I'd disagree; I'd say they can be critical components of good puzzles. Those two steps are a pivotal reason I haven't completed the final puzzle in Spacechem, after all!Thinking about where you want to go isn't a puzzle it's a choice, planning isn't a puzzle either
Warren Spector spoke about Deus Ex being a game designed around problem-solving as opposed to puzzle-solving. I think that terminology applies to Breath of the Wild as well.
- Jumped from Duelling Peaks to the forest because I saw a point of interest and when I landed I was in Serpent's Jaw, the end of well designed area with a more linear approach.
- Didn't experience the road to Gerudo because I was traversing through the mountains(very barren region) and then just jumped to Gerudo Town from the highest spot.
- Didn't experience rainy road to Zora's domain because of climbing + stamina potion.
Don't really agree with the quote. In a select few instances yeah it is a 'puzzle' but otherwise nah.
Honestly to a certain extent you have to discard the freedom available to you and go about the game "the way the developers intended" to get the optimal experience.
I don't think it takes a genius to figure out that the devs probably intended you to start the journey to gerudo town/zora's domain from the road and that you'd be missing out a tonne of content by just gliding to the town.
And as much as people say "but there is no intended route!", there is. And the game will turn out better if you follow that route.
Sure, you can replay the game the intended way, but that doesn't put its value over the above, especially when it's done as well as breath of the wild.
During Zelda Wii U development Aonuma said: "So the puzzle solving in this game begins the moment the player starts to think about where they want to go, how they want to get there, and what they will do when they arrive." With this quote and the overworld they revealed in E3 2014 my hype began. Then in 2016 E3 trailer they showed a clip where Link cut a tree and used the log to traverse to other mountain and I expected the game to be full of those situations.
In the end climbing + gliding solved almost all of those "puzzles" and sometimes really frustrated some possible great experiences. Some major offenders in my experience:
On the other side my ignorance about being able to swim in cold water(thought it was insta kill because of plateau) gave me one of my biggest rewards in the game. Person in this video used the same approach as I did to reach this shrine.
- Jumped from Duelling Peaks to the forest because I saw a point of interest and when I landed I was in Serpent's Jaw, the end of well designed area with a more linear approach.
- Didn't experience the road to Gerudo because I was traversing through the mountains(very barren region) and then just jumped to Gerudo Town from the highest spot.
- Didn't experience rainy road to Zora's domain because of climbing + stamina potion.
The other possible approach is climbing + swimming + potions. If I knew about cold water that would be my solution and I'd feel much less rewarded.
Somehow Nintendo acknowledges how game break climbing + gliding was for interesting puzzles given that inside shrines you couldn't climb walls. And I believe that's one of the reasons I think Plateau is one of my favorite areas in the game. No gliding + limited climbing. In my dream Zelda game those abilities would be scattered around the world and your experience with the game would depends on when you acquire them.
I made a post about that sometime ago but I'd like to hear your opinion about the matter.
Normal Puzzle: resolve this algebric systemno, because it's not a puzzle. you can play it however you like. that's not how puzzles work
There are a fixed set of pieces and you can say you are finished whenever you like, just like a literal jigsaw puzzle. Also, the pieces only go together one way (beating all shrines and divine beasts is the only way to 100%).no, because it's not a puzzle. you can play it however you like. that's not how puzzles work
I like the climbing mechanic but gliding has to go away in the sequel, or be severely gimped. Indeed, it defeats the purpose in my opinion.
A puzzle implies a single prior designated solution which was fully intended by the developer of the puzzle, and I don't think anything in BotW answers to that definition except for the 4 beasts
Any way that reaches the solution is the solution, but I would argue the overall complexity of puzzles takes a step backwards in BoTW at least compared to pre-SS Zelda in how easy they are to figure out.
Agreed. A lot of times I did the same thing with ice pillars. Some great solutions would require a metagame where you make pretend being limited. I'm not the kind of person that will try creative stuff if the obvious or brute force one works. Most of times I solved something on a creative way was because the game limited my possibilities. And I consider being limited a good thing.It's only a puzzle if you're willing to engage it as one, and I don't think 95% of my time spent exploring Hyrule in Breath of the Wild would qualify as engaging anything. I solved the problems I stumbled across by carrying a lot of Stamina potions, and often brute forcing my way across Hyrule's various environmental hazards in the most tedious ways possible.
Chopping down a tree to gather wood in order to start a fire so I could create an updraft to create enough lift that I could soar over a chasm? That's a puzzle solution right there! Not one I ever did though, seeing as I could just leap off the ledge, activate my glider and climb up the rockface that I splatted against. Find a boulder near the shore of a lake, throw a stasis on it, aim it towards an island in the middle of the lake and climb on? That's a pretty good puzzle solution! You do that! In the meantime, I'm going to make a thousand ice pillars to reach that same island.
So yeah, I'm going to say naaaaaah.
I was honestly kinda surprised they didn't make the glider an item you could upgrade, starting with a very low-quality item like the sailcloth from Skyward Sword that functioned as little more than a parachute, to an actual long distant paraglider that'd cost nearly zero stamina to operate.
Giving us the glider early & if you prioritized stamina upgrades over hearts meant it was fairly easy to get to a lot of places just gliding.
I think that moment in BOTW is probably most analogous with orienteering, which I would regard as a puzzle at heart.
But you can just skip 70% of it if you use Revali's Gale.Yes,
Zelda is more about adventure.
Hyrule Castle for me stands as one of the best dungeons in the series because it doesn't force you down a linear path and solve a block pushing puzzle or other nonsense.
Which is OK if I choose to.
You're comparing a state of play to a scenario that's distinctly not play. Obviously the real life version is not enjoyable; our world isn't designed for enjoyable interactions in the same way BotW is.So me figuring out the nearest public bathroom when diarrhea hits me is a puzzle?
I think both 1 and 2 describe puzzles inside dungeons in Ocarina of Time. They don't really describe the kinds of issues you stumble into when exploring BoTW's world. It's more that you have a sandbox with lots of opportunities and whatever you think might work will work as you hoped. I was never feeling like the game was showing me some "toy or problem to test ingenuity" through the exploration. In bits and pieces but I struggle to come up with a specific place.
Now that I think about it the question is really confusing. I'm sorry about that.All the poll is really asking is what what our definition of a puzzle is.
And in my opinion that's a form of puzzle regardless of if a brute force method is a valid solution.