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Wright said:
Nuvendil said:

Well this world is probably structured with each area being a different level like in older RPGs.  As for stuff to do, Zelda does have a leg up on other open world games, that being the dungeon design.  Whereas most dungeons in, say, Skyrim are purely combat focused and looting, Breath of the Wild's Shrines are like miniature Zelda dungeons with puzzles, enemies, and for some more meaningful rewards like runes.  These provide interactions that are fun on the basis of the interaction rather than just stuff to do to get loot.  And there's a hundred of them. 

As for becoming OP with unbreakable weapons and strong armors, so long as there are still areas that challenge you and there are still field bosses that you have to work hard to take down, that shouldn't be too much of an issue.  The Guardians look to be doing a good job of that as they are extremely strong and quite fast.  But a lot of this kind of thing comes down to timing.  When you get the master sword, when you get the ability to ride a horse, when you get your glider, etc will all be key to keeping things interesting, since those things will effect challenge and you traversal speed.  The fast travel system here is a good sign as it shows they are conscious of the size of their world.  Also, side quest content will be important.  It needs to be interesting on its own merrits. 

I will say one are this game has Skyrim beat in is traversal mechanics.  Much like Xenoblade Chronicles X, it looks like traversing will be fun in and of itself to a degree with all the climbing, gliding, shield-surfing, etc.

 

Your second paragraph is probably the most important one, and the one that should give off the alarm signals, because if Anouma struggles to create a world that scales with Link we'll experience the same problem all other open-world games end up having. While it's not that hard to try and maintain a balance, the fact that progression is dependent upon the player himself, as Anouma himself has stated, there's probably the fear of a possible void on which you advance too much for the sake of the world, leaving Link underpowered, or likewise try and grind for items and such that put too much of an advantage, which both cases end up breaking the pace and making the world less interesting and more of a chore.

Solving puzzles in dungeons is fun, by the way, but there's gotta be a purpose to that dungeon in itself. No one likes to solve puzzles without any kind of pay-off (and I'm not talking about the gratification of beating the puzzle per se, but the fact that the player should be loot-rewarded, like in Skyrim, if they want to give a nice incentive for players to keep engaging themselves in all these dungeons.

Well we know each Shrine gives you that orb thing which effects your progression in some way.  And there are treasures and such inside, some with some nice items if the Demo was any represenation.  I'm more interested in how many enemy camps and colonies there will be.