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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 5 21.74%
 
A Link to the Past 10 43.48%
 
Link's Awakening 0 0%
 
Ocarina of Time 2 8.70%
 
Majora's Mask 0 0%
 
The Wind Waker 0 0%
 
Twilight Princess 4 17.39%
 
Skyward Sword 0 0%
 
Breath of the Wild 1 4.35%
 
Other 1 4.35%
 
Total:23
Wyrdness said:
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.

That is not nitpicking, and all you're doing is trying to dodge my arguments.

- Who gives a fuck if trees are resource? If you want physics based game, you can't protect at random certain objects just because it's convenient.
- Oh, why is lightning not supposed to behave like that? Is it perhaps..."magical"?
- Yeah, real point there. Again one of the cases of special objects being protected from physics, cause someone designing it didn't think it through well enough.
- If you going to have Magnesis defying action-reaction, then it should defy it always. You shouldn't need to have object in between for it to work - that's just piss poor implementation.

If you building a game that has physics in it, you better pay attention to inconsistencies in that very same physics - and BotW is full of it. Otherwise, all I'm hearing is lalala, but it's fun.

Later changes to TES games has nothing to do with practicality, they changed them cause mass market couldn't be hassled with core RPG mechanisms...and Bethesda needs to sell shitload of copies to little Johny CoD. Process usually referred to as dumbing down.



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curl-6 said:
HoloDust said:

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.

Those are all fine examples of some of the good stuff. And yet none of them are of any importance for the core Zelda experience - of exploration and dungeoneering. You could remove all those mechanisms from some fictional BotW that is mix of Aounuma's Zelda and properly designed open-world and it wouldn't matter one bit. Remove them from this BotW and what you're left is a game that is severely lacking in many aspects - of course, IMO. That is the very reason I label them as cheap thrills, although not all of them are.

Make no mistake, I want game with full physics, that is logical, all the time and  on everything. BotW is not that game.



HoloDust said:
curl-6 said:

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.

Those are all fine examples of some of the good stuff. And yet none of them are of any importance for the core Zelda experience - of exploration and dungeoneering. You could remove all those mechanisms from some fictional BotW that is mix of Aounuma's Zelda and properly designed open-world and it wouldn't matter one bit. Remove them from this BotW and what you're left is a game that is severely lacking in many aspects - of course, IMO. That is the very reason I label them as cheap thrills, although not all of them are.

Make no mistake, I want game with full physics, that is logical, all the time and  on everything. BotW is not that game.

They're of paramount importance to the exploration and dungeoneering; by exploring you encounter new situations and elements through which you discover the game's physics and chemistry systems, while the dungeons revolve primarily around the use of said physics.

The simple fact is, BOTW is not meant to be a traditional Zelda. After so many years with minimal change, traditional Zelda had grown stale. The whole point of BOTW was to reinvent the series and make it fresh and relevant again, and given its stellar critical and commercial success, it's hard to argue they didn't succeed. I get that you would've rather it stayed the same, but its impossible to please everyone.



HoloDust said:

That is not nitpicking, and all you're doing is trying to dodge my arguments.

- Who gives a fuck if trees are resource? If you want physics based game, you can't protect at random certain objects just because it's convenient.
- Oh, why is lightning not supposed to behave like that? Is it perhaps..."magical"?
- Yeah, real point there. Again one of the cases of special objects being protected from physics, cause someone designing it didn't think it through well enough.
- If you going to have Magnesis defying action-reaction, then it should defy it always. You shouldn't need to have object in between for it to work - that's just piss poor implementation.

If you building a game that has physics in it, you better pay attention to inconsistencies in that very same physics - and BotW is full of it. Otherwise, all I'm hearing is lalala, but it's fun.

Later changes to TES games has nothing to do with practicality, they changed them cause mass market couldn't be hassled with core RPG mechanisms...and Bethesda needs to sell shitload of copies to little Johny CoD. Process usually referred to as dumbing down.

The's no argument to dodge that's the whole point you're arguing about magical objects doing things that don't happen in real life for a start, even if you believe the is one which I doubt I'm more inclined to believe you're latching onto any nitpick.

- Players who need the resource that's who.
- Because the game isn't trying mimic real lightning simple as that.
- Or it may be a reinforced structure who knows either way the are towers you can bring down.
- Dude you're being silly here these are magic objects much like Harry Potter's wand go ahead and complain about how that object defies physics, I can picture you watching an MCU movie before going off if you think this is a legit argument either way it's not.

Game physics operate to how the game specifics them to have synergies with the design of the game not with the real world I understand BOTW not being your thing but this argument is just plain comical especially thinking about you applying it to other games.

Here's something for you Bethesda change to system to something that is not only better but more practical for someone trying to argue about a game adhering to real life you're hilariously clinging to Morrowinds swing for the hills and hit nothing combat despite your opponent being static in front of you, under your own real world logic fights don't happen that way right? Please.



curl-6 said:
HoloDust said:

Those are all fine examples of some of the good stuff. And yet none of them are of any importance for the core Zelda experience - of exploration and dungeoneering. You could remove all those mechanisms from some fictional BotW that is mix of Aounuma's Zelda and properly designed open-world and it wouldn't matter one bit. Remove them from this BotW and what you're left is a game that is severely lacking in many aspects - of course, IMO. That is the very reason I label them as cheap thrills, although not all of them are.

Make no mistake, I want game with full physics, that is logical, all the time and  on everything. BotW is not that game.

They're of paramount importance to the exploration and dungeoneering; by exploring you encounter new situations and elements through which you discover the game's physics and chemistry systems, while the dungeons revolve primarily around the use of said physics.

The simple fact is, BOTW is not meant to be a traditional Zelda. After so many years with minimal change, traditional Zelda had grown stale. The whole point of BOTW was to reinvent the series and make it fresh and relevant again, and given its stellar critical and commercial success, it's hard to argue they didn't succeed. I get that you would've rather it stayed the same, but its impossible to please everyone.

BotW "dungeons" revolve around runes that you get in first few hours of playing - there's nothing really that you learn much after that helps you in said dungeons. I stopped using any of the runes after 10-15 hours, unless some shrine or "puzzle" forced me to.
Only thing I had to use was climbing, the game simply forces you to at certain points - and you know what I think of climbing in BotW.

I wanted it to change as well - just that I wanted it to have better designed open world and to keep classic dungeons. It failed me in both.
As for stellar critical and commercial success - Skyrim had it as well. Yet, it's generally regarded among TES fans as the worst TES ever (aside from maybe Arena).



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Wyrdness said:
HoloDust said:

That is not nitpicking, and all you're doing is trying to dodge my arguments.

- Who gives a fuck if trees are resource? If you want physics based game, you can't protect at random certain objects just because it's convenient.
- Oh, why is lightning not supposed to behave like that? Is it perhaps..."magical"?
- Yeah, real point there. Again one of the cases of special objects being protected from physics, cause someone designing it didn't think it through well enough.
- If you going to have Magnesis defying action-reaction, then it should defy it always. You shouldn't need to have object in between for it to work - that's just piss poor implementation.

If you building a game that has physics in it, you better pay attention to inconsistencies in that very same physics - and BotW is full of it. Otherwise, all I'm hearing is lalala, but it's fun.

Later changes to TES games has nothing to do with practicality, they changed them cause mass market couldn't be hassled with core RPG mechanisms...and Bethesda needs to sell shitload of copies to little Johny CoD. Process usually referred to as dumbing down.

The's no argument to dodge that's the whole point you're arguing about magical objects doing things that don't happen in real life for a start, even if you believe the is one which I doubt I'm more inclined to believe you're latching onto any nitpick.

- Players who need the resource that's who.
- Because the game isn't trying mimic real lightning simple as that.
- Or it may be a reinforced structure who knows either way the are towers you can bring down.
- Dude you're being silly here these are magic objects much like Harry Potter's wand go ahead and complain about how that object defies physics, I can picture you watching an MCU movie before going off if you think this is a legit argument either way it's not.

Game physics operate to how the game specifics them to have synergies with the design of the game not with the real world I understand BOTW not being your thing but this argument is just plain comical especially thinking about you applying it to other games.

Here's something for you Bethesda change to system to something that is not only better but more practical for someone trying to argue about a game adhering to real life you're hilariously clinging to Morrowinds swing for the hills and hit nothing combat despite your opponent being static in front of you, under your own real world logic fights don't happen that way right? Please.

As I said, all I hear is lalala, it's fun, so what, fuck inconsistencies. I watched my son yesterday trying to stand on the crate and to use Magnesis to lift himself up. Of course, he couldn't do it - it defies physics of the game, cause Magnesis is not similar to Levitate spell. Yet, when you put something under it and Magnesis that, you can suddenly lift it all - and that is inconsistent physics. So you can pretend it doesn't matter and that it's nitpicking all you want, cause honestly mate, I don't give a toss.

As for Morrowind, you apparently haven't played much of old school RPGs, cause Morrowind has combat that's been around for decades and that is still used. But you don't seem to have much experience with RPGs if you don't know difference between real time RPG stat based combat and action-RPG combat.



HoloDust said:
curl-6 said:

They're of paramount importance to the exploration and dungeoneering; by exploring you encounter new situations and elements through which you discover the game's physics and chemistry systems, while the dungeons revolve primarily around the use of said physics.

The simple fact is, BOTW is not meant to be a traditional Zelda. After so many years with minimal change, traditional Zelda had grown stale. The whole point of BOTW was to reinvent the series and make it fresh and relevant again, and given its stellar critical and commercial success, it's hard to argue they didn't succeed. I get that you would've rather it stayed the same, but its impossible to please everyone.

BotW "dungeons" revolve around runes that you get in first few hours of playing - there's nothing really that you learn much after that helps you in said dungeons. I stopped using any of the runes after 10-15 hours, unless some shrine or "puzzle" forced me to.
Only thing I had to use was climbing, the game simply forces you to at certain points - and you know what I think of climbing in BotW.

I wanted it to change as well - just that I wanted it to have better designed open world and to keep classic dungeons. It failed me in both.
As for stellar critical and commercial success - Skyrim had it as well. Yet, it's generally regarded among TES fans as the worst TES ever (aside from maybe Arena).

The game's goal of freedom would be contradicted if certain dungeons could only be solved with abilities you're supposed to stumble upon dozens of hours in. But the more you explore, the more you learn about how to manipulate mechanics like fire, electricity, and wind, thus teaching you how to solve the puzzles and situations that employ these elements. For example, once you learn that all metal objects conduct electricity, this opens up solutions to electricity-based puzzles in certain shrines and the Desert Divine Beast. There was a video I can't locate now of a player who used stasis to get a chopped down tree to boost them up to the top of Akkala Keep without having to fight their way to the top through all the patrolling guardians. Techniques like electric AOE, fire updrafts, freeze chaining, bomb parrying, etc also have applications in boss/mini-boss fights.

The most hardcore fans of anything tend to be a vocal minority that's impossible to please. Nintendo were clearly better off embracing a reinvention that not only made BOTW one of the highest rated games of all time, but has propelled the series to heights of success it never reached in the past.

Last edited by curl-6 - on 13 October 2018

HoloDust said:

As I said, all I hear is lalala, it's fun, so what, fuck inconsistencies. I watched my son yesterday trying to stand on the crate and to use Magnesis to lift himself up. Of course, he couldn't do it - it defies physics of the game, cause Magnesis is not similar to Levitate spell. Yet, when you put something under it and Magnesis that, you can suddenly lift it all - and that is inconsistent physics. So you can pretend it doesn't matter and that it's nitpicking all you want, cause honestly mate, I don't give a toss.

As for Morrowind, you apparently haven't played much of old school RPGs, cause Morrowind has combat that's been around for decades and that is still used. But you don't seem to have much experience with RPGs if you don't know difference between real time RPG stat based combat and action-RPG combat.

I'm giving you the responses your argument warrant simple as that I look forward to your thesis on Gandalf's staff and how it at times doesn't adhere to real world physics.

I've played old school rpgs I just recognize that going forward systems have to evolve and be more practical and Morrowind's was flawed, the's a reason why games still using these systems aren't mass market or on any radar and that is because it only appeals to a tiny group of purists who don't want things any other way, fact is the are stat based games that don't have you comically standing in place for several minutes swinging like a blindfolded loon. Even Kotor a game that used a dice like system back during Morrowind's era didn't have the player doing that.



curl-6 said:
HoloDust said:

BotW "dungeons" revolve around runes that you get in first few hours of playing - there's nothing really that you learn much after that helps you in said dungeons. I stopped using any of the runes after 10-15 hours, unless some shrine or "puzzle" forced me to.
Only thing I had to use was climbing, the game simply forces you to at certain points - and you know what I think of climbing in BotW.

I wanted it to change as well - just that I wanted it to have better designed open world and to keep classic dungeons. It failed me in both.
As for stellar critical and commercial success - Skyrim had it as well. Yet, it's generally regarded among TES fans as the worst TES ever (aside from maybe Arena).

The game's goal of freedom would be contradicted if certain dungeons could only be solved with abilities you're supposed to stumble upon dozens of hours in. But the more you explore, the more you learn about how to manipulate mechanics like fire, electricity, and wind, thus teaching you how to solve the puzzles and situations that employ these elements. For example, once you learn that all metal objects conduct electricity, this opens up solutions to electricity-based puzzles in certain shrines and the Desert Divine Beast. There was a video I can't locate now of a player who used stasis to get a chopped down tree to boost them up to the top of Akkala Keep without having to fight their way to the top through all the patrolling guardians. Techniques like electric AOE, fire updrafts, freeze chaining, bomb parrying, etc also have applications in boss/mini-boss fights.

The most hardcore fans of anything tend to be a vocal minority that's impossible to please. Nintendo were clearly better off embracing a reinvention that not only made BOTW one of the highest rated games of all time, but has propelled the series to heights of success it never reached in the past.

As I said, I stopped using all runes fairly early in game, it wasn't even intentional decision like with Power Armor in FO4 - I just didn't find them that useful. As for freedom - there is nothing wrong coming to some location and not having proper answer for it...that's been in CRPGs for as long as they existed. But I guess devs these days consider mainstream market to be too fragile for something like that.

I guess we'll never agree on this one - which is fine. Apart from MM that I couldn't get into at all, I consider BotW to be worst 3D Zelda - I'm not that of a hardcore fan, there are IPs that I like  more (Fallout and Tomb Raider) that got totally ruined, yet I'm fine and if anything I can at least expect with reasonable certainty for Nintendo to improve on this formula or some day change it again.

Wyrdness said:
HoloDust said:

As I said, all I hear is lalala, it's fun, so what, fuck inconsistencies. I watched my son yesterday trying to stand on the crate and to use Magnesis to lift himself up. Of course, he couldn't do it - it defies physics of the game, cause Magnesis is not similar to Levitate spell. Yet, when you put something under it and Magnesis that, you can suddenly lift it all - and that is inconsistent physics. So you can pretend it doesn't matter and that it's nitpicking all you want, cause honestly mate, I don't give a toss.

As for Morrowind, you apparently haven't played much of old school RPGs, cause Morrowind has combat that's been around for decades and that is still used. But you don't seem to have much experience with RPGs if you don't know difference between real time RPG stat based combat and action-RPG combat.

I'm giving you the responses your argument warrant simple as that I look forward to your thesis on Gandalf's staff and how it at times doesn't adhere to real world physics.

I've played old school rpgs I just recognize that going forward systems have to evolve and be more practical and Morrowind's was flawed, the's a reason why games still using these systems aren't mass market or on any radar and that is because it only appeals to a tiny group of purists who don't want things any other way, fact is the are stat based games that don't have you comically standing in place for several minutes swinging like a blindfolded loon. Even Kotor a game that used a dice like system back during Morrowind's era didn't have the player doing that.

No idea what you're talking about - KOTOR has chance to hit, you need to improve your attributes and get feats to be able to hit more often.
You don't have to go that far into past, D:OS2 was just there around the corner, all stat based.

Also, that is level 1 character with only 5 points put into Long Blades in that video - yeah, completely representative of Morrowind combat. /facepalm

You don't seem to understand that there is market for RPGs and there is market for action-RPGs. Bethesda dumped the first for the second. And these days, most action-RPGs can't be even called that, since genre devolved into action-adventures with RPG coat of paint.

Here's an example how a proper RPG would treat climbing in Zelda:

Depending on your Strength and Climb skill, you would get modifiers. If you have some special gear you would get bonus. If you're encumbered, either by armor or by weight, you would get penalty. If it rains, there would be penalty. If someone's attacking you while you're climbing, you'd need additional check against your Will. Every 3 second there would be check performed against difficulty of what your climbing, so if you fail you would slide down a bit...just like you slide down when it rains in BotW.

This approach would give you option to make build that is good at climbing, thus allowing you to go to places where, let's say, heavily armored knight focused on combat, can't get so easily or at all without going through enemies.



HoloDust said:
curl-6 said:

The game's goal of freedom would be contradicted if certain dungeons could only be solved with abilities you're supposed to stumble upon dozens of hours in. But the more you explore, the more you learn about how to manipulate mechanics like fire, electricity, and wind, thus teaching you how to solve the puzzles and situations that employ these elements. For example, once you learn that all metal objects conduct electricity, this opens up solutions to electricity-based puzzles in certain shrines and the Desert Divine Beast. There was a video I can't locate now of a player who used stasis to get a chopped down tree to boost them up to the top of Akkala Keep without having to fight their way to the top through all the patrolling guardians. Techniques like electric AOE, fire updrafts, freeze chaining, bomb parrying, etc also have applications in boss/mini-boss fights.

The most hardcore fans of anything tend to be a vocal minority that's impossible to please. Nintendo were clearly better off embracing a reinvention that not only made BOTW one of the highest rated games of all time, but has propelled the series to heights of success it never reached in the past.

As I said, I stopped using all runes fairly early in game, it wasn't even intentional decision like with Power Armor in FO4 - I just didn't find them that useful. As for freedom - there is nothing wrong coming to some location and not having proper answer for it...that's been in CRPGs for as long as they existed. But I guess devs these days consider mainstream market to be too fragile for something like that.

I guess we'll never agree on this one - which is fine. Apart from MM that I couldn't get into at all, I consider BotW to be worst 3D Zelda - I'm not that of a hardcore fan, there are IPs that I like  more (Fallout and Tomb Raider) that got totally ruined, yet I'm fine and if anything I can at least expect with reasonable certainty for Nintendo to improve on this formula or some day change it again.

Getting to a location and finding you can't progress still occurs in BOTW to a degree, like the extreme heat on Goron Mountain and the Gerudo Desert or the harsh cold of mountainous regions, it's just that instead of having to go away, do a whole story chapter to get a new item or ability, then come back, you just have to acquire the right clothing, elixirs, or meals, which is quicker and easier to do and doesn't necessitate the player doing the chapters/regions/dungeons in a specific order.

But yeah, we'll simply have to agree to disagree on BOTW.