- Joined
- Jul 7, 2014
Seeing that Nintendo is likely to continue with the "open air" style games going forward, and that the Divine Beasts weren't well received overall, what style of dungeon would you like to see from here on out?
The way I see it, BotW provided two different styles of open world dungeons: the Divine Beasts and Hyrule Castle, both of which have their pros and cons.
Would you like to see more of the nonlinear, navigation/exploration and enemy "gauntlet" style of Hyrule Castle?
Would you like to see a new and improved version of the "puzzle box" style of dungeon that the Divine Beasts represented?
Or, would you like a return to more traditional style "lock and key" dungeons of the past. If so, please explain how you think this style could be reconciled with or modified to fit an open air game design.
Personally, I'd like to see some sort of middle-ground combination of Hyrlule Castle and the Divine Beasts. I'd start with the open layout of Hyrule Castle as the base, but add objectives like the Divine Beasts that you have to complete before reaching the boss (but vary the objectives to avoid the repetition of the "activate 5 terminals trope"). However, Hyrule Castle was short on good puzzles, which are essential to a good dungeon in my book, so some rune/ability based puzzles like those found in the Divine Beasts and Shrines would definitely need to be added. I'd also like each dungeon to have a unique rune/ability that you acquire and can use only within it's confines. This would simulate the feeling of dungeon items without taking up permanent inventory space.
Let me know what you think!
The way I see it, BotW provided two different styles of open world dungeons: the Divine Beasts and Hyrule Castle, both of which have their pros and cons.
Would you like to see more of the nonlinear, navigation/exploration and enemy "gauntlet" style of Hyrule Castle?
Would you like to see a new and improved version of the "puzzle box" style of dungeon that the Divine Beasts represented?
Or, would you like a return to more traditional style "lock and key" dungeons of the past. If so, please explain how you think this style could be reconciled with or modified to fit an open air game design.
Personally, I'd like to see some sort of middle-ground combination of Hyrlule Castle and the Divine Beasts. I'd start with the open layout of Hyrule Castle as the base, but add objectives like the Divine Beasts that you have to complete before reaching the boss (but vary the objectives to avoid the repetition of the "activate 5 terminals trope"). However, Hyrule Castle was short on good puzzles, which are essential to a good dungeon in my book, so some rune/ability based puzzles like those found in the Divine Beasts and Shrines would definitely need to be added. I'd also like each dungeon to have a unique rune/ability that you acquire and can use only within it's confines. This would simulate the feeling of dungeon items without taking up permanent inventory space.
Let me know what you think!
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