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RolStoppable said:
Roar_Of_War said:

So more, smaller-like Hyrule Castle-type dungeons? Yeah, sounds good. I’m fine with that then, as long as they only replace the divine beasts and not the shrines necessarily. 

I sort of look at divine beasts as a new style of dungeon I suppose, but I guess they’re moreso like larger shrines with a boss, gimmick and larger scale reward than dungeons. Which I like in its own right, but they could just fit that into somewhat larger shrines without the bosses (maybe) and make more dungeons like Hyrule Castle. I can dig that.  

But my main point is, the focus needs to be on the overworld first. I don’t want so many large dungeons that take away from getting back to the overworld quickly. I want exploration and engaging traversial to mix in with my dungeon content at a good pace, without constantly being in hour-long dungeons. Let me get back to the overworld quickly, and make up for it with short and sweet smaller scale shrines, sidequests, shrine quests or whatever else is out there

Smaller and spread out should stay. That’s something I never knew I needed until BOTW showed me I needed it, and I don’t want to go back. 

Your first post made it sound like exploring in BOTW has no purpose because it lacks dungeons. Like em or not, the divine beasts still give purpose. So do memories. And the shrines. And especially your own example, Hyrule Castle. Adding more smaller Hyrule Castle-type dungeons is fine, but its not like that’s the only purpose. 

The shrines are fine because they are short. The divine beasts, however, are the low point of BotW. They are huge elaborate puzzles and those are really the main reason why people stop playing a Zelda game; for Ocarina of Time the Water Temple in particular is often cited as a problem, and the Water Temple is a convoluted elaborate puzzle. The style of the divine beasts should be done away with and be replaced with monster-infested dungeons of a similar size as the divine beasts were.

The size and freedom of the BotW overworld is great, but all the exploring and stocking up on good equipment and items would be meaningless without Hyrule Castle. Heck, some players complained that they were too overpowered when they finally visited Hyrule Castle. Dungeons throughout the game - say, if every region has a tower, every region should also have one dungeon - would serve as checks that the player is on the right track with building up their equipment and provide diversity to the exploration of the overworld and the puzzle-solving in shrines. 30-45 minutes long dungeons for every 5-10 hours of exploring wouldn't make dungeon time take over.

I was about to call you a something or other, yet then I saw the name. Sure, Zelda without puzzles, turn it into TR reboot. Make the puzzles optional and increase the kill count. Mindless killing is much better than figuring something out :)

Imo BotW needed more and longer dungeons and more puzzle shrines instead of the same challenge fights repeated over the map. The thing I never really enjoyed about Zelda games are the scripted boss fights with start from scratch if you fail in stage 3. 

Longer dungeons give you a break from the over world which will feel nice to return to again afterwards and catch up on what's happened outside. With shrines you pop in and out, not much more than checking off the next item on a list. Sure a lot of them were fun, and I did spend 170 hours on BotW. (Never used fast travel, most of it spend exploring and running) I was however a bit disappointed with the end. Just like in Windwaker I felt it still needed a meaty dungeon at the end, not just the old repeat of boss fights. I did explore Hyrule castle early though and when I finally got back to it I simply ran to the boss and the game was done...