3 ms·
I think BOTW was too non-linear. You could do the main storyline and shrines in any order; there were no new skills or items blocking you from exploring the ent
by CGamesPlay 3y ago
I think BOTW was too non-linear. You could do the main storyline and shrines in any order; there were no new skills or items blocking you from exploring the entirety of the map from the beginning (just health/stamina); and the dungeons and shrines are all visually identical. It lacks a feeling of progression.
Compare that with the "old" Zelda formula: you have to do dungeons in order, because the item you get in each dungeon unlocks the way forward on the overworked or in the dungeon. There are few to no side quests that aren't actually necessary to beat the game. Each dungeon (and overworld region) has a completely different visual aesthetic.
I think a middle ground would lead to a much better experience. Talking just about BOTW, imagine if 2 of the dungeons had to be done first, but each of those gave some item or ability that allowed you to complete one of the other ones. Or if the game was divided in half like most Zelda games are (light/dark world, young/old link), this makes you feel like you've accomplished something and are moving into a new chapter of the story.
- jghn 3y ago> I think BOTW was too non-linear. You could do the main storyline and shrines in any order; there were no new skills or items blocking you from exploring the entirety of the map from the beginning (just health/stamina); and the dungeons and shrines are all visually identical. It lacks a feeling of progression. This is exactly why it was one of my top 2-3 games of all time.