HoloDust said:
Yeah, I find some sort of resource management to be important part for games that have lot of exploration - IMO, it always should be about risk vs reward, and part of that risk is using your resources and finding nothing much once you get there. Depths have that feel, at least initially, that's why I wished there was less of those seeds around. I like when BotW/TotK kept me on my toes - like when you get into cold or hot environment and you don't have proper outfit for it, it forces you to spend resources (either food or elixirs) to survive there. Personally, I would like for much more internal consistency in game world and having other aspects having similar resource depletion mechanism. |
See I feel like what you're describing would've been too frustrating for my tastes. Always having to stop exploring the depths because I was constantly running out of seeds to light my way, that would just be annoying to me.
That's why clothes exist to permanently solve the temperature problem for example, because while managing my elixirs is interesting for a bit, it would get tiresome if I had to do it every time I entered a cold area for hundreds of hours of playtime.
We had this discussion before, and the level of physical consistency you seem to be asking for is an extremely tall order for even current gen consoles much less the Switch, the amount of work that's already gone into making TOTK's systems as consistent as they are is already blowing away experienced developers.
I mean, I agree that it would be super cool to see in a game, but it's also asking for a miracle.
Last edited by curl-6 - on 07 June 2023