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HoloDust said:
curl-6 said:

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.

Oh, physics consistency is whole another topic, I was thinking of resource depletion specifically when mentioning internal consistency.

I get that lot of people don't like messing too much with that, but for me that is one of the pillars of exploration games. Some devs decide to incorporate none of the mechanisms, some just a few (like BotW/TotK has), and some right about everything. In the end it mostly boils down to what their target audience is. Personally, I think that both BotW and TotK could've had some more of that (like "Magic" not being completely free and some others I might talk about in the future), but that's me.

What would you define as "magic" out of curiosity?

If you mean the use of elements such as fire/ice/electricity, those are already governed by the use of expendable resources like the materials you Fuse to imbue weapons with them, or the durability of wands.

If you mean the Runes, I can't imagine running out of the ability to use Ultrahand/Fuse/Ascend/Recall would improve the experience.