The Legend of Zelda: Breath of the Wild's dungeon design | Boss Keys
1M views · Jan 19, 2018 · Gaming
Comments · 2.1K
@LydCal999 · 8 years ago
“Short, unattractive, and easy” wow didn’t know I was a Zelda dungeon
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@shayfabrizio3107 · 6 years ago
My biggest “Wow!” moment with BOTW was with the bird Divine Beast. I had taken some time off the main wuest and completely forgot yoy could control the Beasts, so I beat the “dungeon” without using the controls once, and I originally thought the beast was horribly designed. Shot arrows at bombs for them to roll, completely beat the level using only the Physics Engine, only to realize that this game is smarter than me.
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@kimballbelliston5925 · 7 years ago
My favorite thing about Hyrule Castle (aside from the music) is that it feels like an actual structure that fits into the world. It's designed like an actual castle, with enemies and broken architecture serving as obstacles. Contrast that with the Divine Beasts, whose interiors were obviously only designed with puzzles in mind.
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@SirPonnd · 7 years ago
It's also noteworthy that Hyrule Castle kind of has a traditional mini-boss. You can fight a Stalnox in the jail area that will reward you with the Hylian Shield (which basically plays the role of a dungeon item).
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@stevester9148 · 6 years ago
The music is actually my favorite part of the Divine Beasts because of how it progresses with each terminal you turn on. Pretty cool concept, actually. When you first enter them, they are all generic one note tunes, and by the time you're ready to face the Boss, it's a full fledged orchestra epic.
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@jaimemarrero3982 · 8 years ago
The justification I've heard from friends when I complain that the game lacked deep and engaging dungeons is that the whole road to being able to get into the beast (the path to Zora village, the path to Goron village, going into the Yiga hideout in the desert area) made the beasts feel as the culmination of a quest, so they didn't see the divine beasts as standalone dungeons. I'm not really a fan of this idea, but it would be cool to see other people's thoughts on this.
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@Darkloit · 8 years ago
-You did nothing the whole day. It's time to be productive<br>-New Mark Brown Video<br>-NVM
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@LauraPlatt · 8 years ago
This has been one of the most fantastic game design series on YouTube -- absolutely incredible. Thank you for helping current game designers, and inspiring so many future ones!
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@dinoman6481 · 8 years ago (edited)
I feel like I am the only one who enjoyed the divine beasts quite a lot, they just fit so well with the game.<br>EDIT: these videos were a masterpiece tho
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@OtakuNoShitpost · 8 years ago
All in all, I think the worst offense of the divine beasts is that they have a copy-paste formula for the dungeon progression. It's "grab the map, now go solve these 5 terminals." That layout is something I had been craving, but something only has flavor in the context of different flavors. When everything tastes the same it becomes bland. Not to mention that they fell flat on any exploration by marking the terminals on the map.
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@subprogram32 · 8 years ago (edited)
The visual boringness of the Beasts and shrines was my main turnoff too. I can excuse the shrines alone as part of the sacrifice of making such a huge amount of modular content for the game, but if each beast had not been the same old sheikah tech, but had instead all had their own race-unique architecture style and mechanics it would have been so much more memorable. (Vah Naboris gets to stay though. That can be the beast that stays unchanged in my ideal scenario.)
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@notoriouswhitemoth · 8 years ago
I think the most valuable lesson here - maybe the most valuable lesson out of the whole series - may be that there is no one right way to design a game. I'm sure we're all looking forward to more great content!
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