Search Results
7/22/2025, 8:26:18 PM
>>716154934
I think OoTs puzzles are a bit more straightforward and more satisfying for some to experience due to there being a single solution/answer to certain puzzles.
They leverage that linearity to make the process of figuring out the answer "interesting".
Whereas with a more open design you have to account for a wider range of possible solutions.
Its definitely more freeform
and it lets players feel like they though outside of the box when they dont use the intended components or steps for the puzzle like you see in a lot of shrines in BoTW and ToTK.
But that isnt necessarily something compelling to those looking to engage with a puzzle, as just being able to ignore the intended solution with tools that give players a wide swath of pathways to breaking the premise of the puzzle makes the satisfaction from solving it feel shallow, less elegant, and less memorable imo.
Like, you're not learning and applying a concept the devs are trying to teach you, you're just possibly forcing similar answers to different problems.
Not nearly as satisfying imo.
That and dungeon themeing and patterns are abysmal compared to something like Skyward Sword and MM.
They end before they really get the most out of their gimmicks/mechanics.
Also
>OoT repeats the goddess story two or three times in a 4-5 minute unskippable cutscene, but a skipable cutscene of the ancestor champions repeating 3 times (I assume youd watch it the first time) is too much?
Yes it is too much when thats all you have for info related to the main plot.
Older games had more plot relevant beats and cutscenes outside of the goddess story that built an interest in them. ToTK did not.
I think OoTs puzzles are a bit more straightforward and more satisfying for some to experience due to there being a single solution/answer to certain puzzles.
They leverage that linearity to make the process of figuring out the answer "interesting".
Whereas with a more open design you have to account for a wider range of possible solutions.
Its definitely more freeform
and it lets players feel like they though outside of the box when they dont use the intended components or steps for the puzzle like you see in a lot of shrines in BoTW and ToTK.
But that isnt necessarily something compelling to those looking to engage with a puzzle, as just being able to ignore the intended solution with tools that give players a wide swath of pathways to breaking the premise of the puzzle makes the satisfaction from solving it feel shallow, less elegant, and less memorable imo.
Like, you're not learning and applying a concept the devs are trying to teach you, you're just possibly forcing similar answers to different problems.
Not nearly as satisfying imo.
That and dungeon themeing and patterns are abysmal compared to something like Skyward Sword and MM.
They end before they really get the most out of their gimmicks/mechanics.
Also
>OoT repeats the goddess story two or three times in a 4-5 minute unskippable cutscene, but a skipable cutscene of the ancestor champions repeating 3 times (I assume youd watch it the first time) is too much?
Yes it is too much when thats all you have for info related to the main plot.
Older games had more plot relevant beats and cutscenes outside of the goddess story that built an interest in them. ToTK did not.
Page 1