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this post was submitted on 27 Jan 2024
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For me the moment-to-moment gameplay of BotW is significantly marred by the awful durability system, where fighting a monster is always a drain on your resources and basically never a good idea.
Tears of the Kingdom has a much better gameplay loop in that regard, where fighting monsters gives you components to make better weapons to fight more monsters. However, it is also marred by an even wider and less defined concept, and just the whole existence of the depths in general, and also a focus on Just Cause style physics fuck-around gameplay that basically doesn't interact with any of the core systems. In other words, Breath of the Wild doesn't do it for me because the core gameplay loop sucks, and in Tears of the Kingdom the core gameplay loop was improved but all this other shit was tacked on that I don't think serves any purpose.
I am the complete opposite. The durability system for me makes the combat considerably more interesting because it prevents me from just finding 1 single thing that works and using that. It forced me to use whatever I had available and I really enjoyed the creativity that forced on me. It's a game that asks you to adapt.
I get really bored in other combat systems once I've established a winning formula. It just becomes repetition. There's no more cerebral element.
It's not like any of the weapons in Breath of the Wild are actually different from one another though. You mash the same button with all of them until the enemy dies. BotW weapons aren't like Dark Souls weapons or something, they're more like ammo in an FPS. There's never a situation where the solution is anything but "select highest damage weapon, mash Y"
Have you tried dropping a large rock on an enemies head
I find myself switching between one handed if I expect to need a shield, spear if I want range, and two handed if I'm dealing with a group of enemies. Respectively lynels since I like to parry their attacks, bats, and the two handed charge attack comes in handy a lot.
Thank you. I wasn't able to put my finger on why I hated it so much, after awhile.
In my explore and fight monsters game, I want to be rewarded, not punished, for fighting the monsters!
Just avoid the fights.
Right, I did. That's the problem with the game. They put the fights there, and there's no reason to participate in them so I didn't. Then they put loot around the map, but there's no reason to go find it so I didn't. They put story around the map, but there's really not much reason to go find it so I wish I hadn't.
There's really nothing in either of these games that actually feels productive to do aside from walking into the final boss room and smacking the final boss to death with a variety of funny sticks. Everything else is chores.
I don't want to be productive. I wanna fuck around and see things. Tears of the kingdom is an excellent fuck around and see things game.
Imagine if you create an awesome combat system and then most players had to avoid it because of resource management.
Imagine if you created many systems and let players engage with them as they prefer
Imagine calling "preventing the player from fighting enemies for fun" a system.
It's like saying not being able to open doors is a mechanic.
Nobody is preventing anybody from enjoying fights. Some people like the fights.
Enjoying the fights comes at a real cost to your materials. You can either enjoy getting into random fights, or enjoy having good weapons.
It pits resource management against fun and that's a shit trade.