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  • Exploring the world of breath of the wild is one of the best gaming experiences I have

  • ever had.

  • There is something meaningful hidden under every rock, and every area Link explores holds

  • some fascinating secrets.

  • What really amazes me is how incredibly rewarding it feels to explore every area of hyrule.

  • No matter what you do or where you go in this game, youll always find something useful,

  • something rewarding.

  • This is key to keep the exploration in an open world game interesting and I don’t

  • think any open world game before nailed this as much as breath of the wild does.

  • But there is one gameplay complaint I have recently seen very often: The weapon durability

  • and the fact that your weapons break after a couple of fights bothers quite a lot of

  • gamers.

  • While I do understand that this seems pretty annoying at first glance I believe that the

  • weapons breaking so fast in this game is not only ingenious, but one of the main reasons

  • why the whole exploration gameplay in breath of the wild works in the first place.

  • There are a couple of mechanisms in the game which reward exploration, but in my opinion

  • the concept around the weapons is the most important, and it only works because your

  • weapons are basically consumables.

  • So are you ready?

  • Let’s do this!

  • (INTRO)

  • In order to understand which problems the low weapon durability in breath of the wild

  • solves, we need to talk about the following two problems of open world games first.

  • An open world game promises that the player is able to go to every area in the game at

  • any time, and that he will experience something interesting there.

  • And that’s a huge problem for the game designers, because they completely lose control over

  • where a player is and what happens to him when.

  • In a linear game the designers are able to introduce concepts before they are used, and

  • they are able to constantly increase the difficulty of the game.

  • They can make sure that no player is confronted with a challenge for which he isn’t prepared

  • yet, and on the other side they can ensure that no player is confronted with challenges

  • which are way too easy for his point of progression in the game.

  • But open world game designers don’t have this kind of luxury.

  • If a game is truly open and every area explorable all the designers can do is give a player

  • hints where they want him to go to, but they can’t control it anymore than that.

  • In theory a player can run into the toughest end-game dungeons, steal an overpowered weapon

  • from a chest there and come back to the early game completely overpowered.

  • Or an endgame character can run into areas meant for the early game and one-shot everything.

  • But it’s not a good idea to design a game in this way, because such mechanics actually

  • make the gaming experience less enjoyable for the majority of players.

  • Running into an area which is too hard for your current level is usually a pretty bad

  • experience.

  • But what’s even less enticing in a single player game, is being overpowered.

  • Being too strong practically takes away the whole gaming experience by rendering former

  • challenges into unchallenging and therefore boring tasks and takes away the actual objective

  • of the game.

  • That’s one of the most interesting paradoxes in game design, because players always try

  • to find a way to cheat the game, to find a strategy so powerful that they are able to

  • completely trick the game, so they actively search for these strategies.

  • But the moment they find such a strategy the magic wears off, and the game suddenly isn’t

  • fun to play anymore.

  • A strategy that is way to powerful compared to other strategies in a game is called a

  • dominant strategy, and it’s something you usually don’t want in your game.

  • So you can allow a player in open world games to go to areas way too hard for his current

  • progress, but what you can’t allow is a player finding good loot there, because it

  • would completely break every content up to this point.

  • Your player would be able to equip himself like an end game character and walk through

  • the early game without being challenged in any way.

  • We are pretty far away from the weapons breaking in breath of the wild now, but stay with me

  • for a moment I promise it will make sense soon.

  • The point I’m trying to make is that you can’t have a real open world game where

  • a player can go to end game areas, kill enemies there if he’s skilled enough and come back

  • and one shot everything, because that wouldn’t be a fun experience.

  • Open world games need mechanisms in place to prevent this from happening.

  • For example the enemies and the loot in skyrim are generated depending on your current level.

  • It doesn’t matter where you go, youll always find enemies about your strength and

  • loot fitting your current level.

  • Or as another example the witcher 3 basically locks you out from specific areas until you

  • progressed to a certain point in the main quest.

  • It’s almost impossible to kill enemies far above your current level in the witcher 3,

  • and even if you manage to kill them or find an unguarded high level treasure chest you

  • won’t be able to equip these items because you need a certain level in the game to equip

  • certain items.

  • And by far the best way to level your character is to follow the main quest, as side quests

  • and enemies grant almost no experience.

  • Don’t get me wrong the witcher 3 and skyrim are incredible games, probably among the best

  • ever made.

  • But both have mechanisms in place to control the progress of a player and to prevent the

  • player from breaking the game by finding too strong items.

  • But breath of the wild has no such systems.

  • You are really able to go to the final area as soon as you finished the tutorial.

  • You are able to kill the strongest enemies in the game even if you only have three heart

  • containers and no armor, and you are able to get and use their weapons.

  • And this only works because breath of the wild breaks with a lot of open world RPG conventions.

  • The game can allow you to get the most overpowered weapon in the whole game within an hour, because

  • the weapon is no longer permanent, it’s a consumable.

  • If you find a weapon way too strong for your current point of progression you are completely

  • overpowered for a couple of fights, and then you are back where you started, and that’s

  • great!

  • Finding a really strong weapon too early is no longer a dominant strategy, but a reward

  • the game designers can actually give you for taking out enemies you weren’t supposed

  • to kill yet.

  • But not only this, they can actually encourage you to explore areas you are yet underpowered

  • for, and let you figure out cunning ways to defeat stronger enemies even without the necessary

  • gear.

  • And while you won't use a weapon for hours like you usually would in an RPG there is

  • still a system of progression in the form of heart containers and armor in the game.

  • So finding a strong weapon won’t allow you to get more strong weapons by beating stronger

  • enemies forever because at some point youll be limited by your health and your defense.

  • But they are able to allow you to wield these strong weapons at least for a little bit and

  • that’s more than most open world RPGs allow you to do.

  • But there is a second reason why the weapons break so fast, and this one is probably even

  • more important.

  • If you are designing a huge open world, filled with enemy camps to destroy, epic shrines

  • to discover and side quests to solve you run into a problem.

  • The more content there is the harder it gets to give a player a great reward for playing

  • this content.

  • This is even more complicated in open world games, as you have no clear control where

  • your player is at which point.

  • Exploring a huge game world is only fun if you are rewarded for exploration in the first

  • place.

  • But the more content and things to explore are in the game, the harder it gets to reward

  • a player for everything he explores in a meaningful way.

  • The witcher 3 for example solves this problem by rewarding the players by telling them stories

  • in their beautifully crafted universe.

  • Great gear or experience rewards aren’t needed because the stories are already rewarding

  • on their own.

  • But great storytelling isn’t what the Zelda series is legendary for.

  • So how is breath of the wild able to reward you with something meaningful wherever you

  • go?

  • Well, there are several systems at play at once, but interesting enough most of these

  • systems are tied to the fact that your weapons break.

  • The game is able to reward you with the same useful weapon over and over again.

  • And you will happily be looting the same weapon over and over again because a good weapon

  • is a consumable in this game and you always want to carry as many useful weapons, bows

  • and shields as possible.

  • It’s almost a little bit crazy but I’m still happily picking up useful early game

  • swords, because having these bad swords allows me to save the durability for tough fights

  • on my good weapons.

  • Weapons are one of the main rewards the game has to offer, and this is really brilliant.

  • If an enemy carries a stronger weapon it becomes way more dangerous, but you want to kill this

  • enemy even more because you want his weapon.

  • Even the reward of the small korok seed puzzles is tied to getting more weapon slots.

  • By constantly taking away what is useful to you the game allows you to find something

  • useful and meaningful around every corner.

  • And finding something rewarding and meaningful everywhere is key to an open world game.

  • Okay that’s mainly it, but there is one more thing I wanted to quickly talk about,

  • why there can’t be a weapon repair system in breath of the wild.

  • Managing your weapon slots is a pretty important part in the game.

  • You always want to have a couple of really strong weapons in case you find a really tough

  • enemy, but you also want to have trash weapons for weaker enemies, so that you don’t need

  • to use the good stuff on trash.

  • Additionally you maybe want to carry something to mine ores, a leaf if you need wind and

  • a torch if you want to set something on fire.

  • An infinite inventory would completely work against the survival aspect of the game and

  • would lead to horrible item management, so you find yourself in a situation where you

  • want to carry a lot of different items around, but have only limited space.

  • If it was now possible to repair weapons you would start to carry good but damaged weapons

  • around, which would clog your inventory.

  • But using them in order to free inventory space would be a waste because it’s a good

  • weapon you could potentially repair forever.

  • So they can’t have a repair system because it’s important to the whole game not to

  • run around with five damaged weapons and only two slots you actively use.

  • The whole exploration, fighting and rewarding system of breath of the wild only works the

  • way it works because Link's weapons are as consumable as his potions.

  • If his weapons were permanent it wouldn’t matter that his enemies dropped their weapons,

  • they would need a system to keep Link away from end-game loot and there would be way

  • less exciting loot all around hyrule.

  • While I do understand that it takes a while to get used to this system, I think it’s

  • a brilliant and elegant solution for a lot of problems open world games tend to have,

  • and I think it’s one of the less obvious reasons why it is so much fun to explore every

  • area of hyrule.

  • I hope you enjoyed this little video, if you enjoyed it don’t forget to leave me a thumbs

  • up and maybe you feel especially curious today and want to find out if the subscribe button

  • breaks if you hit it.

  • I hope you have a wonderful day and to see you soon.

  • Goodbye.

Exploring the world of breath of the wild is one of the best gaming experiences I have

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