BoTW isn't empty though, it's full of copy pasted garbage like a Ubisoft game. Shrines and Korok Seeds everywhere to keep ADHD tendencies doing something. Also idk I only played like 2 hours(of DS) so far but most of that has been story so idk about "how little" it is lol. Pretty sure in those 2 hours it has already had more story development then in a 100% BoTW run.
Last edited by Tech614; 2019-11-10 at 02:49 AM.
True, maybe he copied OR was inspired by it...but he brought it to the next level.
Its an entire game designed around the Dark Souls helping others system.
I guess...the only thing Dark Souls can do to catch up to this game is if you can drop actual items on the floor for other players to use.
But the beauty of it is that MAYBE this system can only be immersive on a "walking simulator". Not sure.
(trying to think in how other games can incorporate this system...cant quite figure it out)
I think you're making up things that didn't happen. BoTW is literally Nintendo's version of the "Ubisoft Formula". Here is world, use about 5-6 different mechanics over and over again and fill it with content. There is nothing empty about it.
Also on how little story is in DS, I feel like this is fake news and would wager the total cutscene run time is longer then an average game, though I can't say for certain as I already said I only have about 2 hours played in it.
Sounds like you're trying to call irony on things that aren't true/didn't happen. DS and BoTW are very different games, not even close to comparing to each other. You're trying to make a conclusion that people should like both or neither and it's just weird tbh lol.
I'm not comparing them. I really don't give a shit about either game I just saw something on another forum where some guys were saying those things in praising DS. Other posters brought their similar comments while criticizing BotW.
I was reminded of what read when I read Jt's comments. I have no doubt they are different types of games whose open worlds serve different purposes. So please don't misinterpret what I've said for a third time.
Only thing similar are "notes". But the fact that you can leave tools and items and even place rope, ladders, bridges that cross over to other peoples world makes it much more than From Softwares. It was definitely inspired by their system but it's built upon to be it's own thing.
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Doesn't that depend on the narrative of the game and world it built up?
Death strandings world makes sense to be b"empty", so you can definitely like it while thinking BotW is empty in a negative way.
Fallout is another great example, I love the world and how there are small communities in an dystopian future after a nuclear war.
If I jump into GTA 5 and world is empty and no one is there I would obviously think it's awful.
Not sure how BotW is presented so I can't say if it's supposed to be empty or not, just giving an explanation of how one thing can work in one game but not the other.
I must say, even combat which is a small part of it so far is satisfying... didn't know you could grab containers after knocking someone down mid air. Just knocked someone, grabbed his and immediately threw it into the face of another. Sa-tis-fy-ing
Last edited by Kumorii; 2019-11-10 at 01:09 PM.
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I have watched a few people who posted game play and it was painful. Always trying to beeline it from A to B when there was a clear path with a bit of a detour that would have made the trip super easy, then moan about how the game is about staying upright... can people be really so brain dead that they can only play 100% linear games?
The fact almost no one is emphasizing the "Like System" just shows how clueless this "gamers" are.
I have no idea how/why people are not giving it more attention.
The entire game is designed around the "like system" and yet ive seen only a few people talk about it?
The only explanation i can come up with is that people IRL dont give a fuck about others IRL.
Its the most charming system ive ever seen in gaming history.
Its altruistic and it comes with the lore of the game...its friggin brilliant.
If your brain doesnt get dopamine with other peoples "likes" and knowing you helped someone else...shame on you
Last edited by Big Thanks; 2019-11-10 at 05:15 PM.
LOL you can also do that in Death Stranding You can make a social "Bridge Link" to other specific player so you see their structures more roflmao
I happen to love this sytem because:
1) It fits the lore and walking simulator perfectly (maybe even ONLY on a walking simulator this can work...not sure)
2) You can be imaginative! Help in different ways. You can even put up signs.
While im playing the game, im constantly thinking "How can i help other people"
And that...is a charming game design.
What other games have this design?
A "like" (feedback) system driven by altruistic actions from the player in a open worl environment via buildings/structures/items/signs?
Other games, at best, have a barebones version of it.
Im trying my best to think how other games can implement this system...and i dont know...it seems it can only be used to its full potential on a post apocalyptic walking simulator.
Maybe a more action oriented walking simulator?
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Im not saying this is the best thing ever happened.
Its an altruistic game design for Pete's sake that alone is strange in todays society where everyone only thinks about themselves.
See what Kojima did there?
People only think about themselves....Kojima makes an entire game designed to be ultruistic.
I think there is some kind of merit...i even think is brilliant...but for sure, not for everyone.
Last edited by Big Thanks; 2019-11-10 at 07:02 PM.
Man, it's been a while since I've played a game where the small text size was an actual problem. Come on Dev's try these games on a normal TV set up not all of us sit 3 inches away from the screen when we play.
Love it that Kojima still writes dialogue that talks to the player as well as between the characters in the game.
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Street date is ofc always broken but dude saying he put 100 hours into the game that isn't a street date broken copy, you would need a review copy. 100 hours of gameplay is more then 5 full real life days... add in things humans need to do like sleep and eat and he didn't get the game almost 2 weeks early from a broken street date. Retailers usually don't even get copies to break the street date until a few days before release.