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Forums - Nintendo Discussion - The Official Legend of Zelda Thread: BotW Sells 31.61M Units & TotK Sells 20.28M Units

 

Which Zelda game have you finished the most?

The Legend of Zelda 6 25.00%
 
A Link to the Past 10 41.67%
 
Link's Awakening 0 0%
 
Ocarina of Time 2 8.33%
 
Majora's Mask 0 0%
 
The Wind Waker 0 0%
 
Twilight Princess 4 16.67%
 
Skyward Sword 0 0%
 
Breath of the Wild 1 4.17%
 
Other 1 4.17%
 
Total:24

By the way on the topic of "old vs new" formula for Zelda ... definitely feel like a lot of fans are being very disingenuous. It does not have to be one or the other. Quite frankly, Nintendo nearly threw the baby out with the bath water. There are parts of the "old" (read: after Zelda 1 but no one remembers that BOTW is using Zelda 1's formula) that were really great and absolutely COULD have been in BOTW. An impactful story, great puzzles, amazing dungeons. They didn't have to make it so that a large portion of shrines were uninspired, they didn't have to make the story feel so ... unimportant, they didn't have to make the dungeons mediocre (although yes, their gimmick is pretty amazing and Gerudo's dungeon is almost great).

There's just too much old vs new, fan vs fan shit going around: and a lot of it comes from each side not admitting that the other has a point.



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Wyrdness said:
HoloDust said:

All the things I think of BotW are my opinions - just like things you say are your opinions. Sorry to break it to you, but there is no objective truth making any of them gospel. That said:

- Morrowind is RPG, it's supposed to have stats and combat based on them - blame Bethesda for not putting caps on stats, so yes, you can level them to quite silly numbers, if you like wasting your time. Still, it is to this day the best (arguably it's between it and Daggerfall) single character free-roam open-world RPG (note very specific subgenre). It's 8/10 for me. Just like Gothic 2 is best single character open-world action-RPG (though I prefer Gothic 1). It's 8.5/10 for me.

- lot of BotW mechanisms are poorly implemented - they are extremely limited in how they react in its world and some are in domain of "troll physics" given how they are completely opposite of how things behave in RL.

- I don't give a toss about that "key aspect" - nor do I see it as key aspect. Zelda is supposed to be about exploration and dungeons - BotW fails for me quite a bit in both those aspects. Exploration is passable (definitely better than anything Aonuma made), but it's a big world that, unfortunately, lacks enough good content (it's hilarious to even compare it to free roams like TES or M&M) - it actually shows how very little experience they have in designing big open-world games. But lack of proper dungeons (again, either 3D Zelda alike or classic CRPG alike) is its massive flaw.

Put proper physics in place (one that is actually working as it should and that is not confined to certain objects) in world that has proper variety of enemies, proper dungeons, interesting towns and interesting sidequests and we can talk about outstanding game. Until then - it was and still is 7/10 for me - which is still "Good". But that's about it.

Except the things people have shown you are objective such as utilization of the game mechanics that's not based on opinions that is full on objective you not using them doesn't make it otherwise it's like arguing that because you don't use combos and set ups in fighting games they're a non issue even though that is an opinion it doesn't change the objective nature of the system that's something I have to break to you.

Guess what Bethesda dropped that whole system for a reason and that's because it's tedious, flawed and silly, the is a hilarious video showing the combat of Morrowind where a player is standing for 15 minutes or so swinging at an enemy NPC right in front of him who is doing the same with 1 hit landing every minute or so. It's a system that can not only be abused but also can also hamper the game heavily.

You keep harping on about poorly implemented but you can't even give an example that backs this mean while a number of people have done the opposite.

You may not care about key aspects but guess what that doesn't help your argument as you may as well be arguing what is street fighter with out fighting mechanics, what is Gran Turismo with out driving etc... BOTW has exploration and proper dungeons them not being to your taste doesn't make it otherwise, the funny thing is I've even played those games you mention they're worse in those aspects Morrowind for example you can roam for ages with nothing of note even happening or being found

If you payed attention, you wouldn't skip my examples. Again:

- you can chop and bomb trees, yet you can't chop and bomb Bokoblin towers
- lighting is just hilariously bad - it will ignore obvious targets, like towers and tall trees and go for you
- burning things is limited - try setting even usual tree on fire
- powering raft with leaf or magnesis trick - sorry, that's not how physics work
- pretty much all runes work only on preset objects, thus in no way they behave like they would if game has proper physics/destructibility

As for exploration, I don't know what games have you been playing, but it seems you haven't been paying much attention while playing:

Morrowind - http://elderscrolls.wikia.com/wiki/Locations_(Morrowind)
Might and Magic VI - http://www.the-spoiler.com/RPG/New.World.Computing/might.and.magic6.3/mm6.htm
Might and Magic VII - http://www.the-spoiler.com/RPG/New.World.Computing/might.and.magic7.2/MM7.HTM

And no, shrines do not replace proper dungeons, especially since they always give same reward.

You can argue all you want how your opinion is objective, but, it's just that, an opinion - what might be working and is cool for you, might be broken and flawed for me, and vice versa.

And Bethesda dropped that system cause they went mass market with Oblivion, and full retard with Skyrim. Stat based systems are staple of RPGs and they should be staple of action-RPGs as well (it's just how you implement them, shamefully, every NBA2K has better stat to gameplay implementation than any action-RPG) - as someone who's been playing RPGs since mid 80s (and D&D before that), I tend to think about myself as of someone who knows a thing or two about them.



AngryLittleAlchemist said:
By the way on the topic of "old vs new" formula for Zelda ... definitely feel like a lot of fans are being very disingenuous. It does not have to be one or the other. Quite frankly, Nintendo nearly threw the baby out with the bath water. There are parts of the "old" (read: after Zelda 1 but no one remembers that BOTW is using Zelda 1's formula) that were really great and absolutely COULD have been in BOTW. An impactful story, great puzzles, amazing dungeons. They didn't have to make it so that a large portion of shrines were uninspired, they didn't have to make the story feel so ... unimportant, they didn't have to make the dungeons mediocre (although yes, their gimmick is pretty amazing and Gerudo's dungeon is almost great).

There's just too much old vs new, fan vs fan shit going around: and a lot of it comes from each side not admitting that the other has a point.

Yeah, they should've made game with great dungeons (proper 3D Zelda dungeons) and great exploration (that's were classic CRPG dungeons come in handy). A game that fixes Aonuma's designs, not scrapping it completely.

Amount of bad things I have to say about Aonuma's Zeldas is fairly comparable to BotW - but this is only Zelda I got bored with and had to power through it to finish...unsatisfying one, if I might add.



HoloDust said:

If you payed attention, you wouldn't skip my examples. Again:

- you can chop and bomb trees, yet you can't chop and bomb Bokoblin towers
- lighting is just hilariously bad - it will ignore obvious targets, like towers and tall trees and go for you
- burning things is limited - try setting even usual tree on fire
- powering raft with leaf or magnesis trick - sorry, that's not how physics work
- pretty much all runes work only on preset objects, thus in no way they behave like they would if game has proper physics/destructibility

As for exploration, I don't know what games have you been playing, but it seems you haven't been paying much attention while playing:

Morrowind - http://elderscrolls.wikia.com/wiki/Locations_(Morrowind)
Might and Magic VI - http://www.the-spoiler.com/RPG/New.World.Computing/might.and.magic6.3/mm6.htm
Might and Magic VII - http://www.the-spoiler.com/RPG/New.World.Computing/might.and.magic7.2/MM7.HTM

And no, shrines do not replace proper dungeons, especially since they always give same reward.

You can argue all you want how your opinion is objective, but, it's just that, an opinion - what might be working and is cool for you, might be broken and flawed for me, and vice versa.

And Bethesda dropped that system cause they went mass market with Oblivion, and full retard with Skyrim. Stat based systems are staple of RPGs and they should be staple of action-RPGs as well (it's just how you implement them, shamefully, every NBA2K has better stat to gameplay implementation than any action-RPG) - as someone who's been playing RPGs since mid 80s (and D&D before that), I tend to think about myself as of someone who knows a thing or two about them.

- Trees are needed to be turned into a resource, wood, this is very likely a decision made to not make the player lose out if a fire starts near by and they need wood.
- Lightning targets metallic objects as priority even on enemies this is established early on so the game is working fine on this one.
- You can chop down certain watch towers as well as shown in the video.
- Guess what the Leaf and Magnesis are magical items that manipulate forces in the world.
- Show us magical abilities in the real world please.

These aren't examples of the game not working these are just you trying to find any old nitpick sorry but this isn't even close to a rebuttal and yes shrines do replace dungeons as getting an upgrade is better then getting an item that is used only in it and nowhere else, evn the beasts give you abilities that have use for the player throughout the whole game, prior games only 3-4 items would ever have much use else where in each game. I was paying much attention mate you can go through Morrowind for a while and not find anything notable.

Bethesda didn't go full retard they realized that that system doesn't really work going forward, stats are a part of rpgs but many rpgs from Tales, Dark Souls, The Witcher do not result in the following memes when your stats are low.

This system sorry was never going to get far today, stats do not mean that player input should be overrided entirely.



I’m with Wyrdness and the others on his side in this curiously long ongoing debate about whether or not BotW sucks but, I do have to say that I agree with the statement that BotW’s shrines aren’t real substitutes for ‘old-style’[sic] dungeons. They also aren’t supposed to be, but the Divine Beasts, fun as they are, don’t really scratch the itch either.

It’s the only real criticism you could give BotW, without resorting to nitpicking. Old-style dungeons could have had a place in the game, they could easily have been optional and they could easily have held old-style items. For example; one could have contained the Hookshot. I read about how the developers try to find ways to implement it before scrapping it, but as far as I’m concerned it could have just been a tool to help with climbing and something that reels in other stuff. Like it could just be used to propel yourself further up a cliff or be an aid to climbing in the rain or on a smooth surface. I think having such optional but helpful items would be enough incentive to explore an optional dungeon.

An example actually exists in the game; Hyrule Castle. You could skip it, but I’d want the best shield in there is so it’s better to not. Granted it’s not exactly old-style because it lacks puzzles or a central mechanic, and it would be hard to add those in a satisfying way in such a super non-linear dungeon.



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Wyrdness said:
HoloDust said:

If you payed attention, you wouldn't skip my examples. Again:

- you can chop and bomb trees, yet you can't chop and bomb Bokoblin towers
- lighting is just hilariously bad - it will ignore obvious targets, like towers and tall trees and go for you
- burning things is limited - try setting even usual tree on fire
- powering raft with leaf or magnesis trick - sorry, that's not how physics work
- pretty much all runes work only on preset objects, thus in no way they behave like they would if game has proper physics/destructibility

As for exploration, I don't know what games have you been playing, but it seems you haven't been paying much attention while playing:

Morrowind - http://elderscrolls.wikia.com/wiki/Locations_(Morrowind)
Might and Magic VI - http://www.the-spoiler.com/RPG/New.World.Computing/might.and.magic6.3/mm6.htm
Might and Magic VII - http://www.the-spoiler.com/RPG/New.World.Computing/might.and.magic7.2/MM7.HTM

And no, shrines do not replace proper dungeons, especially since they always give same reward.

You can argue all you want how your opinion is objective, but, it's just that, an opinion - what might be working and is cool for you, might be broken and flawed for me, and vice versa.

And Bethesda dropped that system cause they went mass market with Oblivion, and full retard with Skyrim. Stat based systems are staple of RPGs and they should be staple of action-RPGs as well (it's just how you implement them, shamefully, every NBA2K has better stat to gameplay implementation than any action-RPG) - as someone who's been playing RPGs since mid 80s (and D&D before that), I tend to think about myself as of someone who knows a thing or two about them.

- Trees are needed to be turned into a resource, wood, this is very likely a decision made to not make the player lose out if a fire starts near by and they need wood.
- Lightning targets metallic objects as priority even on enemies this is established early on so the game is working fine on this one.
- You can chop down certain watch towers as well as shown in the video.
- Guess what the Leaf and Magnesis are magical items that manipulate forces in the world.
- Show us magical abilities in the real world please.

These aren't examples of the game not working these are just you trying to find any old nitpick sorry but this isn't even close to a rebuttal and yes shrines do replace dungeons as getting an upgrade is better then getting an item that is used only in it and nowhere else, evn the beasts give you abilities that have use for the player throughout the whole game, prior games only 3-4 items would ever have much use else where in each game. I was paying much attention mate you can go through Morrowind for a while and not find anything notable.

Bethesda didn't go full retard they realized that that system doesn't really work going forward, stats are a part of rpgs but many rpgs from Tales, Dark Souls, The Witcher do not result in the following memes when your stats are low.

This system sorry was never going to get far today, stats do not mean that player input should be overrided entirely.

All I see here mount to poor excuses to justify those mechanisms not working as if they were properly implemented in the first place, instead of being limited to certain objects and certain scenarios. And that's my very point - all those mechanisms are not properly implemented.

- Trees should burn - all trees, not just preset objects
- Lighting does not behave like that at all - it's one of, if not the most stupid thing in BotW
- Yes, you can chop and bomb certain towers...that are on trees...yet first thing you encounter, Bokoblin towers, are apparently made of Vibranium and phased, so axes and other weapons go through them
- Leaf and Magnesis defy action-reaction in one type of scenario, and in others they don't? Oh dear, really great mechanism. I call that poor implementation.

BotW is not physics based game, only certain things in its world are allowed with little physics that it has in it, and other things even don't behave as they should behave. That is, again, what I call poor implementation. For some they might be amusing, for me they are cheap thrills that cannot replace all the things that BotW is lacking in.

Bethesda indeed went full retard, at least when it comes to dumbing down TES. On the business side, they are very smart and know that money is in mass-market. And proper CRPGs are not mass market genre.



HoloDust said:
curl-6 said:

Was just coming here to post this, thanks for saving me the hassle.

The fact that people are still figuring out new interactions and possibilities in the game's physics engine this long after release says a lot about the game's depth and sophistication. Heck, there are even multiple different flying machines people have built, from rafts carried by Octo Balloons to the old Mine Cart + Metal Crate + Magnesis trick. People have even made speed boats by wedging a sword against the mast with Magnesis and using it to push the boat forwards.

I think dismissing this complexity as just "fucking around" or "pointless" misses a big part of the whole point of BOTW; to blaze your own path through the world, to explore and discover. It's a game that truly lives by the old adage "it's about the journey, not the destination". It's not supposed to be a sprint to the end goal of toppling Ganon, learning how the game's living, breathing world works through experimentation is just as core to the gameplay as beating shrines and guardian beasts.

Yet, for me, after 10-15 hours of fucking around with those mechanisms I felt they are mostly pointless - yes, few of them are nice, but some of them are there just to be "cewl".

You can chop and bomb trees, but you can't chop and bomb puny bokoblin tower?
Lighting will go for you, although you're just beside massive tower?
You can burn grass and animals, yet you can't burn trees?

They are extremely limited and nowhere near what they should've been if they wanted proper physics in the game.

The game was built for the Wii U, a system running a 1.24GHz Tri-core PowerPC 750 CPU, essentially an overclocked triple core Gamecube processor. Obviously this limits the sheer quantity and complexity of interactions that can take place.

And yet, in what other game out there can you set a bear on fire and ride it through the forest setting bushes and grass alight as you go? Or shoot a bomb arrow at an enemy causing an apple tree nearby to fall and its apples to be roasted in the fire, and then use the updraft of that fire to take flight and rain arrows down on your enemy from the air?

That thrill of discovery when you find a new way to interact with the world is as much a part of the core gameplay as conquering Shrines or finding the hidden memories. to call it pointless is as inaccurate as calling the story pointless in The Last of Us or Bioshock, or the sidequests pointless in The Witcher 3.

HoloDust said: 

- powering raft with leaf or magnesis trick - sorry, that's not how physics work

BOTW's physics are not meant to be totally realistic; you can use a giant leaf to fan your sail boat along after all, like the graphics, the physics are supposed to be exaggerated and stylized. 



HoloDust said:

All I see here mount to poor excuses to justify those mechanisms not working as if they were properly implemented in the first place, instead of being limited to certain objects and certain scenarios. And that's my very point - all those mechanisms are not properly implemented.

- Trees should burn - all trees, not just preset objects
- Lighting does not behave like that at all - it's one of, if not the most stupid thing in BotW
- Yes, you can chop and bomb certain towers...that are on trees...yet first thing you encounter, Bokoblin towers, are apparently made of Vibranium and phased, so axes and other weapons go through them
- Leaf and Magnesis defy action-reaction in one type of scenario, and in others they don't? Oh dear, really great mechanism. I call that poor implementation.

BotW is not physics based game, only certain things in its world are allowed with little physics that it has in it, and other things even don't behave as they should behave. That is, again, what I call poor implementation. For some they might be amusing, for me they are cheap thrills that cannot replace all the things that BotW is lacking in.

Bethesda indeed went full retard, at least when it comes to dumbing down TES. On the business side, they are very smart and know that money is in mass-market. And proper CRPGs are not mass market genre.

All i see is a poor argument that attempts to nitpick.

- Trees give a certain resource the player could require at any time so making them not burn is obviously for player convenience.
- Lightning in BOTW is not meant to behave like in the real world you have no argument here.
- Yeah and? Again no real point here.
- I call this point reaching for the hills because the game isn't trying to be 100% like real life you're complaining about magical items doing magic things for god sake.

BOTW is a physics based game it's has physics implemented in its design for players to play around with want to know how hard you're trying to reach with this argument it's the one game with the most interaction with physics and open world to the point your argument hinges on not comparing it to another game but to real world physics, a game that is sci-fi fantasy and the complaint is well in the real world blah blah that flat out says it all, do you complain that in Star Wars the Force defies real world law as well?

No Bethesda simply utilized a system that was more practical not that debacle.

Last edited by Wyrdness - on 13 October 2018

curl-6 said:
HoloDust said:

Yet, for me, after 10-15 hours of fucking around with those mechanisms I felt they are mostly pointless - yes, few of them are nice, but some of them are there just to be "cewl".

You can chop and bomb trees, but you can't chop and bomb puny bokoblin tower?
Lighting will go for you, although you're just beside massive tower?
You can burn grass and animals, yet you can't burn trees?

They are extremely limited and nowhere near what they should've been if they wanted proper physics in the game.

The game was built for the Wii U, a system running a 1.24GHz Tri-core PowerPC 750 CPU, essentially an overclocked triple core Gamecube processor. Obviously this limits the sheer quantity and complexity of interactions that can take place.

And yet, in what other game out there can you set a bear on fire and ride it through the forest setting bushes and grass alight as you go? Or shoot a bomb arrow at an enemy causing an apple tree nearby to fall and its apples to be roasted in the fire, and then use the updraft of that fire to take flight and rain arrows down on your enemy from the air?

That thrill of discovery when you find a new way to interact with the world is as much a part of the core gameplay as conquering Shrines or finding the hidden memories. to call it pointless is as inaccurate as calling the story pointless in The Last of Us or Bioshock, or the sidequests pointless in The Witcher 3.

HoloDust said: 

- powering raft with leaf or magnesis trick - sorry, that's not how physics work

BOTW's physics are not meant to be totally realistic; you can use a giant leaf to fan your sail boat along after all, like the graphics, the physics are supposed to be exaggerated and stylized. 

That's like saying, in what other game can you grapple the passing car and tie the other end to the enemy and watch him/her be dragged along the road. Or set fuel tank on fire, watch it fall and set another one along the way, which explodes, making massive whole in outer wall and killing all the soldiers behind it? JC3, btw. Yet I have no delusion that those are just cheap thrills, since whole game is based on them, and that there is nothing more to it underneath them - which is fine for such game.

But I don't consider Zelda as a cheap thrills game, and, for me, most of those lauded mechanisms boil down to that - and when you scrap them, what is left is not really that great.



HoloDust said:
curl-6 said:

The game was built for the Wii U, a system running a 1.24GHz Tri-core PowerPC 750 CPU, essentially an overclocked triple core Gamecube processor. Obviously this limits the sheer quantity and complexity of interactions that can take place.

And yet, in what other game out there can you set a bear on fire and ride it through the forest setting bushes and grass alight as you go? Or shoot a bomb arrow at an enemy causing an apple tree nearby to fall and its apples to be roasted in the fire, and then use the updraft of that fire to take flight and rain arrows down on your enemy from the air?

That thrill of discovery when you find a new way to interact with the world is as much a part of the core gameplay as conquering Shrines or finding the hidden memories. to call it pointless is as inaccurate as calling the story pointless in The Last of Us or Bioshock, or the sidequests pointless in The Witcher 3.

BOTW's physics are not meant to be totally realistic; you can use a giant leaf to fan your sail boat along after all, like the graphics, the physics are supposed to be exaggerated and stylized. 

That's like saying, in what other game can you grapple the passing car and tie the other end to the enemy and watch him/her be dragged along the road. Or set fuel tank on fire, watch it fall and set another one along the way, which explodes, making massive whole in outer wall and killing all the soldiers behind it? JC3, btw. Yet I have no delusion that those are just cheap thrills, since whole game is based on them, and that there is nothing more to it underneath them - which is fine for such game.

But I don't consider Zelda as a cheap thrills game, and, for me, most of those lauded mechanisms boil down to that - and when you scrap them, what is left is not really that great.

Plenty of games have realistic (or attempting to be realistic) destructibility physics. It's the addition of interwoven chemistry that marks BOTW apart; fire doesn't just deal damage or destroy things, it also changes the properties of items; an animal set alight will become cooked meat, an apple that rolls into a fire becomes a roasted apple, chuchu jelly becomes red chuchu jelly. Rain puts out everything from campfires to fire keese to the fuses of bomb arrows. A deer or chuchu killed with an ice arrow will become frozen meat and white chuchu jelly, same for meat or chuchu jelly dropped in freezing environments. Hit a wet enemy with an electric weapon and you'll get a lightning AOE.

These aren't just vestigial mechanics put there for "cheap thrills"; they power the core tenant of BOTW's philosophy; setting the player loose in a truly dynamic world and letting them discover how it works through experimentation and discovery. They can no more be separated from the game's identity than you can separate the Plasmids from Bioshock or gravity from Mario Galaxy.