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curl-6 said:
HoloDust said:

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. 

Yeah, I'm specifically thinking of Runes, which are some sort of "Magic". Zelda used to have Magic Meter, and from my POV, Runes should be resource that is getting slowly depleted when used.

As I said, it's up to devs to decide how much of resource depletion mechanisms will they incorporate in their designs. I like them, there's plenty of them in BotW/TotK formula and Runes also being depletable would be actually more fun for me.