MischievousMonkey
Gor bu dëgër
My mind is going wild about how well what they're showing seems to fit even my most hopeful expectationsI think the main challenge the sequel will face, assuming that it will build on the foundation the 1st game has laid out, is enriching that preexisting base without harming its structure.
That's the kind of things they can (and should) do relatively easily. Adding new mobs, new items, new natural resources, new recipes...BotW is an ecosystem within which different elements work well with each other to provide a good experience. If you tweak a part, or add a new one, you might affect the rest of the architecture in unexpected ways.
The criticized weapon durability system, for example, incentivizes the player to explore to get new weapons, to try and get the optional chests in the shrines, or fight enemies with new weapons.
But it's also an incentive to come up with creative ways to deal with monsters when you don't want to use up your weapons or when they're all broken. It's an entry point to play and tug at other parts of the system - using the environment, special items or powers to do something innovative and rewarding.
Make weapons unbreakable or way more durable, and it's all these other ways of playing that lose a significant part of their appeal. The game is in a fragile yet sophisticated balance.
And that's just what could happen by trying to "fix" what's already there. Who's to say how adding radically new stuff, let's say a crafting system as a lot of people asked for, could affect the rest of the game and how it's played?
That's some fine tuning and planning that is required right there
The less risky enhancements they could bring definitely are incremental additions, that don't challenge the preexisting fundamentals but fit right in it.
I'm glad they apparently do want to add radically new stuff though (floating islands, attachments to weaponry, new abilities). Wonder how they're going to balance it though
Like, the floating islands seem to fit right in Aonuma's vision of having to look in the distance to an objective, and figure out a way to get there (and that's genius in its own way), but how does that affect the climbing system already in place? Will climbing still be necessary like that with Link's new warping abilities (never used Revali's gale but it heard it was already detrimental to it)?
In 2021, what I wanted from a sequel was iterating on the core gameplay already there by mixing and matching stuff and adding new assets for an established gameplay loop. That they did as far as we can tell from the variety shown in the last trailer.
But upgrading the exploration loop, which already requires to use different traversal methods to be executed, by making finding and crafting new traversal options a part of it, is a master move I haven't seen what yall referenced when yall talk about aquatic vehicles, but man. Let me not even think about what would be possible in the undergrounds.
BotW -> "okay let me climb this/walk this path, it looks interesting" -> "wow I can see a lot of new stuff" -> "I'll glide to this new area"
TotK -> "okay let me climb this/walk this path, it looks interesting" -> "wow this floating island over there looks interesting" -> "I just find a propeller, lemme make a chopper really quick or maybe a balloon or an ancient glider? nevermind I'll just go down to the caves in my makeshift buggy "
Again, besides the vehicle crafting, I definitely think a better weapon system with some kind of crafting is afoot. Besides the Zonai attachments on regular weapons that we might be able to collect from sky monsters like the box-Golems we've seen, a lot of the Monsters seem to have weapon parts on them (see screenshots above). Which could help fix the infamous durability issue. Some of them also sport backpack and mine, which also leads me to believe they will have a lot more to do with resource management in the game.
I'm about to make my first collector purchase for a damn game
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