HoloDust said:
Hopefully, not as many iterations of BotW formula will be needed for "us" to recognize all of the flaws of BotW. ;) |
There are things that they can add to Breath of the Wild to improve it; such as shrine themes and more towns; which are not really flaws, and more like additional content that would benefit the game; give the player the option to have the game pause after weapon/shield breaks). Open worlds can always be larger as well. Breath of the Wild has expansive lands to cover, but increasing the size of the map team could mean a lot more land. Maybe in another part of the world there will be a different culture besides the stables? Perhaps there will be something like the Nopon villages or Research Stations (Those Xenoblade Chronicles X items served the exact same purpose as stables, basically mini-towns to help give players a resting/base location in the middle of wilderness); for example, perhaps there will be some Kingdom outside of Hyrule and they have little watch forts around their lands. Perhaps some mini-games can help the player grow them through severale stages into thriving cities (ala Terranigma towns, or Terry Town in BotW).
A few of the flaws I found with Breath of the Wild:
1. The main dungeons were a little too vast and vague, but not as bad as previous games. While I know there are some who like the dungeons of previous games, with a few small exceptions (such as the Forest Temple in Ocarina of Time - which was generally good because it was A. very short, and B. Lacking the sort of vague puzzles of other dungeons), I found the dungeons to be very unenjoyable experiences due to their vastness and vagueness. This is unlike dungeons from 2D Zelda games which I often found to be universally fun. IMO, the further we can get away from the vast'n'vague dungeon styles of older 3D Zeldas, the better. Having a few hundred LTTP length and paced shrines that are completely optional is much more enjoyable.
2. The item system can be a little overpowered. Basically, you can go into a boss battle and get your ass kicked for 14 hours straight, but you've got a ton of healing items, so it doesn't matter. Hard to say if this is a true flaw or not, because it actually takes a lot of grinding in order to activate it; it's also a flaw that exists in most RPGs.
3. UI with the item system can be a little cumbersome. Some improvements: A. Allow the user a few toggles (as in optional UI settings) with weapon/shield breaks, such as auto-equip the next in stack, and pausing the game after a breaks; second is a better handling of cooking, allow something more streamlined, allowing players to repeat cooks with a single button rather than returning into the item screen every time. These are items that a lot of PC game designers (like Paradox) allow in their games: you can basically customize your messaging however you want, allowing certain types of messages to pop up and pause the game, and others to slide by with merely a sidebar notification.
Last edited by Jumpin - on 20 July 2019I describe myself as a little dose of toxic masculinity.