The main thing is that LBW was a better match for a dad with a baby/toddler. I literally only get to play games for like 15 minutes a day, and in 15 minute intervals. There is nothing I can do with BOTW in 15 minutes.

But in the end I just don’t like most of what BOTW is doing. The puzzles are too easy and the rewards are boring. It feels like tidying up the world. The big boss dungeons are a little better, but too small and short. The weapon breaking stuff is an absolutely incomprehensible design decision, the only purpose of which is to make room in your inventory so you can be rewarded for solving easy puzzles, for instance.

In general, I also pretty much hate crafting systems, since they are just busy work between you and some operational game design object. The act of crafting stuff is 100% mechanical (as is collecting) so what is the point of putting some rote action between me and something that (presumably) has a more direct game design role? And, again, sitting at the fire crafting shit feels literally like a waste of time. Why am I watching this dumb animation of Link cooking for the thousandth time?


I really think BOTW is the game people think that they want but in 10 years everyone will have forgotten about it and maybe even be scratching their heads about what the big deal was.


I mean, they could make a more condensed world and ditch/rework all the systems you dislike while retaining the sick physics™ as well as the sense of freedom that comes with sneaking through the last level at three hearts.

A lot of the love for BoTW comes from the idea of it rather than the execution I think, with most people seeing it as much truer to the spirit of the original game than whatever Skyward Sword or Twilight Princess were doing.

I didn’t love it, but think a sequel could be amazing. See also: Triforce Heroes.


This is wrong and also the most impressive thing about the game to me. Just like in Mario Odyssey, they managed to create bite-sized play sessions without compromising the feel of a couch console game. BotW’s world is set up so that I always got a full arc of discovery for every tiny play session-- a thoughtful nook, a quick shrine, or even a korok bit help to structure play into these segments where Skyrim might end with, “I walked halfway there, entered a dungeon and got ten steps in”.

It shows serious thought to the game as a mobile thing without feeling compromised. That Sony never managed it on their franchises is a large portion of why the PSP underperformed and Vita failed.

The rest, well, I did like it a lot. Endlessly impressive how much open-world doctrine they ingested and then visibly challenged, to excellent results. The stripping of guardrails gave a thousand developers permission to reconsider where those are needed, and how they impede autonomy and freedom.


I feel like there are lots of 15 minute chunks in the game, but there is too much time wasted between them to get to them.


BotW was perfect for me, the person who played Oblivion as a flower-picking alchemist mostly taking in the views and occasionally being killed by demons. More games with less mechanics please.


It just felt like work to me. Whereas Mario Odyssey was constant fun.


This made me think of the time I spent in level two of Halo (“Halo”) just chilling and driving around the Windows XP default wallpaper.

Downtime is good!

BotW is the antidote to Ubisoft design.


Engaging with the mechanics in open world games is fucking horrible, please just let me drive my car around in GTAV and reward me for that, somehow. I want to get a shiny fancy car and drive it as fast as I can on the highway at night while synthwave music plays, and then accidentally drive it into a brick wall. And die.

BotW is extremely interested in rewarding me for looking at rocks.


Yeah I do think that this is a real risk with having that much downtime without, say, the ability to do ridiculous jumps constantly or engage with extremely interesting geography constantly. If looking at bridges and rocks and mountains is not your thing, then yeah BotW would suck IMO


I feel like I appreciate downtime far less than most and am also generally unwilling to credit Nintendo with anything and I finished it with three korok seeds and completely ignored the southwestern quarter of the map and I played it in an emulator that crashed sometimes and I skipped every cutscene and I still adored it though I’d have to reread the thread to remind myself of why


Maybe it’s playstyle; I viewed learning something or finding a korok or discovering a neat hand of a designer a punctuation and wouldn’t characterize my time as especially destination-based. My tendency is to avoid heavy goal-following in open-world games, avoiding fast travel if at all possible and enjoying my time walking around. BotW is both denser with interest than anything and spacious enough that it doesn’t feel like a theme park.


Have you considered that you are frequently unwilling to have fun?

It’s there in BOTW if you want it.


i thought it kinda stank honestly but i played it after reading over a year of “breath of the wild taught me how to feel joy again” tweets


Easy to confuse feeling joy with having the exact drip feed of stimulation you need to slow anxiety down circa March 2017.


Its the game’s job to make me have fun, not my job.




O rly. Is it LIFE’s job to make you have FUN, hmmm?


Gotta meet it in the middle imo.

Although I sympathize with not liking a game that has seemingly universal praise (or at least the people that like it are REALLY into it).

I think Hollow Knight is boring and brown and controls like an early 2000s GameMaker game, but maybe I’ll get the itch next year to try it again and it’ll click for me then. Who knows (probably not though)!


I think botw is overrated but there is still something magical about it, mostly the first few hours after you get off the plateau

I’m still convinced my brother didn’t like it because he never turned the HUD off