Majukun
Member
you are describing the skyrim method,and that's a system that has been looked down upon for years,at least here on gafThere's other ways of handling this though; weapons can have variations and levels (and level requirements); they can level with the player and top out, or any combination of those things. I've put thousands of hours into various RPGs and none of them had completely un-repairable weapons, but I always every once in a while found a new weapon to use as my main or side.
Zelda goes the complete opposite direction from what you just stated; finding a 50 damage weapon is nearly useless because you'll be afraid to use it in fear of losing it.
also i don't get the fear of using a good weapon..it's not like they are hard to come by..just simply managing your roster of weapons and making the right decisions about when to use the good stuff and when to save it it's enough to be always ready for what the game can throw at you
This is certainly a valid point; it's also quite valid to not enjoy how this was implemented.
I personally prefer being able to use the cool new weapons I find without worry of them breaking; and plenty of RPGs have been able to do this without "making all the other loot pointless."
those other rpgs don't have the same approach that zelda has by
a) giving you all you need in the first couple hours of gameplay
b) left you completely free to go where you want
games like morrowind have the point b (freedom),but actually going where you want and be able to do what you want needed special preparations...also it wasn't a puzzle-oriented adventure like zelda but a more straightforward western rpg, that has not to deal with stuff like being sure that you can actually complete any content no matter when you get to it.