More RPG Mechanics, Less Survival Stuff
The debate as to whether The Legend of Zelda is an RPG series has raged for decades, but I think we can all agree that Breath of the Wild certainly moved the series as close to the genre as it has ever been. I myself am a huge fan of that decision, and I’m hoping that Nintendo takes it even further with this upcoming sequel.
Especially in the context of an open world setting, including progression mechanics and customization systems adds a much-needed layer to the gameplay experience.
I’m not sure I could imagine playing Breath of the Wild without the weapon and armor stats, and the ability to buff Link with different attributes via the cooking system.
More than just items, though, Breath of the Wild was the first Zelda game to really give players the option to effectively “level up.” It’s not done via combat but through Shrines, of course. Regardless, it’s a role-playing mechanic, and I think the game was better for it.
Knowing Nintendo, they’re not going to want to roll over and make a Zelda game with traditional level-through-combat mechanics. So maybe the upcoming sequel could add abilities into the mix somehow? Perhaps Link could wield magic or Sheikah technology, or stick to sword and archery — hey, those sound like different classes, don’t they?
One thing I’m not overly keen to see more of, though, is the survival mechanics. While the stamina bar certainly had its place, and the temperature gauge tied into the sense of being out in the wilderness, weapon degradation was a bit of a drag.
My hope is that what we’ve seen of survival mechanics is as far as they’ll ever go. Please, Nintendo, no hunger-meter or tiredness added, thank you!