By using this site, you agree to our Privacy Policy and our Terms of Use. Close
mZuzek said:
Vini256 said:

- Make voice acting optional. I think Zelda worked better without it, I liked reading the story at my own pace and it was part of the charm for me. The flower lady cutscene in BotW wouldn't be as funny if it was voice acted, the exaggerated reactions are what made it special.
- Put music everywhere again. To avoid music getting annoying/repetitive, just make longer and/or dynamic themes (Kinda like how Mario music changes on the fly when going underwater). For example, if you have a theme for Hyrule Field, make it change depending on the weather/enemies/time of the day/riding a horse/etc.
- Ditch weapon durability or vastly improve it (Shields aren't damaged when shield surfing, swords aren't damaged from cutting grass, weapons last longer in general, make it possible for us to repair them with certain items, etc).

About voice acting, personally I always wanted them to have it in a made up language (Hylian). It's a shame it didn't happen and now it likely never will, but as it is, yeah I guess having the option to turn it off would be fine.

The music part is the most annoying argument for me, specifically because people always talk about how "Breath of the Wild doesn't have overworld themes because they'd get repetitive", which isn't the case at all. Not having an overworld theme isn't down to just the music potentially getting repetitive, it's a completely different approach altogether. The idea wasn't "let's not have music because people are gonna get tired of it", it was "let's focus on a more subdued sound design where you hear the environment rather than some epic fanfare". It fits the game because of several reasons, such as 1. it creates a stronger feeling of desolation when bits of old themes pop up rather distorted (Temple of Time), fitting the game's post-apocalyptic world, 2. it allows more freedom of mind for the player, as epic fanfare would be always an incentive to just keep carrying with your adventure, 3. it just allows you to soak in the wild and truly feel immersed in the world. It also doesn't get repetitive.

I'm not saying this should be the approach forever, but I think the "repetitive" argument is incredibly shallow. If anything, Nintendo has shown over 30 years that if anyone can make music looping endlessly and never getting old, it's them (I don't know about other people, but I find myself listening to some videogame music on loop for dozens of minutes sometimes and I don't get bored at all). I don't think having music everywhere would be a good thing to be honest, but they could integrate it a little bit more into the overworld - for example, I really like the theme that plays when you ride a horse at night, but it's a really subtle song. Maybe they could have something as equally subtle as the main overworld themes, and then when you do get on a horse it gets more bombastic? I think it could be the case, sure. I just don't think this is anywhere near as big of a problem as some make it out to be, and personally, I actually think Breath of the Wild has one of the best Zelda soundtracks ever.

Weapon durability definitely doesn't need to go. It's the best solution to having everything on an open world game feel meaningful - you did say you haven't played open world games, and I think it shows, otherwise you'd know how much they struggle with having enough meaningful content. Since in BotW you're constantly looking for more weapons, every encounter has a purpose. That said, I would like it (and I was thinking about this earlier today) if they incorporated oldschool Zelda items into the new system, having them as permanent weapons that are multi-functional. I think there could be one per dungeon or something (I always liked finding items inside dungeons, wasn't a fan of the ALBW approach though it wasn't as bad in BotW because of how different the dungeons were), and then maybe they could allow for different movement options and open up shortcuts in other places - for example if they still wanna make the game as open as "you can go straight to the end!", they could have several different paths within the final dungeon, most of which require specific items for you to move faster or ignore certain enemies or whatever. Overall I just want the game, and especially the dungeons, to be a bit more linear. I like how BotW is all about allowing the player to do anything they want however they want whenever they want, but I'd rather have that extreme approach as this game's particular gimmick rather than something every game will do from now on.

Not tackling your other points because they're either fair criticisms or just stuff I've nothing to add.

That would be amazing!