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Notes -
Back in June, I flew to North America to see my partner (who lives on the other side of the world), and when I was there I had the opportunity to try out some Nintendo games on his Switch. My opinion was fairly lukewarm, and I came away with the impression that the high esteem in which many of their games are held seems to be driven primarily by legacy clout. Breath of the Wild was hands-down the Nintendo game that I enjoyed the most (I put a good few hours into exploring the world and experiencing the main story), and it's a game that has been hailed as a shining example of open-world done right and has been placed on many peoples' lists of best video games of all time. I thought it was good, but don't believe it's nearly good enough so as to warrant inclusion as one of my favourite video games.
The game is fun, and the fact that you can climb and scale basically everything in game and explore the world in a variety of different ways imparts a feeling of freedom that's quite addicting, an aspect in which the game excels - but in practice that all amounts to getting from A to B in a subtly different way. The game doesn't really justify its (extremely large) open world, and in order to progress the main story you're mostly going from one very clearly spelled-out quest marker to another. Now, these quest markers are necessary because of how sprawling the world is - the player would easily get lost without some form of guidance - but the game explicitly tells you where you are supposed to go, and doesn't really give you incentive to explore out of bounds. If you are making an open world game you need to capitalise on the open world part as a core aspect of the game.
Technically, you don't need to progress through the game using the path set out for you, and you can take it as fast or as slow as you want, you can even skip straight to Ganon after the tutorial. One of the most exhilarating parts in my playthrough was sneaking past a bevy of guardians on the way to Hyrule Castle, a place where I was certainly too underpowered and under-skilled to be at that point. From a game design standpoint, this was certainly meant to dissuade beginner players from trying to go straight for Hyrule Castle immediately and trying to skip past the main game's content, and it felt like I was exploring outside of the manicured, well-trodden path the game had laid for me. This felt great, and I did make it past all of the guardians, but eventually turned back since I was essentially forfeiting main game content by trying to cut straight to Hyrule Castle without much reason to try and do so.
Trying to explore for additional, optional content isn't particularly enticing either, since the world is kind of a content desert with large areas of dead air in between points of interest, and there are only so many shrines and Bokoblin outposts you can explore before the cost/benefit of exploration starts looking very unfavourable. As a result, I never really felt the urge to explore outside of the bounds of the game, and was pretty much always shoehorned into doing everything the game set out for me. It's effectively an open world game that doesn't actually really make use of its (all too large) open world.
To be fair to BoTW, this criticism can also be levelled against most open-world games - the idea of an open world is generally much more enticing than how it actually plays in practice. So far, the only game I've seen do it right is A Short Hike, which succeeds primarily because of the fact that it has a fairly small, condensed "open world" packed full of content relative to its size and an extremely simple objective which you can easily complete and that doesn't require a huge amount of trekking through empty terrain. Once you start trying to expand the game's scope, when you're trying to make a 10-15 hour game with a coherent throughline set in a large, sprawling open world, making your way through the world starts to feel very tiring, and content deserts are all but guaranteed unless you want development time to inflate hugely.
It should be noted that I am someone who does value plot fairly heavily in games, something that's generally not a focus of Nintendo's. BoTW appealed to me more than, say, any mainline Mario game because of its relatively consistent worldbuilding and the fact that it had a story that wasn't an extremely marginal part of the game. The seamless incorporation of compelling narratives into a game format is an important part of the medium for me. But even excluding the general weakness and inoffensiveness of Nintendo's stories and worlds, and just focusing on gameplay, their games have some issues that I find quite difficult to brush past, and I don't agree with how highly their games are generally ranked.
Change my mind.
BotW sucks. Most open world games do imo, for the types of reasons that you outline.
Ocarina of Time and Majora’s Mask are far superior to BotW as Zelda titles.
Nintendo is far past their prime. Most people would put their glory days somewhere in the 90s/early 00s. But, there is admittedly an irreducible element of childhood nostalgia required for fully enjoying any of these games anyway.
Not in terms of profits. Or in terms of influence. BotW is probably the most influential game since Arkham Asylum.
I'm assuming you're taking about the combat system that everyone either copied or riffed on. I think around that time Assassin's Creed 2 is a contender for most influential. I feel every was AC2+++ for awhile.
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