Zelda: Echoes of Wisdom and the continuation of everything-everywhere-all-at-once games
Added 2024-06-18 18:17:34 +0000 UTC
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Whenever I play a game that gives you a wide variety of tools I end up limiting myself. I have a weird sort of obsession with role-playing In single player games. I tend to always make builds based off an archetype like a paladin or mage and building weaknesses or imposing limits on myself to fit the concept more.
Deep Miner
2024-08-25 21:55:59 +0000 UTC
I generally prefer restrictions as well. It’s why I miss old Zelda. I want a balance between BotW/TotK’s Open-Air and classic Zelda’s linearity and puzzle solving.
Antonio Panzetta
2024-08-08 17:34:26 +0000 UTC
100%. This is definitely a perspective I've been trying to shift into, because it always makes games so much more fun.
Austin
2024-06-27 04:34:09 +0000 UTC
I think this is a really interesting topic to think about/discuss, because my reaction to the Echoes of Wisdom trailer was "wow I can't wait to see all of the different shenanigans I can get up to in this game" and hadn't really considered that there's probably going to be very cheeseable tactics. I used to struggle a lot with always feeling like I needed to pick the most efficient route, or that I needed to do things the fastest or most "logical" way.
But the last few years my best friend has really opened my eyes to how that was making me actively enjoy games a lot less and they would just end up being frustrating or boring rather than fun. It took me a while to grasp it and be comfortable with it, but I've really learned to enjoy doing things inefficiently and try to explore my curiosity when problem solving in games. I do understand that this won't be how everyone enjoys games though, but it is rather freeing realizing that I don't need to pick the obvious solution. I do still default to it sometimes, but it has been so much fun just to see if my dumb ideas work even if i know it might be more work or vastly inefficient.
One example for me that I think can be applied to this is an ARPG like Diablo. There will always be an objectively best build/class in something like an ARPG, but I think it really opens up the entire genre if you start to think about the variety of character builds that you could try out, regardless of viability. It can be so rewarding just asking "can I make this silly shit work" after getting a particular unique drop. Even if it doesn't work, I think there can be a lot of fun had in just trying.
But again, I know this is not how everyone experiences and enjoys games. It's something that I had to actively work on with myself before I properly understood the appeal. But to me it's a lot like finding where the river leads to in Skyrim, because it's cool to know where it goes, and that's the only reason you need.
Yagito
2024-06-26 20:52:07 +0000 UTC
when i played scribblenauts i learned like 20 synonyms for "ramp" / "incline" / "slope" / "kicker" etc because i didnt want to just fly and beat the level but i also still wanted to cheese it
Kavukamari
2024-06-19 05:35:42 +0000 UTC
i really really felt the same with tears of the kingdom. i had a really great time, but the tools we were given really did feel too powerful
i never felt like i was particularly stuck in any shrine, and it felt really bad; i COULD mess around and try to figure out what this puzzle's intended solution is, but the option of using ultrahand and rewind to basically solve it for free made it feel really cheap? like i'm standing at a locked door with a lockpicking kit and a key, and i could try to pick the lock, but the entire time i'm just sitting there thinking, "why would i not just use the key?"
in a way i also felt this just with the overworld traversal in totk - it felt way too easy to miss the trees for the forest. i COULD walk to my destination, or i could go get flung by a tower or teleport to a shrine in the sky and fly there in one straight line. totk gives you the choice and the power to not interact with the world, which doesn't feel good. i WANT to play the game, but it's hard to betray the efficiency rat in my brain that just wants the destination point's cheese
luminaryFlowers
2024-06-19 00:13:37 +0000 UTC
"I'd rather have to solve a riddle, not write the riddle myself and solve it." this really encapsulates it for me.
Austin
2024-06-18 23:37:13 +0000 UTC
These games make me feel embarrassed and stupid. I adore immersive sims, but I am not as good at them as most people. However I had the exact feeling you did Austin when I played TOTK. It made me realize that my imagination was entirely in writing and world building and music. But my imagination sinks like a rock when it comes to ingenuity in the face of adversity.
I would see videos of people solving the various puzzles in TOTK in the most incredible and imaginative way possible. When most of the time I solved it by 'out four feels on a plank of wood'.
I'd rather have to solve a riddle, not write the riddle myself and solve it.
Novel
2024-06-18 21:19:50 +0000 UTC
i’m so excited!!
Not only as a Zelda nerd but also exactly the point you mentioned, the paving the way of a new gaming genre and or idea that gets to set a standard to newer games and projects. I love how you mentioned BG3 too as i’m a huge huge fan of that game and the shear level of autonomy that game gives you is absurd. You can (quite literally) do ANYTHING, like literally ANYTHING. Throwing a chair in my companions face or bombing an entire goblin camp, you had options to do anything your way. I’m interested to see how dungeons and boss encounters will work with this. The game looks so good and finally Zelda getting her own game, i hope they also explore with Zelda being more playable and also getting much more interactions in the future, too. I thought the direct was pretty good in general -
though, i’m kinda easy to please.
Miseri
2024-06-18 20:40:05 +0000 UTC
i’m so excited for it!
i agree with everything you said and I like nintendo experimenting with this idea of having all abilities and capabilities within your reach with no set point or specific way to do something, it’s all in the players hand. I like how you brought up BG3 too, as i’m a huge huge fan of that game too and the shear amounts of autonomy the game gave you was absurd, you can (quite literally) do ANYTHING, like actually ANYTHING, for throwing a chair to your companions face
Miseri
2024-06-18 20:33:04 +0000 UTC
Fingers crosssed!
Austin
2024-06-18 20:28:01 +0000 UTC
It’ll be particularly interesting to see what restraints there are for the dungeons especially. It seems like we’re back to having hand-crafted puzzle-filled dungeons again which is awesome (botw and totk felt like heavily watered down dungeons), but this massive toolkit could hypothetically trivialize the puzzles of those dungeons. My gut doesn’t feel so however, i think the restrained 2d grid-format of the game will benefit this issue. Botw and totk is full 3d space for objects to occupy, but here its a grid with units, and that restriction alone could make this really interesting.
John Bucher
2024-06-18 20:20:48 +0000 UTC
As someone who often turns to video games for the satisfaction of being told that my answer was correct - this is a weird trend for me. I mourn the loss of direction and expectation that’s embedded in explicit problem-solving, but I’ve also found great joy in recent open-ended scenarios when The System tells me that the answer i created was good enough.
This trend’s effect on Zelda has been especially noticeable, since I’ve always known it for its explicit solutions.