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Wyrdness said:

 

I'll reply to this because I don't think it will take much time to. 


The game didn't "show me whats up", that's my entire point. It just showed me that it will restrict what i'm able to do not because of skill level but because of a durability mechanic which impedes on what you're able to do without any real justification other than "resource management". You can have resource management in a game without it being tied to a weapon's durability. It's not like just because one of a game's primary focuses is resource management, that needs to be in every mechanic and aspect in the game. I feel like you keep repeating "resource management" and "preparation" to make it sound like it's just some high level concept I've yet to grasp. There are a lot of ways to incorporate the act of preparation or managing resources that don't include taking away your entire arsenal because one enemy has a lot of health, such as: making a variety of enemies which are specifically weak to one kind of item (preparation), making an enemy weak to one kind of limited resource (resource management), making elements other than enemies require specific resources or items to overcome (both resource management and preparation), etc. In fact, all of those are already elements in the game! So it's not like those two aspects would be removed just because of a lack of weapon durability. And again we aren't talking about Breath of the Wild so much as a hypothetical sequel of sorts - in which case I would want more focus on survival elements, without the weapon durability accompanying it. 

Yes, I was including the shortcuts when I was saying that the weapon switching wasn't that good. 

"What you're arguing here would be equivalent to someone going guns blazing then complaining they don't have the ammo to fight the bosses well that's the point it's part of the design, RE also ironically has durability with the knife as well."

No it wouldn't?  I know that you're a fan of weapon durability but goddang, you could at least admit the way it's done in Breath of the Wild is a little extreme! You're literally comparing someone wasting a ton of bullets before a boss fight to the point that they have no bullets left to fight said boss, to someone who comes with an entire arsenal of weapons only for all of said weapons to break because of a durability mechanic. They're not the same thing ... at all! One is practically having no weapons whatsoever, the other is having every weapon you could possibly carry and still having them all be null and void. Also, that isn't "ironic" in the slightest. Irony would be if I said that Resident Evil 2 was a great example for why BOTW shouldn't have durability mechanics, only for it to have durability mechanics. Or if I said that Resident Evil 2 and Breath of the Wild had no similarities. I didn't say either of those things ... all I said was that I don't think the two games are comparable to the degree that I would be persuaded by using Resident Evil 2 as an example. They have similarities but I don't think the example is very good, especially because you kept insisting on using bullets instead of knives despite supposedly knowing knives have durability(?). 

" you are aware that a game's depth also includes exploiting mechanics in the games?"

I could have sworn I wrote something akin to "don't get me wrong, these exploits are still a point in favor of Breath of the Wild's depth of combat" ... I REALLY could have sworn I wrote that. Probably deleted it when I was editing that huge thing. But yeah - I agree with you when you say that exploits are an important part of a game's skill curve, especially for traditional action games. However, all I simply meant was: A ) that a lot of those exploits are very specific to certain areas of the overworld and not the overall combat system B ) a lot of those are pretty easy to pull off (like idk how the ones I previously mentioned are "secret") or near useless (going by what the exploiter in the video says) and C ) that's not really what I was talking about when I said that a more in-depth combat system would make the next Zelda better. I mean sure, more complex exploits might make the combat more enjoyable and interesting, but I just meant that more fleshed out mechanics would be awesome for the next game. I will admit that upon rereading it, it sounds like I'm saying exploits aren't an addition to the depth a combat system has. I certainly didn't mean to imply that ... although again .. not what I'm talking about.