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potato_hamster said:
JakDaSnack said:

Idk, I just don't agree with your conclusion.  I'm constantly finding new and better weapons.  And with every obstacle I'm given a dozen or so ways of over coming said obstacle.  I think it has to do with gameplay style.  If you give the player ways to permanently hold on to weapons, then you have to restrict what weapons the user can find early on.  That takes away freedom.  By treating the weapons like ammo, you can reward a players hard earned effort with a powerful weapon that doesn't ultimately break the game.  This gives the player more options early on, and more options is always better than less options imho.

Nonsense. They're not treating weapons like ammo if you can't reload! Besides, all you have to do is implement a way to limit the use of the weapon that isn't permanent and is upgradable over the game. Hundreds of games do this in different ways. This isn't a dichotomy, there are plenty of better solutions that don't restrict play style preference.

Zelda isn't Skyrim though.  In skyrim you can pick whichever style you want because it's an open world rpg.  Zelda might have some rpg elements but at its roots it is an open world action adventure game.  In Zelda they wanted the focus to be on experimentation and exploration.  Upgradable weapons would detract from the core of the game.  Repairable weapons has its own problems, but I think Zelda did it quite nicely by making the repairable weapons special and harder to earn.  



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