Sheikah_Witch
I just really like botw
The Zelda series have been riddled with conventions for a long time. The series has up until now - with the release of Breath of the Wild - followed a formula that was seemingly growing more and more rigid (to some people even stale) as time went on. A formula that followed certain patterns, set-ups and a list of pre-determined features. It became infamous, a meme almost. Something the developers really wanted to shake up.
And they did, with the release of Breath of the Wild in 2017, a game that disregarded a long, long list of long-running conventions. And I was wondering, are there any of these conventions you miss, that you didn't like was discarded, and that you maybe would like to see return in a future installment in the franchise?
Some that I come to think of off the top of my head:
* Lengthy introduction sequences that sets the mood and eases the player into the world
* A companion character
* A dark world/dual world/alternative world
* Trading quests
* Dungeons themed after certain elements (fire, wind, water, ice etc)
* A familiar narrative framework (Three dungeons, Master Sword, plot twist, some more dungeons)
* Things that needs collecting before defeating Ganon, also known as MacGuffins
* A central town/hub world
* Item gating
As an additional point of discussion, to turn the question around: Which of these conventions are you glad that BotW got rid of? Have any of these conventions hindered you to enjoy an installment in the series to it's full extent in the past?
And they did, with the release of Breath of the Wild in 2017, a game that disregarded a long, long list of long-running conventions. And I was wondering, are there any of these conventions you miss, that you didn't like was discarded, and that you maybe would like to see return in a future installment in the franchise?
Some that I come to think of off the top of my head:
* Lengthy introduction sequences that sets the mood and eases the player into the world
* A companion character
* A dark world/dual world/alternative world
* Trading quests
* Dungeons themed after certain elements (fire, wind, water, ice etc)
* A familiar narrative framework (Three dungeons, Master Sword, plot twist, some more dungeons)
* Things that needs collecting before defeating Ganon, also known as MacGuffins
* A central town/hub world
* Item gating
As an additional point of discussion, to turn the question around: Which of these conventions are you glad that BotW got rid of? Have any of these conventions hindered you to enjoy an installment in the series to it's full extent in the past?
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