Out of curiosity, what direction would BotW detractors have taken the series in instead? And don't say "there was nothing wrong with the formula" because we all know everyone had grown tired of it
Out of curiosity, what direction would BotW detractors have taken the series in instead...
there was nothing wrong with the formula
weapon breaking system is stupid
This. WW and TP derailed the series and turned them into casual linear nonsense. Continuing on with what the N64 games achieved, but with the freedom and challenge of the NES games, would have been perfect.
this. easily what killed my desire to keep playing the most. also, the cutscenes were way too drawn out for how stupid they were. they added nothing. just give me a few text boxes to advance the story and let me get back to the game.
Retards
There was nothing wrong with the formula.
There was nothing wrong with TP (although Wind Waker and Skyward Sword was shite).
That's not what I asked
breath of the wild with actual dungeons will be the best zelda game ever made
i cant fucking wait for the sequel
>WW and TP
I think you mean when Crapcom started getting involved with the GBC Oracle piles of wank. Those doing well influenced the more mainline games' changes quite a bit.
>"WW and TP were bad"
>"no, TP was good, it was WW and SS which were bad"
Just admit the formula had run its course
>dungeons full of boring humanoid monsters
*yawns cant wait
Fuck off, retard. This is a BOTW hate thread now.
>i enter dungeons to fight and not to solve puzzles
the fuck is wrong with you?
There was nothing wrong with the formular and still isn't.
Fuck off to play the yearly ubisoft shit and all the other open world trash.
You already had your shit but you wanted more so another great, longrunning franshise had to be totally gutted for (you), the cod audience, because you couldn't bear that there was a game people loved but was not appealing to (you).
I spit on you and your normalfag kind.
stay happy with grinding puzzle shrines then
>I spit on you and your normalfag kind
Are you implying Zelda wasn't a normalfag franchise prior to BotW?
nah
there is too much fighting on the shrines
Eat shit, BoTW is the best Zelda has ever been.
Yes? You think puzzles and music is what normalfags like over fucking guns? Just look at the sales. Zelda is a niche for old people and girls.
You're trying too hard
>and girls.
user this literaly became the thot mark for "lel gamer girls"
Skyward Sword.
If you really want a serious answer, how about the game is separated between a traditional overworld and one large mega dungeon. There would be multiple entrance points to travel between them, think of it as like traveling between the Light and Dark Worlds in ALttP, except instead of two overworlds its the overworld and the equally big or bigger underworld (dungeon). You move progress through them in non-linear (meaning more "not obvious" than "do whatever you want") fashion, with progression in both areas being tied to the other.
skyward sword didnt follow the formula though
there is no exploration and no side quests in that fucking game
I like BOTW but personally I would have preferred something like ALBW but in a 3D space
There is literally nothing wrong with Wind Waker
>complaining about cutscenes in BotW
You can not possibly be serious
>skyward sword didnt follow the formula though
If you don't understand what the formula that originated from ALttP is then why are you even posting in this thread?
after you got the hammer you can do the dungeons in the other world in any way you want
can you do that in skyward sword?
t. ADHD zoomer
ALBW is my favourite top down Zelda, but I don't think that game's design could've worked for multiple instalments
Get rid of scaling - Just make some areas hard but rewarding and other areas easier to approach
Get rid of durability - Give players the option to break weapons by throwing them
Make weapon combat less exploitable, Make alternative and environmental damage much stronger - Encourage players to play more creatively
Bigger arsenal than swords, bigswords and spears. Hookshot, More Relic use and utility in combat
Make shrines reward you WITH these options for combat and exploration than breakable trash.
>Get rid of durability
nah
pathetic
I think you misunderstood my question
>complete three dungeons
>story takes a twist and another mechanic is added, also get the master sword at that point
>finish the rest of the story
That was the ALttP formula
based
because you need to use your brain to beat zelda games and girls on average have a higher IQ
yep
after you finish the 3 dungeons a whole new world opens for you to explore
skyward sword doesnt have that
you complete a dungeon, it pushes you to the next , and then to the next
there is no exploration
fpbp
Retards like OP don't understand what the formula is, and think the problem with Skyward Sword was that it had multiple acts, which is laughable.
>open world games are so shit none of them can even beat a below average game like Breath of the Wild
>finish the rest of the story
Gee you're leaving this part incredibly vague, wonder if that's on purpose.
Maybe not everything, but having the world and dungeons be fully accessible to you at your leisure and items able to be obtained in different ways around the map rather than just rented would be fun in my opinion
WW didn't have a new world that opened up after the third dungeon but you could still explore. Same with TP. I'm not sure what point you're trying to make here
The number of dungeons remaining usually altered between games
WW has the whole ocean to explore and TP has a huge open world with lots of side quests and mini games
WHAT CAN YOU DO IN SS THAT ISNT A DUNGEON?
more and bigger/more detailed towns
a world not ruined barren and empty
remove koroks
add more dungeons, make them and their bosses unique
shrines can stay but give them more themes.
assets (buildings, characters, enemies, etc) unique to certain areas.
remove crafting and food, replace it with secret bosses, challenges, temples, etc
remove weapon degradation. add unlockable skills/items
>haha just make a dungeon the size of the overworld bro it's not like that'll take 2 decades to develop
Dungeons are shit. Too cramped, too linear, too slow. Too many locked doors just to make you scrounge around for keys, and too many "puzzles" to delude you into thinking that the dungeon treasure isn't just a glorified item check passer.
Of all the non-Breath LoZ games I've played, ALTTP was the only good one because the dungeons are so light on padding that I can arrive at the boss within minutes. Maybe if every game in between had served the player instead of giving them chores to do, they would have sold better.
i liked botw's direction, since it was kind of a return to the original one.
The game is pretty good all my complaints can be summed up with "i wanted more", be it more enemies, more dungeons or more zones to explore.
Weapon breaking mechanic was annoying at first, until i finally let go of my hoarding instinct and realized there's always viable weapons nearby.
It wasn't perfect, but there's so much good that can be improved in the sequel, there's a reason botw is considered one of the top 3, along with alttp and oot
BotW was a fantastic game and one of my recent favorites, but I'm playing Twilight Princess right now and it's making me realize I still missed many of the typical Zelda things that were missing, like the hour-long dungeons with a unique item to be found inside, larger amount of collectibles. The sequel just needs to add them back in and we're good to go, and I'm sure the game can still work really well with these. I swear, imagine BotW but you're using the hookshot to traverse the land.
>remove crafting and food,
you monster
>what direction would BotW detractors have taken the series in instead?
BotW's world needs an "inside" to contrast with the outside - it needs caves, holes, dungeons, hidden away areas. Areas with neat things to find and lore and people hidden away. BotW's world is simply too on the surface at all times. I would get rid of shrines completely and have more totally hidden away areas underneath that sort of feel like Hyrule Castle, but smaller segments
BotW simply doesnt have enough of the thrill of discovery because you very quickly learn that almost anything you see will result in being a korok puzzle or shrine - pretty much all the mystery is taken out of it before you even arrive.
>BotW's world needs an "inside"
that would be definetely interesting. Tho i fnd it interesting how most wishlists tend to be "i want more stuff", it means the base game is really solid
It was nice to look at and has some really good bits like the boss fights but it felt hollow so the only reason I can see about how it earned such praise is that it was an ubisoft game with Zelda slapped on.
The shrines where a choir, no equipment meant no sense of progression and the world was very Spartan, only motivation to explore was for shrines.
Too many dungeons which distract players from the beauty of the world. Weapons are too strong and should have lowered durability. Speaking of weapons you can carry way too much which destroys the tactical aspect of the game, you should only be able to carry a few weapons at the time in a very limited inventory. Skippable cutscenes are a problem that reward people for speeding through the game. Too many cities and npcs and quests and lore, the complete opposite of what the game should be about.
It is, I think it's one of the best "frameworks" I've played, all they need to do is add more variety and more stuff to do. The gameplay is very satisfying, but it would be even more so if you found more stuff. has it right, make things less surface level and add caves, tunnels, and explorable ruins. The forgotten temple at the end of that huge canyon looks amazing when you first come across it, but then it's just one room with a bunch of guardians and a shrine. Imagine if you enter and a 3D map appears in the corner of the screen like a miniature Hyrule Castle and you get to explore multiple floors, maybe fight some Stalfos or something.
kek