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mZuzek said:
SvennoJ said:

It made weapons meaningless to me, just fight with whatever the last enemy dropped, replace it with what the next enemy drops. I would have loved to keep more varied weapons on me, different ice, fire, magic weapons etc, to experiment. But limited inventory and stuff breaking all the time made it pointless to hang on to stuff to use at other parts of the map.

Anyway it didn't hinder me much. I played BotW for 170 hours, explored every last bit of the map, no fast travel. No memorable weapons or shields, literally can't remember any of the weapons, just the master sword. Great game, but the weapon system was not part of the greatness.

That's the thing, I'm pretty sure you're not supposed to remember the weapons.

I personally don't get the fuss over videogame weapons, it's never been something I've grown attached to in any game, unless it's something like the Master Sword where there's a story reason behind it. But so many people will get a strong and cool-looking weapon in a game and grow so attached to it, I honestly just can't relate. And I think it's clear Breath of the Wild wasn't made for people like that.

The problem is (imo), lots of people are accustomed to play a game just for extrinsic rewards...and that's because most AAA titles have accustomed them play that way. ie. I complete the task -> reward -> I get to see the next piece of narrative; I finish the side mission -> I get a new rare item; I beat 500 enemies -> I get a trophy to display online...etc.

BOTW is a game designed to be played for intrinsic rewards -> the act of playing itself is the the specific case of BOTW in my experience, the act of discovery was the main reward for playing the game.