You can find powerful stuff early on. Raid Hyrule Castle for the absurdly long-lasting Hylian Shield, powerful elemental broadswords, etc.It's am awful band-aid to fix the issue of not being able to make exploration rewarding. They didn't want someone to be able to get something super powerful early on (which sucks, cause in an open world game someone with the proper skills should absolutely be able to reach something powerful early on) so they filled every area with garbage breakable weapons. Finding the fire rod on the plateau should have been a great moment. Instead it ends up being nothing more than a portable heater.
If there was a poll, you'd probably get your answer.
It's the most praised game of all time, so, this thread?
You're making justifications for a poor decision, if the weapons were substantially different it would make more sense. But no, there is almost no difference between different weapons in that game how the combat works, they're almost entirely interchangable which makes them effectively garbage. Might as well just replace them all with pieces of garbage and throw them at people the whole game, it'd serve the same function.
The issue is in its execution - the system is MASSIVELY overtuned. There are fights where you will break multiple weapons and have to pause the action to flip through UI repeatedly. Such a kick in the pants to the flow of the game especially considering how immersive the rest of the open world plays out.
Hated it. All it made me do was hoard all the good stuff and actively avoid combat as much as possible. One of the big reasons i dropped the game after ~20 hours.
This is my problem with it. I remember in the game when I climb a mountain with a waterfall over it and found a bombable rocks. I did so, it opened up a small cave with a treasure chest inside of it. I opened it up AND I FOUND A FIRE SWORD INSIDE! It felt amazing cause I didn't have any help or walkthroughts of it. I found it all by myself! And while I wasn't able to carry it at the time due to my inventory I wanted to come back. But after a while, as a got more into the game, I just never got it cause I thought to myself "Well, it's just gonna break anyways...so is there a point for me getting it?" It feels like the game discouraged me from playing with the treasures that I myself found.It just removes any emotional attachment to the weapons because you know they're basically all treated like disposable trash.
So no. It's a shit mechanic.
You're not supposed to hoard them. You'll get more weapons through combat and exploration, meaning getting into fights is an expenditure of different resources beyond weapons. You'll get back those resources, too, because BOTW is super generous with weapons, ingredients, and monster part drops.Hated it. All it made me do was hoard all the good stuff and actively avoid combat as much as possible. One of the big reasons i dropped the game after ~20 hours.
And that's part of what makes it so bad. It was a bad system on it's own merits, but then BotW bases it's entire core on such a rotten foundation, and it all falls apart. Tons of games don't have even as close to as punishing a system, and yet they still manage fine. No excuse for the poor design.The game simply wouldn't work as it was meant to if you didn't have weapons breaking. It encourages you to improvise use your entire skill set so that you progress through battles as efficiently as possible.
Without weapon durability there would be no reason not to just blow through the game with a royal claymore, and that would get extremely boring very quickly.
Hm. It's been years since I played it, but I think I remember storing all the cool weapons I found in my house on displays or something (this was a thing right?) and basically going out and farming the tall boys for clubs or whatever they had.This is my problem with it. I remember in the game when I climb a mountain with a waterfall over it and found a bombable rocks. I did so, it opened up a small cave with a treasure chest inside of it. I opened it up AND I FOUND A FIRE SWORD INSIDE! It felt amazing cause I didn't have any help or walkthroughts of it. I found it all by myself! And while I wasn't able to carry it at the time due to my inventory I wanted to come back. But after a while, as a got more into the game, I just never got it cause I thought to myself "Well, it's just gonna break anyways...so is there a point for me getting it?" It feels like the game discouraged me from playing with the treasures that I myself found.
I wouldn't call understanding the point "justifying". Breath of the Wild was very much a game about survival and scavenging in the wild, and limiting your resources is a function of that. If you fail to prepare and equip yourself, you're going to die. In other Zelda games, survival isn't really the concern outside of combat, so the resource systems are straightforward and focused because the game is putting its attention elsewhere.You're making justifications for a poor decision, if the weapons were substantially different it would make more sense. But no, there is almost no difference between different weapons in that game how the combat works, they're almost entirely interchangable which makes them effectively garbage. Might as well just replace them all with pieces of garbage and throw them at people the whole game, it'd serve the same function.
I think Dead Rising is a better application of the same mechanic. It's really sensible, you run around the mall familiarizing yourself with the locations and being able to accurately predict what kind of weapon you go for in your various runs (e.g Tools in appliances shop, sports and gym equipment in sports shop, arms from the gun shop...etc)
In BOTW, I felt no satisfaction or a sense of control since almost every piece of crap loot is randomized Bethesda style. The mechanic trivializes itself since the game literally barfs them at you around every corner making me question why its needed at all. I felt no tension or excitment when these pieces of crap broke, just an eye roll.
It's an interesting mechanic implemented horribly in BOTW.
CharmingI really hope Breath of the Wild 2 embraces the same system again, just to see your salt.
The fact that there was too much of the rest of the game designed around a bad mechanic doesn't make it a good mechanic.Let's see what majority of people would do if the game didn't have weapon durability. People would sneak into Hyrule Castle, loot the Royal Weapons and then use those for rest of the game. There would be clickbait YouTube guides with obnoxious thumbnails saying "HOW TO GET OP WEAPONS AFTER LEAVING GREAT PLATEAU" (Maybe those guides still exist but the weapons will break regardless)
What's a shitty mechanic is the where games like Witcher 3 do it and all it does it make the game more tedious because you can literally repair weapons on the fly by going in the menu so it really doesn't serve any significant purpose to the game design.
I also don't understand how people are spending so much time in BotW menus when all equipment is on quickmenu.
I hated the mechanic initially but I saw its genius after I stopped "getting attached" to weapons and saw how weapon durability compliments the game design in BotW. I hope they keep it same for BotW sequel.
The game simply wouldn't work as it was meant to if you didn't have weapons breaking. It encourages you to improvise use your entire skill set so that you progress through battles as efficiently as possible.
Without weapon durability there would be no reason not to just blow through the game with a royal claymore, and that would get extremely boring very quickly.
Well, this is how you know a discussion isn't worth having. I'm out.I really hope Breath of the Wild 2 embraces the same system again, just to see your salt.
Weapon durability was a selling point for BOTW?Weapon durability in BOTW and the control scheme in RE4 are two of the best litmus tests in gaming to see if people have any idea what they're talking about with respect to gameplay systems.
People are obviously free to like or dislike the mechanic, but anybody who says how it was *implemented* was "bad" or "awful" or think the game wouldn't completely fall apart with durability removed are woefully unaware of how the game is designed and what made BOTW an absolute smash success.
So put the weapons behind mandatory enemy encounters. If someone can get through end game enemies with starting gear then they've earned the right to use those super powerful weapons.Let's see what majority of people would do if the game didn't have weapon durability. People would sneak into Hyrule Castle, loot the Royal Weapons and then use those for rest of the game. There would be clickbait YouTube guides with obnoxious thumbnails saying "HOW TO GET OP WEAPONS AFTER LEAVING GREAT PLATEAU" (Maybe those guides still exist but the weapons will break regardless)
Yea wtf is going on lol. It's fine if you like it but some of these responses is on some joly than thou pedestal type stuff. Somebody already busted out the "y'all don't know how to develop a game"Well, this is how you know a discussion isn't worth having. I'm out.
I agree though and BotW is the first and only Zelda game I've played.Now I've seen what the max level fandom of this game looks like.
The issue is in its execution - the system is MASSIVELY overtuned. There are fights where you will break multiple weapons and have to pause the action to flip through UI repeatedly. Such a kick in the pants to the flow of the game especially considering how immersive the rest of the open world plays out.