this post was submitted on 27 Jan 2024
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I think that someday people are going to look back on Breath of the Wild and Tears of the Kingdom and go "what did anyone ever see in this soulless open-world sandbox mush"
Speaking personally, I love totk and botw because I never played an open world game with Ubisoft towers before they came out. And because the moment to moment gameplay is enjoyable in terms of game feel.
Plus the glitches were mostly the exploitable, fun kind.
For me the moment-to-moment gameplay of BotW is significantly marred by the awful durability system, where fighting a monster is always a drain on your resources and basically never a good idea.
Tears of the Kingdom has a much better gameplay loop in that regard, where fighting monsters gives you components to make better weapons to fight more monsters. However, it is also marred by an even wider and less defined concept, and just the whole existence of the depths in general, and also a focus on Just Cause style physics fuck-around gameplay that basically doesn't interact with any of the core systems. In other words, Breath of the Wild doesn't do it for me because the core gameplay loop sucks, and in Tears of the Kingdom the core gameplay loop was improved but all this other shit was tacked on that I don't think serves any purpose.
Just avoid the fights.
Right, I did. That's the problem with the game. They put the fights there, and there's no reason to participate in them so I didn't. Then they put loot around the map, but there's no reason to go find it so I didn't. They put story around the map, but there's really not much reason to go find it so I wish I hadn't.
There's really nothing in either of these games that actually feels productive to do aside from walking into the final boss room and smacking the final boss to death with a variety of funny sticks. Everything else is chores.
I don't want to be productive. I wanna fuck around and see things. Tears of the kingdom is an excellent fuck around and see things game.
Imagine if you create an awesome combat system and then most players had to avoid it because of resource management.
Imagine if you created many systems and let players engage with them as they prefer
Imagine calling "preventing the player from fighting enemies for fun" a system.
It's like saying not being able to open doors is a mechanic.
Nobody is preventing anybody from enjoying fights. Some people like the fights.
Enjoying the fights comes at a real cost to your materials. You can either enjoy getting into random fights, or enjoy having good weapons.
It pits resource management against fun and that's a shit trade.