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HoloDust said:
curl-6 said:

Was just coming here to post this, thanks for saving me the hassle.

The fact that people are still figuring out new interactions and possibilities in the game's physics engine this long after release says a lot about the game's depth and sophistication. Heck, there are even multiple different flying machines people have built, from rafts carried by Octo Balloons to the old Mine Cart + Metal Crate + Magnesis trick. People have even made speed boats by wedging a sword against the mast with Magnesis and using it to push the boat forwards.

I think dismissing this complexity as just "fucking around" or "pointless" misses a big part of the whole point of BOTW; to blaze your own path through the world, to explore and discover. It's a game that truly lives by the old adage "it's about the journey, not the destination". It's not supposed to be a sprint to the end goal of toppling Ganon, learning how the game's living, breathing world works through experimentation is just as core to the gameplay as beating shrines and guardian beasts.

Yet, for me, after 10-15 hours of fucking around with those mechanisms I felt they are mostly pointless - yes, few of them are nice, but some of them are there just to be "cewl".

You can chop and bomb trees, but you can't chop and bomb puny bokoblin tower?
Lighting will go for you, although you're just beside massive tower?
You can burn grass and animals, yet you can't burn trees?

They are extremely limited and nowhere near what they should've been if they wanted proper physics in the game.


And when you get tired of them, as I did fairly quickly, what is left is game with very empty world, with ridiculously easy breakable weapons (if that's the best thing they came up with to make you "experiment"  with different weapons then that's just sad), a game that lacks proper dungeons, either in classic 3D Zelda style, or in classic CRPG style, where most of the times only thing you will actually run into are either another respawnable enemy camp with some, mostly, useless reward, some Korok seed puzzle you've already seen XX times before (what a silly mechanism for upgrading inventory on top of that) or shrine that will give another...wait for it...another spirit orb.

No story to speak of, mostly no memorable characters, mostly poor sidequests, aside Gerudo Town, locations with almost nothing to do...this is what I see when you remove cheap thrills called "physics" mechanisms from BotW.

Sorry but just because you refuse to see good points doesn't mean they're not there for a start BOTW actually does have a good story and one that is well executed, you have the beasts as obvious points of interests and then when you seek out and come to key locations it triggers back story that fills in even more story the result is a non linear execution of the main story. Considering the games you're trying to bring up you can't be moaning about poor side quests or empty worlds for that matter because those games have far worse while in BOTW the's always an interaction you can do regardless of where you are and trying to remove a key aspect from a game is a poor argument because it would be like saying remove the combat from Devil May Cry etc... when it's a key aspect of how the game is built.

Guess what Shirnes and Koroks are optional nd it's a better mechanism for upgrading than jumping in one spot for hours to raise your stats, what's ironic is that you complain about durability yet earlier were gushing about Morrowind where the problem is far worse as in Zelda you can use every weapon and item you come across with out needing to boost a stat so you can land a hit. BOTW is a resource management design where they player manages what they have and sees what they can do 

Fact is you have no real rebuttal here to what anyone has put forward as well as backed up and continuously try to dismiss what is shown and backed with out any real argument, if the game is not for you then fair enough but everything shown in BOTW is practical and can be used, no other open world game has the same level of open freedom in mechanics and how to approach the game as well as play, no open world game has the same level of interaction with the world and no other game as Curl put it allows the player to tailor the game to such a large number of approaches, I say this as someone who has not only played the games you've mentioned but a large number of other open world games as well.