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Cake day: February 18th, 2024

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  • I would say the defining characteristic that sets Breath of the Wild apart from its contemporaries is its “chemistry engine”, as they call it.

    It’s traversal. The interactions were cool, but mostly about the puzzles.

    What BOTW changed was how exploration works. You see a landmark in the distance, start moving towards it, and figure out how to get there. There’s nothing you see that isn’t part of the traversal system. There are no invisible walls. Some things are absurdly high to climb, some things are slippery, etc, but everything you struggle to traverse is clearly a product of the systems the game uses and makes sense.

    (The problem was none of that exploration got you anywhere interesting, but the core element of “everything you see is a destination” is the thing about BOTW that was groundbreaking.)