This game has far more in common with TESIII Morrowind than it does with TESV Skyrim, specifically for the reasons mentioned above. Do you think any of this was intentionally similar to Morrowind, specifically? Or does good game design in an open world just lead completely different minds and teams to the same types of decisions?ĮDIT: Note, I'm talking specifically about Morrowind rather than Skyrim. I'm sure there are more comparisons to make, but these are the ones that jump out at me. Bonus: The special edition comes with a paper map of the world!.Map structure: the center of the world containing the end boss (Hyrule castle/Red mountain) is surrounded by legions of high level enemies (guardians/corprus beasts).Freedom in open world: You can climb anything and go anywhere from the start, as long as you have the right ingredients.See an enemy encamptment you don't have time for right now? Place a skull sticker on the map! Map markers: No (or few) markers show up on the map automatically- you get to place a wide variety of markers or stickers wherever you want on the map.Quest markers: No automatic quest markers or waypoints- you have to follow directions given by the quest giver.Main Quest: You can go to the final boss basically as soon as you start the game. When I look at the overall world design and quest design of The Legend of Zelda: Breath of the Wild, all I can think of as a comparison is Morrowind.
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