| Peh said: I think he makes really good points regarding breakable weapons. For instance... .in an open free world you can go everywhere and even to places with difficult enemies. From there you could grab a really strong weapon and go back to the easier accessable parts of the game and just run through it. Thus having breakable weapons adjust and balance the difficulty level of the game and will still make it a challenge. |
I totally disagree with this because it's a matter of balance, in the end. It's good that he does like the system, but I don't really find the virtues he points out; again, I have not played the game yet, so my comments don't hold that much of weight. This being said:
· Grabbing an overpowered weapon early on; to begin with, it's not as easy as "going into" a dungeon and fetching said weapon. He oversimplifies this also with the fact that, apparently, new players already know where the overpowered weapon lies, when basically whenever you start an open-world game you have zero clue about things. Unless you're using guide from the start, but players with guide are already spoiling themselves, so their experience is already lessened. Did someone know where to find daedric weapons in Oblivion once you leave the prison at the start? Did players know the requisites to unlock higher damaging weaponry in Red Dead Redemption once you gain control of John? You know behind which sidequest the Legendary Guitar in Deadly Premonition lies? No, of course not, because you're experiencing these things for the very first time. There's no way a person would know how to overpower himself that quickly with weaponry.
There's also the fact that he might come across as a high-level dungeon from the start, but what are the chances he successfully completes the dungeon and grabs the overpowered reward at the end? Not to mention, games like Dark Souls, you can find a lot of early overpowered weaponry that, if you're in the correct class, you might be able to equip on the go. Doesn't mean much. The game won't stop being a breeze because ultimately it's an open-ended game that relies more on skill than just mere raw stats. The weapon in this case becomes a sweet relief, but not a salvation.
· He claims the fun in Breath of the Wild lies by collecting all that weapon that keeps breaking. Now I haven't experienced this for myself, so I can't develop much here, but this resonates with the point I claimed earlier: weapons in Breath of the Wild lack personality. You want them for a quantity reason, to have plenty of weapons to spare when fighting, not because you attach yourself to the weapon (and some people in this thread has stated as such, too). There's no charm or added value to them, just the raw number of how many you can carry so that you then have many weapons to use from. It's not fun, it becomes the mundane task of collecting anything you can grab in your hand. Not saying it's a boring mechanic, but I'm not saying it's charming, either. There's no reward in waiting for enemies to drop their weapon to use them; it's just a mechanic gameplay-wise to keep the flow of the combat. You don't think much of the weaponry outside these first instances where you find the nice weapons. I don't think any player looks forward to getting more arrows for their bow with enthusiastic loot interest, but rather, because they keep running out of them and need to restock. Same principle is added to the weapons.
· Horrible item management can happen in any game in regards to how cumbersome the player is, but it's not suddenly a big issue if the weapons are unbreakable. You can stock your inventory in Diablo on a chest if it becomes too big. You can leave items in Oblivion at your house. Just because you want to carry around a worn-out weapon until you fix it doesn't inmediately mean that the inventory management becomes tedious. Not to mention you can also have a game like Bloodborne, who doesn't feature that many weapons (12 in total, I think), so not only you want to carry them all with you because of their uniqueness, there's nothing cumbersome about managing them in your inventory. Honestly, making weapons so rare and unique is much more enticing, imo, than finding any weapon over and over when yours keep breaking like he says in the video.
I don't mean this as a full-blown critique. It's okay if people like this, but I can't find myself agreeing with the video.







