Fixing Breath of the Wild's Biggest Problems

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I haven't been able to play the game yet (I wish the price of the Switch would just go down already!), but I love the "unlock Zelda as a playable character" reward idea. Nintendo, you cowards, let us play as Zelda!

👍︎︎ 2 👤︎︎ u/happinesstakestime 📅︎︎ Mar 25 2021 đź—«︎ replies
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Breath of the Wild is one of my favorite games of all time. Exploring the vast kingdom of Hyrule and discovering everything it has to offer gave me a sense of joy, excitement and reward that only one other title ever has and not so surprisingly it’s my other favorite game. Breath of the Wild is an incredible experience and an important entry to the Zelda franchise, which was in desperate need of a shake up after Skyward Sword had made it clear that the Zelda formula was being stretched a bit too thin. And for me, above all else, it gave a clear picture of the kind of game design I resonate with most: player-driven discovery where freedom is king, and for that I will always hold it in the highest regard. With that said, it also has some stuff that’s kind of bad. So, I thought it’d be interesting to look at a few of the issues I have with Breath of the Wild and discuss what could be done differently to make things more effective. My goal in this is to provide relatively small changes that either add minor mechanics or repurpose already existing ones, so that I’m not just pitching an entirely new game. Obviously, I am not a professional game designer, so it’s quite likely my suggestions are a) outside of the scope of what would have actually been possible and b) just plain bad, so grab your salt or whatever and let’s start with the most hotly contested mechanic of Breath of the Wild. I’ll start by admitting that I actually like Breath of the Wild’s weapon durability system. It creates exciting moments in combat where you’re hit with the panic of what to do next when a weapon shatters. Do you keep cycling through your limited arsenal, expending the valuable weapons you’ve discovered or do you try to outrun the bokoblin you just smacked and grab his weapon before he can. Especially in the early game when inventory slots are low, it keeps battles exciting and forces players to examine their environment for any sort of advantage, whether it be a weapon lying around or something they can drop on an enemies head. The system also encourages exploration in order to replenish the player’s stock of weapons as well as finding korok seeds to help them carry more. The game is designed and balanced around the idea that weapons will constantly break, so even though players will destroy hundreds of weapons throughout their playthrough, there will always be one just as good if not better around the next bend. However, the fact of the matter is that players don’t like losing stuff. I’ve talked in the past about my bad habits with hoarding consumable items. I always have the irrational fear that there could be a better, more important time to use an item, which causes me and a lot of other players to hold on to stuff for far too long. No matter how many times games try to push against that way of thinking, so many of us have been conditioned to save items until the perfect moment, despite the reality being that that moment doesn’t exist. And this same sentiment extends to the weapons in Breath of the Wild. There are a ton of difficult encounters to get through, and even though the game is designed in a way where using up a weapon is not the end of the world, players worry that it might be, which can encourage some unfortunate player behavior. The worst of which is avoiding fights altogether as to not break their most powerful weapons. There are certainly games where avoiding conflict in order to not waste resources is really interesting, but those titles are designed around that idea where Breath of the Wild really isn’t. It’s a game about expanding Link’s power, not trying to maintain what is left of it, so players hitting a point of actively avoiding fights just to hold onto their resources is kind of bad. So, what could fix these issues? The most common suggestion I’ve seen is to simply add a repair feature, like how most games do it, but I feel like this kind of takes away what makes Breath of the Wild’s durability system good in the first place. In other games when a weapon breaks or is about to break, it doesn’t mean much to me. I either go to the weaponsmith or use an item I bought in order to repair it. Neither of these have much of an effect on how I approach the game aside from getting me to use up some resources or having to go back into town. Furthermore, with games that have more permanent weapons, the only time I get excited about finding a new one is when it has a slightly higher number than whatever I’m carrying, which doesn’t happen the majority of the time, often making loot gathering a slightly disappointing experience. In the early parts of Breath of the Wild, anytime I came across a weapon, regardless of whether or not it was better than what I had, I was excited to find it because I needed it to be viable in combat. This made those trips off the beaten path almost always feel worth it. At it’s best, Breath of the Wild’s system encourages players to explore, solve puzzles, and come up with creative ways to engage enemies in order to get more weapons. So while I get why people want a way to hold onto their strongest stuff, I think having a repair system would encourage players to engage less with the various mysteries of the world because they wouldn’t have as much of a reason to. Korok seeds would lose a lot of importance as players would care less about having a lot of weapons and more about gathering supplies to maintain their favorites. I’ve heard the argument that a repair system could still incentivize exploration by requiring players to gather rare ores in order to fix their stuff, and while that’s not terrible reasoning it also feels a little grindy. To me, there is something way more exciting about finding a hype new weapon in the wild than a rock that can fix one. Instead of finding ways to hold onto stuff, I think the best approach to deal with Breath of the Wild's weapon hoarding issue would be to give players a reason to want them to break. My proposed solution would be to have a material that the player gets every time a weapon shatters. As the breaking animation has a similar aesthetic to the various ancient items in the game, let’s call this Ancient Shards. So whenever a weapon breaks the player gets an ancient shard which could be used for all sorts of things like for upgrades at the fairy fountains, or as a component for more complex ancient items, or it could even be combined with bugs and monster parts to make strong elixirs. The importance is that it would be a valuable part of progression and give a sort of consolation for losing an item. To incentivize breaking stronger weapons, there could be different sizes or strengths of shards. Like anything below 10 strength would net a small shard, ones with 11-30 could be a medium shard, and so on and so forth. Larger shards would yield more effective items and better upgrades, so in some ways, players would actually want their good weapons to break so that they could get better stuff. And in the later game once players are pretty sufficiently upgraded, the shards could be used to recharge the Master Sword, which would allow it to be a bit more of a permanent fixture in the player’s arsenal while still giving them a reason to use other weapons. I also think that this would help curb people from using the Master Sword as an all-purpose tool for tasks like cutting down trees or launching rocks because they’d actually benefit from their weapons taking damage. This in turn would hopefully lead to the Master Sword primarily being used for cool things instead of gardening. No offense to gardeners. For this to work, I think they’d need to change it so weapons don’t shatter after being thrown because otherwise it’d be a bit too easy to just grind out shards. Frankly, I’d be all for changing how throwing items works. If instead of breaking, it just did some extra damage, it’d create an interesting moment of needing to pick up the weapon before the enemy can, which would be cool Ultimately, rewarding players with a material for breaking weapons wouldn’t disrupt any existing systems in the game. Upgrades and craftable items could all be the exact same as they are now, just some of them would require ancient shards; really the only drastic change would be giving the master sword an alternate method of recharging, but given that it would have a cost, I don’t think it would harm the flow of the game. More than anything, adding the Ancient Shards would change how players perceive durability by making it clear that weapons are supposed to break all the time and hoarding them only will put the player at a disadvantage because they miss out on finding new weapons and gathering a valuable resource. With that, let’s dive a little deeper and talk about dungeons. Breath of the Wild’s design philosophy is all about connecting hundreds of small challenges together in order to create its massive adventure.No task takes all that long to accomplish, and it is one of the few open-world titles I’ve played where I could jump in for only 15-20 minutes and still feel like I had made some sort of worthwhile progress. The longest amount of time a player will spend on any single challenge are the Divine Beasts and Hyrule Castle, and even those can be comfortably completed in under an hour. This setup is pretty perfect for an open-world game as there is a constant loop of challenge and reward, and every activity whether it be completing a shrine or collecting a bug feels like it is building to the games main goal of defeating Ganon, but of course, this isn’t just an open-world game. It’s a Zelda game, so a lot of people myself included were a bit disappointed by the lack of traditional Zelda dungeons. And it’s tough because I do think that the quick gameplay loops Breath of the Wild sets up are important for its overall pacing, but it really could have used a few longer challenges with different rewards than korok seeds and spirit orbs. While some people would look at extending the size of the Divine Beasts, I don’t think that would really scratch the Zelda Dungeon itch people felt while playing Breath of the Wild. Due to their non-linearity and open design, they don’t really feel like a Zelda Dungeon, and And I think that is fine. The issue is that as they are kind of the only thing in Breath of the Wild that resembles a typical Zelda dungeon in terms of scope and reward, they end up being compared to them despite not being all that similar. In fact, as many have noted before, the design of the shrines are far more aligned with what players have grown used to from previous games, and that is where I would look in order to integrate dungeons into Breath of the Wild. So, here’s my pitch, which I imagine isn’t all that far off from ideas some of you have had. I’d lower the number of Shrines from 120 to 90 and then change the amount of spirit orbs needed to get a health or stamina upgrade from 4 to 3, so that the upgrade total doesn’t change. From there I’d take the puzzles connected to 20 of the shrines and make two dungeons out of them. The 10 excess shrines would all be combat ones that I’d just throw out of the game because there are far too many of them as things stand right now. In these dungeons, ideally there’d be a unique boss at the end of it, but as I think I have stretched my mission statement of “offering relatively small changes” about as far as I can, I’d say variations of some of the overworld bosses could fit well here. A massive stone Talus and/or a Molduga with some sort of interesting arena could be good fits. Lastly, the reward for completing the dungeon would be something big. My immediate thought would be to give players the Master Sword equivalent of a Bow and Shield for completing each dungeon. So they’d be rechargeable and have some sort of special ability. Maybe it could be a reworked version of the Hylian shield that could automatically reflect lasers back at enemies and the bow could give the player access to light arrows early that blind foes. This set up would especially help the late game of Breath of the Wild. During my first playthrough I hit a point where spirit orbs started to feel less valuable. I would still go after them and they were useful, but the satisfaction I got from completing the first 30-40 shrines had worn thin by the time I was up to around 60. I wanted something bigger, and there were times where it almost seemed like the game was going to provide that. Like, there are three labyrinths spread throughout Hyrule; seeing these massive structures filled me with so much intrigue about what they could be hiding, so when it turned it to be a somewhat simple challenge that ended with a shrine, I couldn’t help but feel disappointed. Having dungeons, even just a couple would provide that bigger, more difficult challenge that players are looking for by the time they are getting near the end of the game, and having a reward that is far more valuable than the major collectibles would add a feeling of depth to Hyrule that’d go a long way. It is worth mentioning that Breath of the Wild does have a pretty great area with a lot of shades of classic Zelda Dungeons, but I think most players skipped over it. Hyrule Castle has a lot of really cool elements to it. There are puzzles, fights, and obstacles to avoid, but by the time most players get to it, they’ve amassed a huge pool of stamina, gathered all the special abilities from the divine beasts, the most important of which being Revali’s gale, and gotten the Zora tunic which allows them to swim up waterfalls. These three things trivialize the challenge of Hyrule Castle, and on one hand that is awesome. Players are rewarded for the work they’ve put in by being able to scale the castle in the quickest way possible, which feels pretty good. The issue is it also has them skip over one of the best areas in the game. I think the easiest solution to this would be to add terminals like the ones in the divine beasts at various points in the castle. This would get players to explore each major section and engage with it’s challenges while still giving them freedom in how they move around. I don’t think formatting Hyrule Castle in this way would give players who felt like Breath of the Wild was missing traditional dungeons exactly what they want, as this setup certainly would feel closer to the divine beasts, but I think it would have helped give a little more weight to the ending and feel like a structured gauntlet for players to overcome. Lightning Round Before moving onto my final major section, I wanted to go over some smaller things that I have less to say about but are still important. First, while each of the divine beasts have unique designs from a mechanical perspective, visually they all look pretty samey. It’d have been nice if each had unique innards that weren’t boring and kind of ugly. Also, the bosses all sort of blend together, which I get is sort of the point as they are extensions of Ganon’s corruption, but I think Nintendo missed a really good opportunity to both differentiate the design of the blight’s and push forward that feeling of Ganon’s spreading threat by having each of the bosses incorporate elements of the corresponding hero. If each of the blights were combined with one of Link’s old friends, they’d have been far more visually distinct and disturbing, creating a more memorable fight. Next, there should be some sort of limit on how much Link can eat or drink. Either there should be some sort of cooldown after ingesting something or eating should happen in real-time so that players have to be strategic when they decide to scarf something down. It’s a little goofy that Link can just eat 20 apples when he’s in danger; it makes things a little too easy. As for climbing while it’s raining; I actually like the rain mechanic a fair bit as having weather affect things players can do forces them to be more creative with how they approach an obstacle, but it’d be a lot better if Link only slid like half the distance he does. Rain should make things inconvenient, not impossible, and if the solution to a problem is to just sit there and wait, that is a boring solution. The fast travel system needs to be reined in. It does a good job by having set locations to travel to that the player has to discover first, but it also allows people to fast travel when right next to enemies and even while falling, which just feels weird. Fast Travel should be a convenience option to get places quicker, not be a way to bail players out of bad situations. I like the idea of Flurry Rush, but it is way too easy to pull off and it kind of trivializes normal attacks. This might be a little too involved, but I’d say the best bet would be to add a meter that builds up everytime Link pulls off a dodge, and once that is filled all the way, then he can use Flurry Rush. This would make it so fights weren’t disrupted by bullet time nearly as often and it would give more importance to other ways of attack. Lastly, you should be able to pet dogs. Now, let’s talk about the ending. One of my favorite things about Breath of the Wild is that at any point after the introduction, players can walk into Hyrule Castle and attempt to defeat Ganon. Doing so early on will be a hell of a task as getting to the top will prove difficult without various upgrades and abilities, and not only does the player have to take on Calamity Ganon, but they also have to take on any of the blights that they didn’t face in the Divine Beasts. Essentially the game frames itself in a way where the more things they do around the world, the stronger they will be and the fewer obstacles they will have to face once at the top of Hyrule Castle. If the player has completed each of the Divine Beast, they will unleash a massive strike that takes out half of Calamity Ganon’s Health. In a lot of ways, this idea is great. It presents a nearly impossible task that only the best and most patient players will be able to get through and then through the various quests Link completes he and the player gain the skills and power ups to defeat Ganon. There is something really satisfying about powering up a character to the point where they can squish the final boss, and Breath of the Wild definitely follows that idea. However, the way the final fight is framed for players who have completed the main quest is a little underwhelming. Aside from being able to breeze through the castle and avoid additional fights with the blights, if the player has beaten the divine beasts, Ganon gets zapped at the start of the fight and loses half his health. I like getting an advantage in the fight for doing various quests, but watching his health bar get drained didn’t feel like my own accomplishment; if instead of hurting Ganon, the Divine Beasts shot powered up either the Master Sword or really any of Link’s weapons, I think the fight would have felt a lot better. Like, consider the fierce deity's mask in Majora’s Mask. Instead of presenting it as Majora becoming less powerful, it elevates Link to a god-like status, and even though it turns what is normally a complicated and difficult fight into just mashing B, it feels really good because the player gets to be the one who rinses through the final bosses health pool instead of it happening in a cutscene. So while having Link’s attacks against Ganon do twice as much damage as they already do would essentially be the same thing as just lowering his health bar , it lets the player feel like way more of a badass because they have control. Of course, even with this shift in framing, I think it’d be nice if there was a way to have Calamity Ganon still be a worthwhile challenge for players who do nearly everything the game has to offer. I’d say for starters, it would benefit from always having the Blight Boss gauntlet before the Ganon fight, regardless of whether or not the player has finished the divine beasts. These versions could be slightly altered ones that are no longer connected to the corresponding hero, and they could even add a new layer where Blights switch in and out periodically so the player always has to be on their toes. On top of that, I would do the Hollow Knight thing where if the player has done pretty much everything in the game, they unlock an additional final boss that provides a much greater challenge and a more satisfying ending. My thought for this would be to have the true final boss be tied to completing the Divine Beasts, getting the Master Sword, clearing the 2 dungeons I made up to get the special shield and bow, and finding all of the memories spread across Hyrule. If the player faces Ganon before doing all of these things, I’d have the game end after beating his first form. His presence would be extinguished from Hyrule and peace would return to the land, but Zelda would seemingly vanish with him. I think this would be a satisfying enough ending for people who are just ready to be done with the story, but give those that want to have a more satisfying resolution a reason to keep playing. So, if the player faces Ganon after doing all of the prerequisites, they would get a memory or something that shows Link how to both defeat Ganon and save Zelda that would then unlock the true final boss: Dark Beast Ganon. And the most important part here is that I would make Dark Beast Ganon not lame. As it stands, Ganon’s final form isn’t all that challenging. I do love how it requires players to do a slow motion arrow shot while falling to finish the fight, but the rest of it is mostly just waiting around, taking pot shots at a distance. I really feel like they should have just dedicated to the Shadow of the Colossus thing and had the Dark Beast Ganon fight be about climbing to weak points on his body and taking them out. While the Taluses are far smaller in size, it is obviously a mechanic they’re able to pull off so I don’t know why it’d be impossible here. The fight could consist of shooting Ganon with the light arrow to make him safe to climb on and then taking out weak points that maybe are defended by some mini blights as to still have traditional combat. The dream would be to have Dark Link form out of the malice that makes up Ganon, but again, I think I am stretching my “small changes” clause a bit further than I should. This loop would repeat a few times until the final weak spot is exposed, and then yeah do the cool arrow thing. All in all, I think this could be a far more engaging and difficult fight that tests both the players ability to navigate dangerous terrain and duel powerful foes, providing a solid challenge for the most dedicated of players. Finishing this fight would unlock the same ending you get when you collect all the memories, but as an extra reward, I’d have Zelda herself be playable after unlocking this ending. I don’t think it has to make sense in the canon, and she could still mechanically be pretty much the same as Link, but I think it’d be a nice little reward to players who went the extra mile. Anyway, that's all of it. At least all of what I’m interested in actually talking about. I’ll be honest, it feels weird to critique Breath of the Wild in this way. Obviously I think it has lots of room for improvement, but at the same time, I don’t know that I’d feel all that differently about it if everything I laid out in this video had been in it at release. Of course, it could just be that my ideas aren’t that great, but more than anything, it’s that when I think about Breath of the Wild, I think about the first time hearing the piano kick in while riding a horse; I think about scaling Lanayru mountain and being awestruck at what sat atop it; I think about how I constantly wanted to see what was around the next corner and always being pleasantly surprised by whatever it was. While Breath of the Wild certainly could have been a better game, I didn’t really need it to be any different than it was. I hope that Breath of the Wild 2 properly addresses the weaker points of the original--which by the way, Nintendo, if you’re watching, feel free to use any of the ideas I came up with. All you need to do in return is put a paper bag headpiece in the next game. Thanks. Honestly though, I want that less for players like myself and more for the ones who couldn't get into Breath of the Wild for whatever reason. I understand that some people just will never vibe with certain games, but I genuinely wish that everyone could feel the way I did when playing Breath of the Wild for the first time, and I think that is why I’ve spent the last 20 minutes talking about potential fixes to the game: even though nothing I say here will change anything, I like imagining a world where my favorite game worked for everyone. And while we’re talking about things that work for everyone, let me tell you about this video’s sponsor, Audible. I’ve said many times on the record that I hate the sound of silence, which means I almost always am listening to something, whether I’m driving, working or playing games that don’t need as much attention and my go to thing to listen to are audiobooks, as I like my stories. The reality is finding time to just sit down and read has become tough as every year I found myself busier than the last, so audiobooks have been the best way for me to catch up on titles I’ve missed as well as revisit old favorites that I don’t want to reread, but love to listen to while I doing other stuff. Audible is unparalleled in their collection with thousands of audiobooks to choose from, so really you’ll never have to suffer through silence again, and if you visit Audible dot com slash razbuten or text razbuten to 500-500 you can get an audiobook for free. And if you visit Audible dot com slash razbuten or text razbuten to 500-500 you can get a one month free trial where you get an audiobook for free. While you should really just go with what interests you most, if you’re looking for a recommendation, I would suggest American Gods written by Neil Gaiman. It is performed by a cast of talented people which brings so much depth to the production. It is a great story, great listen and a great place to start. But also, like ya know, get what you want. There’s tons of stuff on there, and I’m sure there will be something you’ll like Anyway, thanks to Audible for sponsoring this video. To all of you still watching, gosh dang are you sweethearts. Thank you to all of my patrons, I really couldn’t do all this without your support, and a special thanks to The Meaning of NERD for joining the highest tier and becoming an honorary Bagbuten. With that, I hope you all have a great day, and/or night, and I will see you in the next one.
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Channel: Razbuten
Views: 518,018
Rating: 4.9186645 out of 5
Keywords: Raz, Razbuten, Breath of the Wild, The Legend of Zelda, The Legend of Zelda: Breath of the Wild, BotW, Weapon Durability, Outer Wilds, Shadow of the Colossus, Hollow Knight, Zelda, Link, Durability
Id: zhvuDcUx13Q
Channel Id: undefined
Length: 22min 57sec (1377 seconds)
Published: Wed Mar 24 2021
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