Tumgik
#i know by and large botw didn't use procedural generation and i know
ganonfan1995 · 5 months
Text
And it's not exactly that all fans ever want linear games (some do~) Most people I've spoken to who didn't like BoTW, simply wanted a game with a bit more depth and energy put into the story and the world.
While I don't fully agree on that front with BoTW (personally I think BoTW was one of the most concise LoZ games to date) ToTK only amplifies BoTW's weaknesses, rather than its stengths.
I understand the desire to expand on Hyrule, to make a truly vast and vibrant world, flush with exploration. Now with next-gen consoles and better hardware, there's a lot more opportunity for these types of games to take front and centre.
But at the same time, large procedurally generated landscapes can often break immersion while feeling bleak and unnatural. Even if landscapes are generated to be as natural as possible, worlds are as much a character, as well...the characters. (I could go on a whole tangent about design here, but I digress..)
I think what people miss from LoZ titles, is the human touch and energy invested into making Hyrule, feel like a place, rather than an idea.
BoTW wasn't perfect, but it was their first swing at this type of world and gameplay. I do think it can be improved on, and honestly, I was expecting progress on that front in ToTK.
But given that ToTK (past the demo lmao) was nothing more than a 100$ expansion on BoTW...I'm not feeling too confident myself moving forward with these open-world Zelda games.
Despite being linear games, growing up OOT and WW felt open world enough for me. LttP was a super fun play that had both a linear story line, and open world possibilities while giving the player full access to all the dungeons and tools off the bat.
If sacrificing genuine, thoughtful, world-building and design is what it means to have a truly open world Hyrule...I kind of don't want it either.
I dunno just some thoughts
150 notes · View notes