As long as its not Ubisoft or Kojipro garbage. BotW open-world was actually done right.
>>379086737
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>horrible durability systems are the future of games
OH BOY I CAN'T WAIT TO SEE PEOPLE TRY AND FAIL TO MAKE BREATH OF THE WILD AGAIN BUT INTRODUCE NEW PROBLEMS WITH THEIR SHITTY ADDITIONS TO AN ALREADY FLAWED BUT GOOD GAME
Not really considering BotW didn't captivate my interest very much. If it's the future of Zelda then I might be done with the series and if it's the future of open world then...well, I was never a huge fan of that to begin with so it more or less remains the same, only reinvigorated. Yay. Was kind of hoping open worlds as a fad would die out sooner rather than later but here we fucking are.
>You know how you can always tell a game that came after Dark Souls
Fuck right off.
>even more open world games
>obligatory durability system
>obligatory physics system
Also very few developers actually understand what makes Dark Souls good. It wasn't "muh invasions".
>Throwing an autistic three month long tantrum because an ammo system was reskinned to feature breaking weapons instead of emptying magazines
Its a fucking ubisoft open world game with a Zelda paintjob. What in the fuck?
I fucking wish more open world devs would go the Zelda route of NOT putting a billion icons on the map and having GPS trails to follow precisely for every quests but letting the PLAYER put his own icons and chart his own course by giving directions based on landmarks and such.
Not him but wow that's the worst defense of durability I've ever seen, I hope it didn't take you a while to come up with that. Durability is not fucking ammo for many obvious reasons.
No, because the BotW clones will end up like the Dark Souls clones, mediocre to complete trash
This, the way they did the map and waypoints in BotW was my favorite part of the game.
Worst analogy I've ever seen
Your gun doesn't break when you run out of ammo
>Durability isn't ammo because guns aren't swords
Very good little Timmy, now please tell us why a sword breaking until you pick up a new one is different from a PP7 "breaking" until you pick up a new one, or get back to finger painting.
...
This. But the fanboys dont realize that...
Yeah, I can't wait for every developer under the sun to get it wrong in one way or another.
Nintendo already got it wrong with the durability system. They're not exempt here.
>i havent played BOTW
if you actually did play it ans still came to this conclusion, you are brain dead.
>You know how you can always tell a game that came out after Dark Souls? Yeah it's going to be like that.
What the fuck did they mean by this?
>You know how you can always tell a game that came out after Dark Souls
Checking the date?
The weapons in BotW aren't analagous to the guns, they're analogous to the bullets you retard.
You know how devs would keep saying things like
>X is the Dark Souls of Y
>It's a new twist on the Dark Souls formula
>It's X, but it borrows mechanics from Dark Souls
and so on?
It's gonna be like that, but with Breath of the Wild.
Please look forward to it.
Durability doesn't need defending because it doesn't really matter that it's there to begin with. If you're so autismally bad at the game you don't always have a good supply of good weapons on you, you're literal trash and are obviously too stupid to be playing the game. Weapons aren't hard to acquire. They're literally everywhere.
Oh. Weird way of wording it.
>"shaping the future"
>game is actually quite spartan and regressive compared to the slew of open-world games that preceded it
Is this really the current state of video game journalism? I'm not saying Nintendo shouldn't be encouraged to continue moving in an open-world direction, but this is just blatant shilling.
It's a hyperbolic statement, but developers really did mimic Dark Souls mechanics a shitload in the years since its release
The analogy fails because when you run out of bullets with a powerful weapon you still have that weapon, when a powerful weapon breaks in BotW you're back to square one.
It makes all weapons disposable which means all damage upgrades have a finite usefulness which makes picking one up feel meaningless. Where as picking up a new gun always feels great because if you have ammo or not you still have the weapon. This is why finding armor in BotW feels like a reward where finding weapons doesn't.
plz don't put that horror on me, I am neurotic enough as it is about repairing equipment in normal games.
Any game that tries to be difficult for no reason and to a ridiculous degree is dark souls. So whenever you play some shitty indie game that basically requires a guide and hours of memorization for everything, chances are it came out after Dark Souls.
I'm not trashing dark souls here, I enjoy DS1, DeS, BB, and DS2 but I can't stand this trend of """difficulty""" in videogames.
It's gonna be great.
The motherfucking ONLY open world I ever played that didn't feel like a chore. I really wanted to like this genre until BOTW came made me actually like it.
It's not about needing weapons, it's about the entire fucking game being one big Megalixir Effect.
It's frustrating to not want to use your good gear because it's transient. You wind up playing the entire game with disposable shit because you save the good stuff for "when you need it".
Durability systems ironically DISCOURAGES experimentation and equipment cycling.
It's the curse of every groundbreaking concept. Everyone who tries to copy it is a fucking moron.
remember when GTA III came out and every game wanted to be "like GTA III but with X"
that's going to be BotW going forward.
>he thinks he can act smug when anyone with half a braincell can understand why the argument is awful
BotW's durability system is not "ammo", there is no way to repair a weapon once it's been damaged. It can only be replaced wholesale. Ammo can be replenished at any point, you could have one bullet missing or you could have all your bullets missing. Also a gun doesn't disappear when you run out of ammo (in most games), it stays in your inventory, all you have to do is just find more ammo. Unless it's one of those shitty two-weapon limit games, it's part of your inventory forever, it's a permanent upgrade. None of the weapons in BotW are permanent except the Master Sword (and it has to recharge, and can ONLY recharge once it's at zero energy, which is pretty garbage).
It must be hard being you.
Are Nintendo giving the ultimate "fuck you" to autists?
>implement a system that forces you to go against equipment hoarding autism
>make attaining 100% near-impossible with Korok seeds and make the reward for doing it anyway a literal turd tropy
>Shin Megami Tensei IV: The Dark Souls of Persona games
>Durability doesn't need defending because it doesn't really matter that it's there to begin with
Did you even think this through? That's a flaw in and of itself. If it doesn't matter that it's there then it's a bad mechanic. And yes, that means most durability systems are shit.
Yup, transient equipment is fucking infuriating.
An element of the real world that should never be in a motherfucking videogame.
Not him but gun=link, ammo=weapons
The analogy works. Link without weapons=gun without ammo
I feel pain and misery.
Anyone have any tasty food analogies?
people who suffer from this need to play some goddamn 90s arena shooters
you'll learn to stop hoarding the good shit "for later" once 500 kleer skeletons are galloping up your asshole
>Everyone compares any game with at least moderate difficulty to dark souls
I want this meme to die.
Nigger your analogy doesn't work, stop using it.
This except for the latter part.
I like how BotW actually had gameplay.
>Shin Megami Tensei IV - the Dark Souls of Persona games
Can't think of any mainstream examples other than Lords of the Fallen and The Surge and those were the same studio.
>what are Super Meat Boy and Alien Hominid
indie games never had a culture of being easy
There's a lot of good shit that people could use from it. But I'm not excited for enormous empty maps with little to explore. Nintendo did the shitty open world meme better than others, but it still suffered the same exact problems.
Not to mention the lack of dungeons (shrines are a poor replacement and the beast dungeons were a joke). I really hope that the next Zelda at least improves on that.
Yes, because locking decent inventory size behind busywork Korok garbage is good game design and not at all like Ubisoft map vomit.
Based Nintendo.
I TOLJU SO
My favorite part of breath of the wild was collecting different links that had different and unique values
I especially like the linked that fired kobold clubs rapidly, even if the damage was much lower
BotW treats each weapon as a magazine, and unlike in most games magazines don't magically refill.
Those guns might be in your inventory, but they're still completely and utterly useless until you find more ammo. For all practical purposes, they're broken until you can pick up another one. The only difference is that in BotW these empty weapons don't have a presence in your inventory. I suppose Nintendo could help the most autistic by adding a new inventory tab for unusable weapons.
Fuck open world games, i want a good story for fuck sakes
AND I SAID A GOOD STORY YOU WEEBS REEEEEEE
but you can and have to cycle through equipment besides my "best weapons" have golden durability up meaning that I can do whatever bullshit I want with them for a long time and still get to go back to temples every blood moon and getting more, and, guess what, the shit I get is always better every time how and why can you not just use the weapons and throw them when they're breaking given how satisfying it is and how the game is balanced around that?
are you shitting me? its the same shit skyrim and farcry have been spawning copycats from
Dark Souls was one of the most influential titles of last gen. Its an accurate statement, people still try to ape that shit.
user you're just being retarded at this point
Player character = Link
Gun=Sword
Ammo = Durability
>something something Dark Souls durability system
I've barely played Souls. Did equipment have durability levels?
It might be a lesser known fact, but King's Field IV (which was Souls before Souls became a thing) had a durability system. But none of your equipment ever actually broke. Once it reached 50% durability, the equipment's stats severely diminished until you decided to have it repaired. It was still usable in the meantime.
You could also find earth stones scattered through the world, which could be used to temper permanent stat boosts into your equipment. I don't think the boosts were affected by durability.
ZombiU was legitimately underrated. A concept that just needed better execution.
>MGSV made a stealth Sandbox
>Witcher 3 made a map full of markers to check
>Ubisoft does the same with towers
>everyone shits on these things for years
>Nintendo finally catches up to the trend doing nothing more than introducing their retarded fanbase to open world games
>somehow this is some kind of revolution
BotW is alright but not a masterpiece but just a best of the greatest trends of the past 5 years or so.
youtube.com
George kinda explained it already.
>Future of open world games
Yes. I would love to play a Witcher game that allowed you more freedom than just pre determined cliffs that you can climb or riding your horse across the country side.
A gun is a projectile weapon whose engineered means of dealing damage is firing expendable projectiles.
A sword does not have fucking "ammo".
A sword with ammo is an idiotic concept and extremely hard to suspend your disbelief for.
Please no, open world games are shit.
>busywork
You are kidding right? Koroks are the easiest thing to find in the game, even by just casually walking
I'm shit at souls games, mostly because I'm impatient. I died 3 times in BotW, the first was falling early game, the second was when I cocked up against a Hinox at low health, and the last one was a silver Lynell backed me up into a second silver Lynell.
>a whole new era of games that are as wide as an ocean but as deep as a puddle
This. I actually went back and played Twilight Princess HD from start to finish for the first time after realizing BotW was not my kind of game and I seriously wish the series could return to WW/TP game design
IS THAT MEW?
BRO IS THAT MEW?
It boggles my mind that you're still defending such a bad analogy. I don't even absolutely hate BotW's durability system, it's tolerable but flawed, your argument is just fucking garbage. I don't care how much of a vivid picture you try to paint.
You don't need to "save the good stuff for when you need it", you fucking sperg. Unless you're wasting weapon durability on wild animals or keese, it's always an acceptable use.
Or, if you want to get the most use out of your equipment, just go adventuring in Hebra when you get a fire sword, go adventuring in Death Mountain when you get an ice spear, and go take out a lynel whenever you get a guardian weapon.
>>somehow this is some kind of revolution
It is, because they actually figured out how to make those things intuitive. That's a fucking epiphany by western standards.
No one bought Dragon's Dogma so this is what we're stuck with.
Equipment has durability in Souls but it's damn near a nonfactor as it takes a lot to break it and virtually nothing to repair it. It pretty much has no reason to be there, it's not like BotW at all which is on the opposite end of the spectrum.
It's different game design goals.
Arena shooters are not open world games which need a strong sense or progression to keep players hooked. Bad example.
Dragon's Dogma has a decent combat system and leveling system, but its world is barren as fuck. I despised any sort of traveling in Dragon's Dogma.
It's something you can deal with if a game makes you, but it's rarely better than permanent upgrades, especially in terms of "encouraging experimentation".
I love Vanquish, but I'm much more likely to experiment with new weapons in Bayonetta, because in Vanquish there's a cost associated with experimentation. I don't see the argument that Bayonetta would have "encouraged me to experiment with different playstyles", and thereby be improved as a game, if Shuraba could break and I had to use Kulshedra instead for the rest of the level.
That's the exact OPPOSITE of how games should work. You should start with a limited arsenal of moves and gear, and as you demonstrate mastery of your existing stuff, the game should begin adding new stuff to master... And the final level/boss should be a mastery test of all of your stuff.
Damn fucking straight. Using the gamepad to scavenge your inventory in real time was a brilliant move for a horror game, and the Souls-like death mechanic fits so snugly into a zombie game that it's a wonder it took until 2012 to implement it. However, it's so damn mediocre beyond those 2 standout elements. Just redo ZombiU but with a base game that's more than a flat 5/10 and we're set.
Durability systems don't work in general.
Either they're pointless busywork (Souls) or annoying (BotW). I have yet to see a game that strikes the right balance. I think the mechanic itself is fundamentally flawed.
>Wow I went out of my way to upgrade my armor and cook a fuckton of food, why aren't I dying?
Because you're literally playing on easy mode? It's like complaining that Mario is too easy if you use the super leaf.
Except Breath of The Wild has nothing like this because it's a shit game with the most repetitive and monotonous enemy roster I have ever seen in a video game.
I wouldn't call it intuitive but they've put at least some kind of effort into it.
>It's frustrating to not want to use your good gear because it's transient.
I would think this would be the exact type of mechanic to keep an action-adventure game from stagnating, though. Previous Zelda games were all about accumulating progressively better equipment until there was simply no room for improvement anymore. With BotW, your character's power constant de-escalates thanks to equipment durability, which means you can't simply grab the best equipment and become an unstoppable powerhouse for the duration of the rest of the game.
Action-adventure games don't have RPG-like character development. You pick up a series of linear upgrades, and that's it. There's nothing more to do to develop on your character. Once you max out your inventory, what incentive is there to continue playing the game? There would be nothing more the game could do to reward your efforts.
i just hope it means devs stop automatically marking fucking everything on your map for you. I loved how in botw you had to find shit yourself, all the map had on it was the terrain. it allowed you to feel like you were actually exploring and discovering shit. moving to stuff auto marked on your map just feels mechanical and boring
>You don't need to "save the good stuff for when you need it"
Oh man I sure am going to use this +17 Golden Dragon Dildo of Anal Expansion to kill three goblins and a large spider. It'll make fighting the Final Boss with a fucking stick so much fun.
Unless of course there are thousands of +17 Golden Dragon Dildos in the world in which case i'm robbed of any satisfaction in finding one.
I thought DD sold like 2 million copies or some shit.
That doesn't deserve praise.
It doesn't do anything special and yet suffers from all the negatives of open world game development. The story is ass, the characters are not memorable, the world is bloated and consists of traversal 90% of the time, towers, etc...
Fuck off. Story is secondary to the gameplay and level design.
sounds like a personal problem. I had no issue using my strongest weapon at all times and throwing away the weak stuff.
making a map superfluous isn't intuituve?
Sounds exactly like every game since 2007.
DSII back when 60 FPS meant you lost 2x the durability actually was a pretty healthy balance. You had to carry back up weapons, or powder, weapons would actually break sometimes, you had to be strategic about which enemies you were going to use your powerful weapons on.
I thought it all worked surprisingly well, one of the few things DSII did well even if it was a bug they eventually patched.
>zelda just copies skyrim
>zelda does well, now every game is going to copy zelda
>this is somehow zeldas fault
nah. it's skyrim. it has done untold damage to the industry, just like minecraft with also had a hand in zelda
You gotta be joking. You don't even really need the upgrades. I was halfway into the game with around 40 seeds just from casual exploring before I found the upgrade guy.
more like, "are you read for the future of sandbox games?", you idiots
>the open world meme is nearing it's end a bit
>Nintendo has to fuck everything up and revive it
Thanks Nintendo.
Yay, open world games will be even worse than they already are.