I don't mean for this to sound hostileand I hope it doesn'tbut I feel like, for a lot of this thread, you have been unwilling to entertain the idea that someone might find BotW to be anything less than perfect or, more appropriately, "essential" or "a masterpiece."https://www.youtube.com/watch?v=bCMDG51cf5w
Honestly, this video perfectly explains how I feel about the weapon durability in Breath of The Wild.
A lot of the GDC 2017 talks were just made available. Any idea if this is the one they were talking about?There was a talk at GDC that was discussed on the shutupandsitdown.com podcast last week that discussed how psychologically gamers (and people) react badly to things being taken away from them. It was really interesting,
Humans aren't always as rational as they might think. They are subjective thinkers who are driven by powerful, and often misunderstood, emotions. This talk will dissect the basic emotions that drive everyone, and provide specific examples of design techniques that encourage the formation of enduring emotional ties that could enhance both retention and enjoyment for players. This is NOT a talk about narrative design or "how to make people cry", but an evaluation of the underlying factors that can create emotional attachment, and how to encourage those connections in games with focused design and UX techniques.
If Nintendo had designed weapon durability into the combat system, such as:
-Weapons take 1.5x damage if hitting a shield
-Weapons take 0.5x damage when in slow-mo-mode
-Weapons take 0x damage with some super special risk/reward timing
I would have invested far more care and deliberation into each encounter, instead of just mashing Y.
yeahdidn't want to say anything because there's nothing sure about it ,but i'm pretty suire weapons degrade faster if you hit soething hard with them,like a shield, instead of fleshPretty sure that's exactly how it works lol
Pretty sure that's exactly how it works lol
Jim covers this.
BOTW isn't magic that it somehow makes it fun. Being FORCED to try out an amazing broom or another goblin bat, sacrificing some rare flame stick you found/fought for isn't great design. It's bad design.
Having the opportunity to change weapons is fine and so is repairing them. Player choice in an open world game. Forcing players to pick up shit after their special weapon breaks down after a few swings is not rewarding in the slightest and pretty much just plain bad.
Why not kill one enemy, use that enemy's dropped weapon to kill the rest and in the process gain several weapons while losing at most maybe 1? Or better yet, use a combination of stealth, environmental hazards (explosive barrels, boulders etc), bow, bombs, magnesis, stasis and so on to minimize how much you wear out your primary weapons on random mobs? A handful of times through 50+ hours I've been in a situation where I'm running low on decent weapons. And then it has taken about 10 minutes to once again have way more weapons than I have room for.I have to agree with what he has said about the weapon durability. I haven't beaten it yet. But do to the structure, I indeed find it easier to just run from fights than to bother because of it. Why waste time on a bokoblin camp and maybe use all my weapons and have to resort to clubs and the like, than just hold onto good weapons for when I really need it?
It really does remind me a lot of the elixir example he made.
It hasn't ruined the game or anything, but I sure ain't gonna miss it if it doesn't come back for the next zelda.
It is? lol I wish the game told me this.Pretty sure that's exactly how it works lol
It is? lol I wish the game told me this.
I don't mean for this to sound hostileand I hope it doesn'tbut I feel like, for a lot of this thread, you have been unwilling to entertain the idea that someone might find BotW to be anything less than perfect or, more appropriately, "essential" or "a masterpiece."
I get that you don't like Jim's tone, but if someone really hates a system that persists for the entirety of a 50-60+ hour experience, that's certainly cause for a score that says "merely very good" or "great, but flawed." And it's not even the case that weapon durability was his only complaint. It's one that he chose to focus on, and one which he felt impacted the game as a whole quite negatively.
As we all have known, Jim, NeoGAF or even Giantbomb don't even represent a major part of the gaming population .. look the Ghost Recon in UK smashing charts over Horizon and Zelda. Opinions are just opinions .. it's just GAF being GAF.
The general attitude that Jim is this by the books straight arrow personality and that all the ferocity directed at him time and time again is through no fault of his own seems pretty dishonest. His actions show he kind of likes this controversy and attention.
Or better yet, use a combination of stealth, environmental hazards (explosive barrels, boulders etc), bow, bombs, magnesis, stasis and so on to minimize how much you wear out your primary weapons on random mobs?
It looks to me like a lot of constructive discussion over a misunderstood game mechanic sprinkled with some meta discussion about the Jim Sterling persona he puts on.You'd think we'd have moved on from the days of melting down over an 8.8 as the median age of gamers and especially Zelda fans has gone up over the years. Turns out no, virtually every single page in this thread and the DDOS thread has had someone stumbling over themselves in an embarrassing way to put some new spin on the, "I'm not a fanboy, but" over a 7. A fucking 7.
Even if we take the most cynical of views and assume that Jim is just peddling clickbait here, at least this shit has been brought out in the open because clearly people still have more than their fair share of growing up to do.
If you look at other things he's reviewed rather favorably, like Horizon - the things that he goes into not liking were just as substantial as what he didn't like about Breath Of The Wild, which received a far lower score from him. That is my only issue.
The other issue is also that he's been trolling about how much he hates Nintendo and "Zelda fanboys" so much lately - prior to his review, that it would be asinine to expect him to have given it a review on par with Horizon, for example.
It's more the way he handled everything leading up to the review, the review itself - and then immediately following it with a pre-planned 98% complete video knowing it would stir up more controversy and problems.
He lost all integrity and respect due to the way that he went about his review process for Breath Of The Wild. It just seemed like he was "out to get it" before he even played it and I think that's the point.
Imagine if he had given the game a 1/10 what a tremendous backlash that would have got him! He didn't even need to do that though, because just the 7 was enough.
Me said:I'm not sure if you've been able to keep up with all the crazy post but if you haven't, I pointed that out earlier and was greeted with the most amazing "answers" from zelda fans. The jist is, he gave it a 7 because he wants to be controversial and click baitey because if he gave it like a super click bait score like a 1 or 3, we would all realize that hes trying to be click bait, but he totally can't fool the smart zelda fans that can see right through that. SO a 7 is the perfect score to give it to be very click bait but it's too high to call into question the validity or his integrity into it. The man is a genius super villain.
Sorry but not everyone has the hoarding/miser mindset...it's not bad design but your own bad habit. Instead of repair the game has the mechanic where you can replenish your 'special' weapons. I'm not afraid to use my Royal Claymore or Longblade, why? Because I know to to get another which invalidates a repair system and undermines exploration.Jim covers this.
BOTW isn't magic that it somehow makes it fun. Being FORCED to try out an amazing broom or another goblin bat, sacrificing some rare flame stick you found/fought for isn't great design. It's bad design.
Having the opportunity to change weapons is fine and so is repairing them. Player choice in an open world game. Forcing players to pick up shit after their special weapon breaks down after a few swings is not rewarding in the slightest and pretty much just plain bad.
You'd think we'd have moved on from the days of melting down over an 8.8 as the median age of gamers and especially Zelda fans has gone up over the years. Turns out no, virtually every single page in this thread and the DDOS thread has had someone stumbling over themselves in an embarrassing way to put some new spin on the, "I'm not a fanboy, but" over a 7. A fucking 7.
Even if we take the most cynical of views and assume that Jim is just peddling clickbait here, at least this shit has been brought out in the open because clearly people still have more than their fair share of growing up to do.
How cool is this part?? The left red bokoblin throws a rock at link and gets hit by his own rock while jim attacks the right blue bokoblin
All I can say is there has never been a single time in 40+ hours of play where I've been in any danger of running out of weapons. Rather, my problem has been that the game throws so many good weapons at me that I have to decide which one to throw away, even when my inventory has been upgraded several times.
I think some people just hate all weapon durability systems regardless of how they're implemented or how they make sense in the context of the gameplay loop. I'm sure it's how they honestly feel, but personally I'm glad when games try something outside of the norm, even if it doesn't work perfectly. I think Nintendo deserves some credit for putting such a divisive mechanic into their premiere franchise, just because they thought it would make the game better. There are things I would change (give me the option to quick-drop items please!) but I like the way it encourages careful thinking about every encounter, rather than charging into every situation with your most powerful weapon.
If you're never running out of weapons, then what is the point in removing them?
Take Nioh, weapons done degrade but they do eventually become weaker and you switch them out for newer ones. If they all required the same stat, you would be switching out weapons for better ones in much the same way, but that's the benefit of being an aRPG.
I haven't played BOTW, but yeah, if every weapon felt like single use items (much like say, elemental damage items in a JRPG) then it feels like you don't want to use it. It sounds (and looks) like a constant annoyance breaking up the gameplay, because for some reason they don't want you to keep using your preferred weapon.
One game I adore is Condemned, where you would frequently have reasons to switch what melee weapon you are using with guns being more like powerups with limited ammo. And then, this only really works well because it's a linear game, so it can design it's levels and weapon drops that to sync up.
For BOTW, especially since I am hearing that late game let's you keep favourite weapons, doesn't seem to require such insane weapon fragility. Does the game get worse when you get the better weapons? Or is it part of that makes them so good and rewarding to acquire?
For weapon degradation to work, there's something else they need...
The solution is simple:
when weapons durability hits 0 they become unusable and NOT auto break, if i dont want that weapon, I'll throw it at the enemies and break it, and if i want to fix my 0 durability weapons i go back to blacksmith to do so, stronger weapons should cost alot to get repaired.
I don't know why they didn't do that.
Bamboo 竹;232011783 said:I think stoping your aventure just to use a teleport and go to the blacksmith to repair your weapon is way more immersion breaker than collecting the weapon of the monster you just killed before breaking your weapon.
It was the same shit as Twilight Princess when it came to the reviews, and I literally tried 4 different times over the years to play that game and fell asleep- actually nodding off catching myself falling asleep- before I could even get past the first village part.
Bamboo 竹;232011783 said:I think stoping your aventure just to use a teleport and go to the blacksmith to repair your weapon is way more immersion breaker than collecting the weapon of the monster you just killed before breaking your weapon.
Bamboo 竹;232011783 said:I think stoping your aventure just to use a teleport and go to the blacksmith to repair your weapon is way more immersion breaker than collecting the weapon of the monster you just killed before breaking your weapon.
The system as outlined does not remove the latter idea?
Perhaps I read it wrong or there was something in-between the lines?
I've been thinking that perhaps Nintendo should give you an auto equip option in the game. Say like your current weapon breaks you automatically switch to your next best weapon, or if anyone plays like me the least best weapon.
Bamboo 竹;232011783 said:I think stoping your aventure just to use a teleport and go to the blacksmith to repair your weapon is way more immersion breaker than collecting the weapon of the monster you just killed before breaking your weapon.
Unless the repair cost is very high, path of least resistance.
It's worth noting that a few folks are arguing from a single area.
There are three concepts at play: what the developer is trying to convey, how well they execute that, and how that resonates with and engages with players.
Knowing why a developer went in a specific direction and discussing how well they achieved that aim is one thing. Arguing that a player has to enjoy that system and they cannot have issues with it is another. Some folks are trying the latter.
Developers have different aims and players engage with different systems and mechanics in different ways. You may prefer a more freeform objective system, while others enjoy the waypoint. Perhaps a developer has a specific reason for choosing an inventory system with encumberance, but that doesn't change the fact that uncumbered inventory or inventory tetris might also be viable systems. Some players live and die by achievements and trophies, and developers use them as extrinsic motivation; other players hate them and prefer in-game titles, gear, or even weapons as a marker of their achievement. (They do nothing for me personally.) "Why" doesn't necessarily get to if the mechanic is good for a player. Some folks jam hard with the completely open nature of Minecraft, but a number of folks can't get into it at all.
Beyond that, I'll argue that while I understand the reasoning behind the system, I still think Breath of the Wild's inventory and weapon systems are tuned poorly. I don't particularly hate it, but I don't really enjoy it either. My issue is more in the "time to break" side of things, in that weapons tend to go far too quickly for my tastes. I generally don't save weapons for any reason, because for the most part none of them are meaningful. Instead, I've vaguely memorize good respawnable weapons within spitting distance of a Shrine and go on occasional fast travel shopping trips. It's more tedium than anything else.
It's not durability on it's own. I've dealt with and been fine with it Dying Light, Silent Hill, and Dark Souls 2 (once I played a non-bugged version of Scholar of the First Sin). One poster brought up Black Desert Online, which is another game with durability that does it better.
Do I like certain ideas in BotW's durability system? Sure. The crit on break is an interesting strategic choice. But overall, I think the system could be much better with tuning and I have no trouble with other players or reviewers having an issue with it.
In my own review of the game - I gave it 5/5 - I noted a whole number of areas where the game would be divisive for players. Weapon durability was one of them. So I'm unsurprised. Just because I jammed with something doesn't immediately make it great.
As to why it was enough for Sterling to give the game a 7/10, I mean it's a pretty core system for the entire game. I probably wouldn't have done the same, but again, can't really argue with his methodology.
I've been thinking that perhaps Nintendo should give you an auto equip option in the game. Say like your current weapon breaks you automatically switch to your next best weapon, or if anyone plays like me the least best weapon.
Unless the repair cost is very high, path of least resistance.
One of my few annoyance with the weapon system. Give me an option to auto equip my next best or next worse weapon with a blacklist (torch, leaf, etc). Pausing the game to quick switch breaks the pacing a bit.
who said stopping your adventure? you can throw the weapon with 0 durability at the enemies to break and collect new ones if you want, but if you don't want to break that precious weapon keep it so you can repair it later.
Bamboo 竹;232012293 said:I know but I can totally see people doing that and hurting their own experience. The game has that kind of limitations, as stamina too, just to let people learn on different was of playing the game. Imagine the game without stamina bar and Link being able to climb, glide, sprint and swiming as the player desire, probably they would just rush to the objetive they are aiming and completely ignore the "mid-ways" that this game offers. For example, at one time I was climbing a beach cliff but my stamina was dropping, so I stopped at a little platform to recharge stamina, my surprise was that on that platform were some bird nest with eggs items that I haven't never collected before. That was a pleasant surprise that I would have experienced if that limitation didn't exist. I can see the weapon degradation on the same perspective but applied to the combat instead of exploration.