Dec. 6th, 2024

rainwaterspark: Moon Knight from Moon Knight (2021) title page, drawn by Alessandro Cappuccio (Default)
I know that one criticism of The Legend of Zelda: Breath of the Wild's map was that it was huge, but too empty. But honestly, I loved exploration in Breath of the Wild. Whenever I wanted to pick up a video game and do something low-key, I would open that game, look at the map, and go somewhere I hadn't been before, in search of Korok seeds or treasure chests. To me, the brilliance of that game's map design was the fact that I was almost always rewarded with Korok seeds and/or treasure chests when I ventured somewhere new. It was rewarding in a relaxed way, a very zen experience.

The Legend of Zelda: Tears of the Kingdom clearly read that criticism and decided to fix it...by overloading the map with Stuff.

I already thought BotW had tons of treasure chests that could be found if you went searching, but TotK has even more. More chests, more Korok seeds, way more enemy encampments, Lightroots, caves/Bubblfrogs, Addison's signs, wells, way more armor to find and upgrade...for a completionist, the game can easily become overwhelming.

And that's what I find myself mulling over. Because I do sometimes approach TotK the same way as BotW: by opening up the map, looking for a spot I've never been to, and venturing there to find Korok seeds and treasure chests. When my goal is only exploration, it feels as zen as BotW did. But when I set out with a goal of completion, then I find myself getting frustrated with how many things there are to 100% in this game, and how hard they are to complete without a guide. (I am not anti-guide in general for video games, but for puzzle/exploration-focused games, I feel like using a guide cheapens the experience.)

I don't know, I guess I don't have an answer for myself yet? Other than it's all in my mind, lol.

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rainwaterspark: Moon Knight from Moon Knight (2021) title page, drawn by Alessandro Cappuccio (Default)
rainwaterspark

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