not confused. He did implement the philosophy back then. That's his philosophy for the series.


They’re absolutely facts.

They release a game where they make me implement my own rules in order to have fun because they didn’t want to do it themselves. It’s a $70 product where I have to provide my own game design. That is the definition of an unfinished product.
Nope, not even close. You're very confused on what unfinished means.
 

Mellow Ezlo

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