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Why your Weapons break in The Legend of Zelda: Breath of the Wild || Deconstructing Game Design

Why your Weapons break in The Legend of Zelda: Breath of the Wild || Deconstructing Game Design

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, you’ll 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, you’ll
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 you’ll
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.

Reader Comments

  1. Very true, it's like terraria, even if it's not open world or anything, you can go to the dungeon, grab a waterbolt, if you don't find just make more worlds. Not to mention, after that just kill skeletron and get the loot from all the chests there. Good video. Even if weapons are non breakable, it makes the game boring.

  2. I actually fail to understand why using above-average skill (potentially only gained from playing the crap out of a game already) to defeat powerful enemies for their OP weapons early game in order to breeze through the rest of the story ruins the game or makes it somehow not fun.

    I see the weapon durability system as punishment for players who would want to do this. It is a contradictory design, not a solution to any real problem. If you are going to be open, be open all the way. Don't punish players for exercising their freedom. I don't see a couple of easy fights and then having your hard-won weapon disintegrate into dust as any kind of real reward, more like a bait-and-switch. It's a totally unnecessary limitation.

    Instead I would make the game require certain weapons to defeat different enemies easily. Then no weapon would be OP, you'd have to progress through the game to get all the weapons necessary to beat the game with average skill.

  3. fallout:newvegas has a similar but different system the weapon may break but can be repair by other weapons or pay for the repair but repair a weapon with a weapon repairs less than the pay but pay for repair needs a lot of money to repair them.

  4. The weapon system is pretty annoying, it's just like recharging magic weapons with soul gems in skyrim which I hate…

  5. Well first off there is a repair system for the Champion's weapons, and there is one for every kind of weapon type, and the Master Sword works on a charge, so I'm not sure what you're going on about there. And there is scaling of both enemies and weapons. You'll reach a point to where you're finding White Bokoblins on the Great Plateau carrying high level gear, so you just end up swapping high end gear for high end gear, even at the intro level.

    So I'm not exactly sure how any of this video defends weapon durability, when BOTW just slides in its own version of the Skyrim gear gating, but doesn't let to use the weapons you actually like consistently. If we want to look at a game that does weapon durability well, look at Bloodborne. The really good weapons like the Tonitrus break much faster than most, but you can repair it. And with how the Souls formula works, it means you'll be forced to switch around weapons if you stick with one for too long and don't maintain it. Still manages to keep you on your toes with weapon usage, especially since you have to go back to the hunters dream to repair. And while the game is no where near as open ended as BOTW, it manages to keep its 40 or so weapons rewarding to find, because they actually play differently from just 5 basic styles ala BOTW, where its "oh, I found a weapon that plays just like the mop I had, but now its metal, pointy, and has fire coming out the end of it." Doesn't make it all that rewarding to find the Master Sword plays just like any other basic sword you've found throughout the game, but now it does, what, 60 damage when around corruption and has a recharge? Just ain't quite like finding Lady Maria's Rakuyo at the bottom of a well in the possession of two lovecraftian shark monsters that can be used as both a single darth maul style sword, or split in half to use as two separate short swords.

  6. Nintendo ruined this with how durable the upgraded master sword is. 60 damage over 100 durability tis just op.

  7. "It let's you use these strong weapons, if only for a little bit."
    Trouble there is that the weapons still break just as fast when you are actually meant to be using them. There is no joy or even excitement in finding some awesome loot because you know, as soon as you want to use it, you are on borrowed time. There is no permanence in BotWs system, and, as a result, finding items is unsatisfying. I feel like this could be fixed with some kind of weapon expertise system where, as you use certain weapon types more and more, you become more efficient with them and they degrade less and less until they eventually stop. This would encourage players to try out different types of weapons early on and reward them for finding a combat style they like, rather than constantly forcing them to switch weapons mid fight with no reprieve in sight.

  8. It's a nice innovation but it's not without flaws. For one thing, the player shouldn't run out of weapons, trash weapons should be everywhere.

  9. What I love about games like monster hunter or Dark Souls, is that the way a weapon is made stronger is through upgrading, and you can only get those materials in later parts of the games. In Dark Souls, I love that you can use a dagger that you get as a starting weapon all the way to the end game because of upgrades. In Dark Souls, almost every weapon has its strength and weaknesses and can serve a good purpose depending on the build of your character. Its pretty much the same in monster hunter too. If you wanted to you could use the starting sword and simply upgrade it whenever possible. I like this mechanic, because although you begin to own weaker monsters in both games, there are always more difficult enemies to fight. You get more powerful yet there is still difficulty in order to continue progressing. Your work pays off, yet you are still having fun with challenge. Simply Satisfying!

  10. I just can't convince myself to use weapons in the game. Because their durability is limited I do 90% of my combat with the bombs in the game so as not to waste a good weapon, it's only bosses that I feel justified in using my weapons for. Which is probably the main reason I stopped playing after 2 divine boys

  11. Personally I hate this mechanic but I decided to try and see another perspective. I'll start by saying that you're correct about getting overpowered weapons early in the game and when it comes to those weapons you've convinced me that the durability system is good. As for common weapons though I can't say the same for one reason- Weapons aren't the only reward. Rupees arrows and even clothes can be found in treasure chests with the former in particular being pretty hard to get. To me having some sort of consistency is important so when the only weapon that is 100% durable is Remote Bomb I have a problem.

  12. I havnt played the game but if the wepeons ware out I would prefer a system that decreases power as the wepeon dulls and you had to go to a blacksmith shop to repair it.

  13. That's still bullsh*t can't repair weapons? Seriously? Could've at least made a repair system where you pay 1000-3000 rupees at the least!!! This is f*cking bullish*t and I'm not even in late game yet and I will still say it's bullish*t!!!!

  14. It's Not ingenious it sucks ass I Despise the breakable weapons lack of story weak repetitive bosses Manotinous Shrines breath of the Wild Sucks

  15. Wonderful analysis! Thank you for informing everyone how genius and essential the system actually is. I was never too annoyed that my weapons would break, and it didn't happen too often, in my opinion. It made managing my inventory kind of fun, actually.

  16. this is bad video game design, instead of rewarding players for playing the game the way they envision the experience, they hindered / limited the experience for the players. what they should have focused on is developing a system that would reward using diverse combat styles and different weapons and not straight up punish players for playing an open world game the way they naturally wish to play.

  17. I find the weapon breaking system ingenious. Also I think the weapons durability is just perfect, because you actually only lack weapons at the start of the game and maybe 6 hours in you have more weapons than you can carry all the time. It also makes you use weapons that aren't "the best" which is nice because with that even weak weapons make sence to pick up when you don't wanna use the good ones.
    All in all it is really an improvement of gameplay for me!

  18. Dude it’s not like this is a multiplayer game this is a open world single player who cares how we want to play the game and loot the best gear and feel like a god. I honestly enjoy leveling myself up to where I’m strong and destroying everything and that’s not cheating it’s my own open world game if I pay for a switch and a $60 I should be able to play how I want it’s not cheating unless it’s multiplayer.

  19. Weapons are so easy to find that I don't care how fast they break lol

    Also I skipped the first village and instead did go (not knowing anything about the map of the game) to the tower full of guardians, I tried getting there but didn't manage to, so then I found Zoras domain, then the village I was originally supposed to go to

  20. Makes a tonne of sense. I havd played every single Zelda game and breezed through them. My best accomplishment is a Minish Cap speed play and only taking damage 32 times through out. However this is my very first open world game that i have played. This game is brilliant coz it turns Zelda gods into zelda noobies with the new mech's. Fair enough open world players have completed BOTW in 28mins but they havent lived the nintendo/zelda lifestyle. Awesome video. Im 1hr and 2mins into my journey and have the 4 shrines done and i am now seeking IMPA. All help welcome… Pm me on fb as i am indeed struggling due to the new weapons breaking system.

  21. I'm upset with all the weapons in the game. It took away from what Zelda should be like. You can't explore or defeat a certain enemy unless you have a certain weapon /tool, and wtf! All we should have is the Master Sword as a sword! And it shouldn't break or weaken. It's the Master Sword! Disappointed with the weapons. Yea, it could stay an open world, one you open up as you advance. Sigh. Sad face.

  22. i waited and waited for this game. i was in line for hours to get my preordered game, and i also bought the switch just for this game.
    the weapon durability ruined the game for me to the point where i sold both the game and the console the next day.
    i have many many other complaints about the game as well, but the weapon durability made it unplayable. Its fun to pick up enemy weapons and i get why they shouldnt be permanent, but without a main kit that we keep making more and more powerful, thats a huge part of the feeling of a growing hero gone.
    stamina and hearts is not enough.

  23. honestly , i didnt watch the video yet , but my main complaint with breakable weapons in botw is the lack of a crafting system , i get ores , i even get diamonds
    yet i cant use them to craft super powerful pickaxes , swords and other things ,the game has fairies that can enchant armor , yet i cant enchant weapons

    in minecraft the whole system is very similar , wood tools break after not even a stack of items , stone lasts significantly longer , iron is very durable and also easily to get ( not as easy as stone but you still end up with more iron than you could ever use after a while) and finally theres diamonds and enchanting

    a diamond pickaxe (according to a discussion i found ) usually lasts 1562 blocks , with unbreaking 3 , it will roughly last 6248 blocks , if you happen to get an unbreaking 3 , luck 3 diamond pickaxe, you can theoretically mine 6248 diamond ores , which would give you 13.745.6 diamonds , and thats with a single diamond pickaxe with luck and durability enchants ( that also can be repaired with an anvil before it fully breaks so lets say 12.000 diamonds mined if you want to be sure to not lose the pickaxe

    anyway, even if you just have an unbreaking 3 diamond axe without luck , you can mine out an entire chunk at diamond level which is around 1024 blocks , thats 1/6th of the duration of the pickaxe , or for an unenchanted pickaxe , 500 blocks less than its durability

    anyway in case you wonder why i do this math , the point is , in minecraft getting 5 diamonds ( 3 for pickaxe and 2 for enchant table ) can easily get you over 1000-10.000 more diamonds , getting 3 stones gets you a pickaxe that can mine 132 stones , getting an iron pickaxe ( which a stone pickaxe can technically mine 132 off ) lets you mine 251 blocks , and finally getting 3 diamonds lets you mine 6 times as many blocks

    in minecraft you alway can get more and more stuff , same goes for food , you start out with around 5 melon slices if you find one on the map ,or plant a seed from a mineshaft , those 5 can grow 5 more plants , those 6 total plants can now give you 30 new plants , those 30 new plants can give you 150 new plants , these 150 can give 750 , these 750 can give 3750 total plants
    in minecraft getting an item ( or lets stick with tools since thats the topic of the video ) lets you get more of them very easily , you wont have to run around with wood tools at all once you get a few stacks of stones and iron , you simply cant use up all your items so you would have to go back down to wood equipment , the ability to store anything in a chest in minecraft is another thing , you wont have to keep a limited amount of tools with you because of a tool cap , you have a whole inventory ( and if you are in a cave , you can technically carry some chests with you and make an HQ in the cave to return to whenever your inventory is full so you can easily carry 4 swords , 6 pickaxes , 2 shovels and a bunch of wood for crafting more on the way , if your inventory gets full ( since you have 36 slots , having 12 tools and maybe 2 slots for food , you have 22 slots to fill with other materials , if you throw cobblestone away , you can theoretically have 1408 diamond , iron , gold , or whatever blocks you want that can have stacks of 64 blocks , and you as long as you have a way of returning them save to your main base, you can greatly expand the amount of items everytime

    this is the thing where minecraft is much better than zelda , in mc if i notice i start running out of diamonds , i farm more , in zelda i cant do that , as my inventory space is limited , i cant store tools as easily and other things

  24. So… Ceave isn't gonna say "If weapons had no durability, there would be no reason to get other weapons" or something?
    I do think that it makes sense for weapons to have durability, but uh… I want a very reliable weapon… you SHOULD be able to PAY PEOPLE TO MAKE WEAPONS… or just buy a weapon from someone, obviously costing money and maybe even materials (like a very reliable wooden sword, costing rupees and bundles of wood, I think it does way more damage when on fire, so… strategy, or maybe a fire sword which would cost rupees and like 10 flint… wait no that isnt realistic at all, it doesn't make sense, hmm maybe instead of buying things, you'd have a crafting system? But a crafting system wouldn't really hurt your rupee count… Making a weapon out of topaz would make an electric weapon, out of rubies would be a fire weapon, out of sapphires would be an ice weapon, diamond would increase the durability? Amber would just be used for basic weapons, your "cobblestone" for crafting? No… I have way more amber then I do wood… maybe amber weapons would be heavy… and uh… opal would decrease the weight because their the essence of water? I don't know… I guess rocks only use is for selling…
    Very complicated stuff. For Bows uh… maybe opals would make them more "swift" cuz water. Diamond would increase durability, uh… chu chu jelly could be useful other than selling maybe? I don't think it'd make sense to just craft an arrow and put a ruby in the arrow to turn it fire, plus that's very cost inefficient. Chu Chu jelly might make sense? Of course it'd require an arrow though… it'd make sense to turn regular arrows into elemental arrows, as that's strategy. But how'd you make bomb arrows? I was thinking you'd drop your arrows on the ground, shoot the fire chu-chu, and run to pick up your arrows and they'd be firey. As that'd make people want to use Chu Chu jelly. But regular arrows are important… i dunno about this whole crafting thing.

    But asking a weaponsmith to make weapons for you, costing rupees and materials makes the most sense to me. I'd think they'd be very customizeable. You could ask for a wooden sword… it would cost rupees and bundles of wood.
    For an axe maybe it'd cost more wood and rupees, deal more damage, but be way heavier.
    For metal weapons (which CAN be enhanced by elemental stones) they'd cost more rupees, but deal more damage.

    Topaz would be for a THUNDER weapon, such as an ELECTRIC ROD or THUNDERBLADE
    Rubies would be for a FIRE weapon, such as a FIRE ROD or FLAMEBLADE
    Sapphires would be for an ICE weapon, such as an ICE ROD or FROSTBLADE
    Amber's description states it was used for crafting since ancient times, therefore it'd be a base for Metal weapons… wait… is amber even metallic?
    It makes sense for bundles of Wood to make Wooden weapons, you can only get wooden swords from chests in this game I believe.
    Opal would be for a WATER weapon, such as uh… maybe Zora weapons? Zora weapons aren't special are they, and what do they have to do with water other than their name being a name of a species who are fish… i uh…
    Does it make sense for Opal to make weapons swifter… a weapon can only get so swift, water CAN be heavy… right? And it's water ELEMENTAL… i dont understand anything im trying to say…

    The more stones your weapon is made out of, the heavier it will be, the more attack it will have, and the more defense it will have.

    Buying wood/metal weapons would also help with the lightning problem, before the Thunder Helm, all of my weapons are metal and there arent many very good damaging wood weapons, you can find a dragonbone moblin club and i guess that's pretty good, but its heavy, does a good amount of damage though, a whole 45 attack.

    I do agree with weapons durability being increased at least a little bit, honestly there's no reason to fight anything in master mode until you have weapons that are good for damaging and are reliable… even then…

  25. Then again… do Bokoblins, Moblins, and Lizalfols make their own weapons? If so then it'd make sense to be able to make your own weapons… but how do enemies make their weapons? Does Calamity Ganon give them their weapons?
    How would a crafting system work, if it to have been implemented?

  26. Yeah but when the only weapons you have that do more than 3 damage break while in a dangerous area and you know you are screwd is just so annoying!

  27. At first i wasn't a fan about the whole weopons breaking thing but then i found out that by simply exploring the map you can find and even mark all the good weopon hordes, some weopons however, do not respawn and once broken are gone for good, just explore and don't be afraid to battle the more powerful enemies, cook up some hearty dishes, you'll find the rewards are worth the risk.

  28. Actually a great explanation! Even if you would say "But weapons break to quick!" which honestly can be true, sometimes you might only get to fight two enemies but at the same time you are probably getting at least one new weapon. Like you never have NO weapons.

  29. Breakable weapons ruined this game for me. If any future zelda games have similar breakable weapons I won't even bother playing them games.

  30. The problem isn't just the weapon system, it's how it's implemented. They could have achieved a similar effect by giving you a handful of weapons and stuff being required to upgrade them, or even doing something like requiring the Koroks to upgrade them (since this change would render the inventory slots useless). This would achieve the same job of limiting the player early on.

    I think one of the reasons why it bugs me is that it's so easy to feel like you're going back to square one when you lose a weapon and it's been a while since you last got a decent pick-up.

  31. Although everything you have said makes perfect sense, I believe this mechanism detracts from gameplay enjoyment in 1 Major Way – it adds a level of negativity to the game that is not enjoyable. I am constantly worrying about the health of my weapons. I find myself running away from most enemies and not being able to enjoy many of the great mechanics they’ve added to the game in fear of things breaking. For example, shield surfing was a great idea but I really use it because I don’t want to damage my shields. I want to engage any enemy I come across because it’s enjoyable, but fine that it’s not worth losing my weapons over it. I prefer the developers to choose another way to solve many of the issues you’ve brought up without losing enjoyment of engaging enemies. It’s actually a nice feeling to overpower some of the folks that used to give you problems earlier on.

  32. Temporary rewards can also make exploration feel redundant. You can take a long time with puzzles and feel little reward in comparison.

  33. Bought the game almost a year ago with the Switch and quit because of the breakable weapons. I found myself avoiding virtually any encounter and finally realized I wasn't having fun by the time I unlocked the final divine beast. Recently, I found an emulator for this game on PC and decided to try out an unbreakable weapons mod and unlimited stamina, and I could say, without a doubt, I'm finally having fun. I can run forever and use the best weapons for each encounter and love it!

    Hopefully, in the future, they try to incorporate a better story instead of making the game frustratingly difficult to make up for it.

  34. Nonsence.. people use the best weapons they can and are aiming for the best they can achieve always,😊😊

  35. Many excellent points are made in this video! I already loved Breath of the Wild. I like it even more after seeing this video, because I understand how clever it is now.

  36. To me as i played breath of the wild, weapons breaking is not the problem, but the bag space is the problem as the game has too many weapons and too little bag space and needing to be constantly in battle to break the weapons.

  37. 2:34 waiting for the parry… 2:37 doesn't happen. triggered 5:53 …that's better

    4:08 i know this feeling well. i recently started my master mode file and was in the area of the woodland tower the other day. i picked up the royal claymore on the top of the tower and was like "isn't there a royal shield here as well?" but when i went to the place where i remembered it was, there was a soldier's shield instead. that's when i realized that some of the overworld items level in the same way that things in chests do.

  38. The weapons system is annoying to me. I hate not knowing how "healthy" my weapon is and I hate how quickly they break. Trying to say that the gamer just doesn't get it reminds of s8e3 GoT and blaming the viewers' tv's for not being able to see the battle.

  39. Personally, I think completing a difficult task should be rewarded for open exploration to have any real meaning. Quickly breaking weapons just makes me disinterested to meet difficult challenges as my inventory is already full, there is no way to store more than three weapons in my house, there is no way to know when they will break and I feel inhibited in that I don't want to use my best weapons in anticipation of more difficult stages in the game (effectively putting the experience on hold and filling up my severely limited, although fully upgraded, inventory space for weapons). And spending eons collecting enough resources and rupees to get the best Sheikah weapons.. why would I spend all that time doing chores for just two minutes of combat? It just isn't appealing to me. It feels unrewarding. On top of it all, enemies evolve with me, making me feel like I never really gain a significant edge (this is not a problem in itself, but in combination with the weapon breaking system it just kind of breaks pardon the pun the game for me). I like feeling like Link is evolving and becoming more powerful as a game progresses, it's honestly a key feature of the franchise, BotW just doesn't deliver this for me. Don't get me wrong, I like this game, and Zelda is my favorite franchise. I have played and owned almost every game published, I just feel like BotW is slightly overpraised and given too much leeway on poor design choices. My next playthrough I am going to try focusing more on armor early on to see if it changes my experience, but I kinda doubt it as many armor pieces require resources from difficult enemies which in turn requires weapons (unless you want a reaallyy slow experience) that will break like a Cinderella glass slipper regardless if it was forged in Mount Doom. I think it's stupid arguing about whether the weapon breaking system is good or not per se, it depends on what you want from the game. I feel like BotW is successful among players that enjoy survival type games, and that enjoys exhausting different ways of attacking enemies, it also caters to casual gamers as it doesn't require them to learn and use any particular strategy. Left out are those of us who enjoy character progression, cohesive story elements and challenging puzzles. It's an excellent game if you're looking for a sandbox experience with replay value as a speedrunner or with challenges.

  40. I quite like how most of the comments on this video boil down to, "no, I know why it's a thing. It's still annoying."

  41. Could at least make it to where we can fight with our fists so we’re not 100% defenseless when our glass swords shatter after two seconds

  42. The weapon durability system in my opinion is perfect. It sells the games theme as a survival game. It makes you get smart and creative with what u use and how u use it.

    Its immersive and it makes sense without becoming annoying.

    Think about it How does link lift 500 pound boulders. Y would u think he cant manage to break a wooden sword? Or heck even a metal sword and its assumed that metal swords get more dense and malleable metal making better swords more durable.

    The weapon breaking mechanic keeps you searching for better weapons and better ways of prioritizing weapons in certain instances.

    A new sword you never seen before is a heck of alot more useful than a heart container or some ruppees. Meaningful rewards.

  43. Another complaint i see is rain stopping your climb. Well … In some ways it does, in some ways its a tactical way to discourage you from climbing a mountain without making it impossible. Alot of people seem to want to brute force the climbing.. Dude chill, do something else (because there is plenty to see in the world), wait to get revalis gale which takes this problem away. Or make abunch of stamina potions and have it.

    Being able to climb everything is an OP traversal mechanic. It needs to be toned down to maintain a lil balance.

  44. I reallt hate having to rely on big fugly weapons like the Bokoblins' arsenal since they're everywhere – that's why I hate how stupidly quick it is to break swords in BOTW. I hope the sequel adjusts the durability system.

  45. Solid analysis, but the incentives set up by this system have the player either using their worst weapons at all times to save their favorite/most powerful weapons for some difficult to determine "worthy later battle", or way too often using play styles they would prefer not to use and enjoy significantly less because all their preferred weapons have broken, (which, like you said, is usually within a few battles)

    I think this is best case scenario for a "weapons as consumables" dynamic, but not giving the player reliable autonomy over their own play style in a game so focused on player freedom of choice felt totally mismatched.

    I think the solution would be that the player unlocks progressive levels of permenant but basic wepons that would be a bit less powerful than most consumable versions of that weapon, but give the player the choice to reliably use the weapon types they prefer, with "consumable" weapons being used if and when you WANT to use them, not as a result of scarcity induced necessity.

    Also, if they were dead set on this system, they REALLY sneeded to program in a fkn durability meter so it's not a mystery as to how long any given weapon is going to last.

  46. Im not pissed since i eat lynels for breakfast and 78 lynel crushers are like trash to me but the only problem i have is my bows i have a shit ton 5x bows and i dont want to waste them and i dont know their dur so i just want a dur bar

  47. If you have to explain WHY weapons break to people then that means it's bad game design because people don't already get it

  48. There's nothing but likes in the comments suggesting the changes people would like to see, I mean there are LITERALLY NO dislikes to the comments… THAT SAYS SOMETHING IS WRONG WITH THE SYSTEM THEY SET UP! Keep the weapons breaking, but increase the durability by 30% (even 25% would be better than this crap!) & provide a meter to track the durability! Nuff said! I know I'm late to the party, but just started playin' a few days ago

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