βWild era leaning into the simulation led to the puzzles improving drastically.β
the "joys" of "routing" and "simple puzzles" ARE inherently linked to friction. does nobody remember The Graph???
nobody likes busy work, no one likes an impossible challenge, we just have different thresholds for what that is.
personally i have a very low tolerance for low friction tasks and a high tolerance for frustrating/high friction tasks. i like a lot of Zelda's systems but am always yearning for something that pushes it farther. because what it defaults to almost always leaves me dissatisfied
If you praise a game by repeatedly saying itβs βobjectively goodβ over and over no one will bat an eye. but if you hate a game without first flagellating yourself you get motherfuckers filling your mentions, informing you that your opinion is actually just your opinion
The tree branch being replaced by a target is another change that makes perfect sense if you think about it for two seconds
The sacred grove has one tree in it, itβs existence implies it could be intractable, the remake has a billion trees, one more could easily go unnoticed
there are other potential solutions to this, make the tree look worn or out of place in a unique way that allows it to stand out, or somthing. but the room had to be changed to make it work in the new visual style, to leave it as is would be sloppy design work.
feb 5, 2023
Replying to @TraysonL
Oh! Well I appreciate it lmao. Iβm sure Totk will be great. For all the slack I give BotW, the fellas at Nintendo are still competent designers, and Iβm sure they understand itβs flaws just as much as I do.
















