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.
Vague rules is effectively the same as no rules.
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.
Multiple choices =\= near limitless choices. Multiple choices is fine, TotK goes beyond “multiple choices. That is absolutely an inherently bad thing.
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.
Few and far between. at least half of the shrines in the game (that arent just blessings) can either be solved by doing that or simply using recall on a single object.
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.
Right, I’m not solving the puzzle and yet I’m still being rewarded for solving it. Your only two options here are that the puzzle is unfinished or the reward was never meant to be connected to the puzzle to begin with (which is not only clearly not supposed to be the case, but would also mean that the puzzle is completely pointless).
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.
What environmental storytelling? Copy and paste ruins scattered about with no rhyme or reason? Traveling merchants that all stay next to the exact same town? The environmental storytelling in both of these games is pitiful. Fallout alone has had better environmental storytelling as early as 1997.
Traveling the overworld should be tedious without proper resources though.
It’s tedious with or without resources. I shouldn’t have to spend a half hour climbing mountains just to get to the next tower only for the next town to be another half hour away.
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.
Because there’s nothing in BotW or TotK that enrich the world.
I disagree. They give off the illusion of being different. That's because they use different set pieces and environments.
That’s just… provably wrong. That’s not something you can “disagree” with.
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)
The Shadow Temple is a prison and catacomb filled with the corpses of victims during Hyrule’s civil war.
The Spirit Temple is very clearly an old place of worship that’s now being used as the headquarters for the Gerudo.
Great Bay Temple is a water filtration facility for the entirety of Great Bay
Forsaken Fortress is the former headquarters of a group of Pirates that’s now been overrun with Ganons minions
Tower of the Gods is a tower built specifically to test any would-be heroes trying to obtain the Master Sword.
The Earth and Wind temples are places of worship specifically made to power the Master Sword.
Goron Mines is a mining facility. That should be pretty obvious.
Arbiters Grounds is a prison and execution site.
Snowpeak ruins is an old decrepit mansion that has long been abandoned by its previous owners and overrun with monsters and the yeti couple.
City in the Sky is a City in the Sky.
Lanayru mining facility is another mine, this time specifically constructed to mine timeshift stones
Ancient Cistern and Fire Sanctuary are both temples made to house the sacred flames.
Sandship is a cargo ship crewed by robots and taken over by robot pirates because it also stores the sacred flame.
All of these have just as much world building as any of the dungeons in TotK, and far more than the divine beasts. Just because you ignore them doesn’t mean they don’t exist.
It's not though. Complete freedom does not mean no rules.
That is the literal definition of freedom.
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.
That’s completely irrelevant, the fact of the matter is that those rules don’t form any sort of meaningful choices.
You can't go through a locked door that it's only entry point is said door.
Of which there are maybe 4 of throughout the entire game?
You cant navigate the depths adequately without a light source.
Light sources that are dotted everywhere throughout the depths
You cant jump from high altitudes and survive without any proper safety precaution.
it is
literally impossible to leave the great plateau in BotW without the paraglider, and it’s not too difficult to obtain it in TotK either.
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.
That is true specifically
because people didn’t do that. As much as I don’t enjoy being able to walk straight to Ganon it’s the one part of the game where they actually up the difficulty. Regardless of if you can do that or not it’s still not necessarily the easiest route to take.
No, I'm not confused. He did implement the philosophy back then. That's his philosophy for the series.
You can’t just say “nuh-uh, he
totally implemented it” and have it be true. The fact of the matter is that Zelda 1 is mechanically, structurally, and atmospherically nothing like BotW or TotK, despite the fact that it very much could’ve been. Anybody who’s played the game any time this past decade could tell you that.
Nope, not even close. You're very confused on what unfinished means.
adjective:
unfinished
1. not finished or concluded; incomplete.
The puzzles do not have the boundaries that are fundamentally required to be a puzzle. Therefore they are unfinished.
If you aren't using the pieces to the puzzle, to complete the shrine, I'd say you are leaving the puzzle unfinished. Flip side is I can complete the puzzle, and leave the shrine without gaining the blessing. I do not look at the shrine and puzzle within it as one in the same.
You are
really struggling to find a way to justify this, huh?
“This jigsaw puzzle that I paid $70 for didn’t come out of the box pre-cut. It’s not unfinished, it’s just my job to cut it however I want!”
Do you seriously not see how ridiculous that is?