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BOTW 2: From Ambition to Mastery - What features do you want?

Alpha chad OutrageousFacts OutrageousFacts recently posted a Top 10 list of features we could see in the Breath of the Wild sequel. I'm going to quote a few to get the conversation going:

- Underwater Exploration
Let’s get the elephant in the room out of the way: BotW2 must let us dive, swim, use iron boots to explore vast, fascinating underwater areas. It was one of the biggest omissions from the first game. Visting the Zora’s area without being able to dive with them was tragic. Reaching Lake Hylia felt like there could be so much more to explore in that huge body of water below Link’s feet. With how many lakes and rivers there are in BotW 1’s world, you could probably add another third of the existing world’s size to the exlorable area.

- Both Link and Zelda Playable
I sincerely hope that Aonuma didn’t feel pressured by the harassment that he received from some extremist online communities that were outraged when Link turned out not to be female in BotW 1. But if he chooses to include a female option on his own, that’d be quite nice, actually. I’m imagining a dual-character concept similar to Pikmin 3 where you can freely switch between characters and give commands to the one you currently don’t control. Each of them should have different abilities and physical properties.

-Destructable Environment
So Link spends large stretches of the game underground. Wouldn’t it be boring to just follow an existing path? That’s why the digging gloves/claws return. Unlike previous Zelda-games, however, this time they follow BotW’s mantra of freedom: You get to dig your very own underground paths, both horizontally and vertically.

-A Two-World Concept
We saw the reveal-trailer where Link and Zelda are underground and find the remains of, probably, Ganondorf. Link also seems to acquire a new power. Many have speculated that BotW 2 might take place entirely underground, and I half-agree: I think it will take place both underground AND within the overworld of BotW 1.

-2-Player Coop
(please I hope not, but yeah the trailer hinted at something like that)

So there, this is all stuff we can reasonably expect, but one should never assume anything with a Nintendo title. Do you expect BOTW 2 to be an iterative sequel like Super Mario Galaxy 2 where they add something like Yoshi and overall deliver more of the same, or do you expect it to be like Majora's Mask in that they reuse a lot of assets but build the game around a central gameplay loop that makes it a significant departure from the predecessor?

Personally, I think they will do a smaller scale title more focused on dungeon exploration. I think you're going to control Zelda a lot in the game, it sounds awesome to play as a caster/ranger with the BOTW combat. It's somewhat safe to assume the game won't be set inside a cavern lol so they could end up in a different version of Hyrule, like maybe you time travel and shit. The series likes that. Maybe the game is set in a different continent, like that would be nice as well.

But what do YOU think we're getting?
 

Vawn

Banned
I liked BOTW, but not nearly as much as most. There wasn't enough drive to do things for me. It really just came down to doing very similar shrines over and over for the purpose of leveling up either stamina or health.

It wasn't really worthwhile to fight enemies most of the time. I missed gaining new gadgets and powers as I progress and explored the world. Any items (weapins) I found, I knew would break shortly after I used them, so that wasn't very exciting.

If BotW wants to be something different than traditional Zelda, I wish they'd just go all the way and make it a full RPG. At least then I could feel like I'm accomplishing stuff when I fight enemies and explore.
 
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I missed gaining new gadgets and powers as I progress and explored the world.

I agree, new powers/abilities should unlock over the course of the game and not be all available at the start. This is something BotW 2 could improve on.

At least then I could feel like I'm accomplishing stuff when I fight enemies

Disagree here. The point of BotW is that you *don't have to* fight enemies most of the time. You can sneak by, outright ignore them or defeat them via some sandbox experiment. It really emphasized that this world is your playground and you're free to do whatever. Plus I like games that don't force you to fight. It's something I found out during my recent playthrough of Xenoblade Definitive Edition: Many, if not most, enemies in a later area can be completely sneaked by if you look out for secret alternate paths. This "no fighting required"-approach is something BotW 2 should keep, better even expan on. Fighting should always stay as an option, though.
 

ToadMan

Member
I didn’t like the open world nature of it. I just didn’t feel like it suited the game.

Partly I think it was the limitation of the hardware though - it get like going from place to place didn’t really impact the world. It didn’t feel like a big quest.

I’d rather see a return to a more (but nit totally) linear game design with a mechanic suited to the Zelda lore. I don’t mind some open world aspects with side quests or maybe the ability to tackle the different realms out of sequence.

Also get rid of weapon degradation or at least make it easier to keep weapons maintained longer - that was annoying.
 
-Keep open world, but bring back real dungeons.
-Zelda is main playable character.
-Weapons that don't break in 5-20 swings. I want quality over quantity.
-to be able to climb without it raining every 5 minutes.
-more enemy variety
-less korok seed garbage which literally ended up being a quest for gold colored crap.
-tone down that difficulty. Not everyone is a fan of git gud style gameplay where you die in one to three hits.
-bring back magic and heart pieces
-Don't @ me.
 
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Business

Member
Number one request is to bring back dungeons as the divine beasts were a bit lacking. I can also get behind the underwater exploration idea. Other than that... yeah maybe add some depth to the combat but let's not go nuts either.
 
Keep doing what they did before but this time improve on the narrative side of things. Also more enemy variety and boss variety is needed.

The weapons degradation is important to keeping the combat feel different every single time, and it pushes you to always rethink your strategy on the fly and get creative, they need to push more on this creative side of things
 

Majukun

Member
they just need to add some traditional dungeons to the mix, even just as extra content.

for example, during development of botw they ditched the idea of the hookshot because it would have made climbing mechanics obsolete.

why not just put it as a reward for a dungeon hidden in an obscure location , leaving to the player to decide if use it or not?

the game is centered around making the player choose its own path and difficulty, why not do the same for these kind of things.

also avoid repetition like 30 shirines having the same combat trial in them.

last but not least other element based interactions
 
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Regarding weapon degradation:

I'd love if they added a system where you can find recipes for every weapon in the game and then craft it yourself. Plus, an upgrade-system that allows you to raise durability of your favorite weapons until they won't break anymore at all. That should require a lot of challenge, though, but it'd be a motivating goal that's worth working towards.
 
Good/better combat. It's pretty much the only thing I absolutely despise about BotW because the combat is completely braindead. Combat only shines when you start fucking around with alternative/inventive ways to kill enemies, like motion waggling boulders on heads, forcing friendly fire via line of sight, etc
 
I didn’t like the open world nature of it. I just didn’t feel like it suited the game.

This is close to what I feel. I liked the open world, but it wasn't the strongest part of the game. I think a bigger focus on tighter areas with more interesting layouts would benefit what is the real strength of BOTW, its systemic nature. They should go full immersive sim and that genre demands tighter layouts with focus on verticality.

Imagine the chemistry engine thing with a Dishonored approach to level design, but instead of random streets they do memorable dungeons like Twilight Princess or Ocarina of Time. Now that's perfection.
 

Wunray

Member
A return to actual dungeons, 8 of them would be nice.
Underwater exploration
Weapon upgrade/repair system
If not underwater exploration, sky exploration would be nice
Multiple approach methods to dungeons
overworld theme music and main menu music
more enemy variety and world bosses like that ice dragon
less rain
won't hold my breath (heh) but playing as both link and zelda would be nice
dungeon crawling experience similar to persona 5, where it would require you to prepare ahead of time and if you go in unprepared you're fucked ( no more of that convenient ammo/magic pot placement to give away solutions to the puzzles)
 
For real themes dungeons are my only big want.

Since that's something many of us want, what kinda of themes would you all like to see, considering the overal layout of and what we know about BotW 2?

I thought about this recently and something I really missed from BotW 1 was an Ice-dungeon. All we got in terms of ice were some ice blocks that you coudl unthaw in the snowy areas, but there was no proper ice dungeon. For how short it was in OoT, its ice dungeon is one of my favorite locations. I think there's a lot that could be done in terms of gameplay-mechanics: Obviously icy underground that's slippery and can be unthawed to either access a water body below or that creates a puddle of water (that you could shoot an electric arrow at to connect two switches via the water puddle). Climbing would require special equipment, because you can't just grab an ice wall.

If we get underwater exploration, I hope for a water dungeon, BUT: make it a fun one! That requires good underwater controls for starters. Also make it a "fake-dungeon" as in that it really is a Zora-city, but it's full of puzzles and only certain areas have enemies that you fight. I'm thinking for a bit of a horror-atmosphere, where the Zora inhabitants are oblivious to what's happening to ther place and Link must uncover the truth, constantly going from solving puzzles to finding, say, a dark abyss below where scary enemies await, only to return to brither places and investigate Zora npcs.

A time dungeon would be nice, too. It'd lead through various past Zelda-dungeons, basically like a remake-dungeon that has all the outstanding rooms from OoT/MM/TWW/TP/SS's dungeons. Have it be a story-heavy dungeon, too, where you meet past Links and fight alongside them. Maybe be really daring an have room from a futuristic Zelda-period included, too :D
 

Collin

Banned
There’s a lot to like about BOTW and i’d never say it’s a bad game but there’s plenty i’d change.

- Real Zelda dungeons
- Shrines are cool but theme them. For example, if you’re near Death Mountain they have lava and are cavernous / if you’re near a forest, they have a forest temple vibe.
- Play as Zelda and Link
- Work in some kind of two world system (Light and Dark or something)
- Bring back cool weird items and re-use the renting / buying system from ALBW to make dungeons more reliant on them
- Add a bit of linearity to make the difficulty progression better. (Like if there’s nine dungeons total you can do 3 in any other which unlocks another 3 harder ones that you can do in any order, which unlocks a final 3 very difficult ones)
- Make a cool villain who talks and is actually intimidating and doesn’t have to be Ganon
- More big towns
- Make certain weapons unbreakable. It’s okay if it takes a long side quest to do it but make it available at some point
- Phantom Hourglass has this singular hub dungeon that you return to after each dungeon and I always that was a neat concept, maybe something like that
- A better story than BOTW. Skyward Sword gets a lotta shit (some fair, some not) but it actually does story and writing surprisingly well for a Zelda game. One of the best Zelda writing ever, bring that energy into BOTW2
 

daveonezero

Banned
I don’t want them to listen to anyone on this board.

make the game they want to make. So I can enjoy it for another 500 hours.

I’d like to see just a bigger better BOTW with a few huge twists that change the gameplay loop.

Maybe a Few items or abilities that add to the combat system. Weapon abilities. Or more attack animation sets. More variety in weapon mods in addition to attack, durability and long throw.

more labyrinths, dungeons and puzzle areas in the over world.

a third category ofitems that don’t degrade. Things like hammers,, Leaves and other utilities you want to have available all the time.
 
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I don’t want them to listen to anyone on this board.

make the game they want to make. So I can enjoy it for another 500 hours.

I’d like to see just a bigger better BOTW with a few huge twists that change the gameplay loop.

Maybe a Few items or abilities that add to the combat system. Weapon abilities. Or more attack animation sets. More variety in weapon mods in addition to attack, durability and long throw.

more labyrinths, dungeons and puzzle areas in the over world.

a third category ofitems that don’t degrade. Things like hammers,, Leaves and other utilities you want to have available all the time.

Says the bolded, then proceeds to list what he wants, which is mostly what others have mentioned, too.

Guess you'll either "enjoy" a game that has nothing of what you want OR they'll have to listen to us, after all.

(Nintendo's designers are only people, too. It's entirely fair and normal to post what you hope to see in a sequel to a beloved franchise. Some things might come true, others won't. But none of us is inherently lesser than Nintendo's designers. Biggest difference is: Ideas aren't hard - Implementation is. That's where Nintendo's designers are superior to us video game forum plebs.)
 
Scrap weapon degradation or alter it to be less of a juggle. It was the weakest aspect of BotW by far.

Better dungeons. They were one of the hardest hit aspects in making the jump to open world.

Otherwise, better world-building either via lore or with more vivid context.

I’d ask for better combat design if I knew it weren’t futile but there’s too much risk to revamp it.
 

digital haze

Neo Member
I always look back on BotW as sort of a tech demo. Considering the engine is done now, I hope the sequel manages to eclipse it in a way that it feels like a demo to everyone. Zelda is one of a very few (I can't stress that enough) series I like. It was essentially its own genre like Metroid. BotW threw all that away, to its detriment. As for things I'd like changing:

No more climbing. I got excited with Aonuma's "the puzzle begins when you decide how you'll reach your destination" rhetoric only for that to be moot when the answer was always 'climb high then glide there'. Furthermore, there were very few memorable paths because of it; It made the world feel bland.

No more voice acting; If only so there's more chance we don't have to suffer NoA's dialogue, but getting rid of poorly-cast and -directed voice actors would be a huge plus too. They added nothing except to be annoying.

More traditional dungeons and item acquisition (and meaningful caverns and secrets). As long and difficult as can be. If there's any possibility they're going to reuse the map this is the least they can do. Also, less of the cheeseable physics-based puzzles. Minimum three times the enemy variety, and more weapon varieties that feel different to use. And as others have said, underwater exploration is a must.

A story in the present with some semblance of urgency. The most egregious part of the trailers; Leading us to believe there was some grand story. The way it felt tacked on is what gives me the tech demo feeling the most. At least this one seems to be a done deal maybe...

A return to the 80s anime-inspired style and designs of Ocarina of Time. Obviously that won't happen with BotW2 but it's something for the future. Furthermore for BotW2, characters that look interesting and not these forgettable mii things. Link's hobbit proportions in BotW bug me (even more so when the clothes in shops have normal proportions).

About the weapon degradation; There gets a point where it scales to last longer and you end up leaving tons behind because of it. I guess it was annoying for the first 5-10 hours though.

I'm sure there's a lot more. I really didn't like BotW as a Zelda game and it was only ok otherwise.
 
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Kuranghi

Member
Bring back the iron boots.

I always had all the weapons I wanted in my inventory, one of each kind for every situation. If one broke then I went back to place where I found and got another one. Before I had them all it was fun to build up the collection, after I had them I did as I wrote above and I loved feeling like I had every tool I needed in my pocket at all times. So I don't understand the hate for weapon degradation really, although if you aren't 100%ing the game I can totally see how your own individual experience could be bad in this regard because you (unintentionally) avoided all the spawns of weapons in the world (That come back after a a set amount of time, maybe a few days?) on the way to the main quest points.

I just really loved exploring the game and playing it, some places were kinda disappointing I guess, but 90% were rewarding in some way.
 

daveonezero

Banned
I don’t want them to listen to anyone on this board.

make the game they want to make. So I can enjoy it for another 500 hours.

I’d like to see just a bigger better BOTW with a few huge twists that change the gameplay loop.

Maybe a Few items or abilities that add to the combat system. Weapon abilities. Or more attack animation sets. More variety in weapon mods in addition to attack, durability and long throw.

more labyrinths, dungeons and puzzle areas in the over world.

a third category ofitems that don’t degrade. Things like hammers,, Leaves and other utilities you want to have available all the time.
Says the bolded, then proceeds to list what he wants, which is mostly what others have mentioned, too.

Guess you'll either "enjoy" a game that has nothing of what you want OR they'll have to listen to us, after all.

(Nintendo's designers are only people, too. It's entirely fair and normal to post what you hope to see in a sequel to a beloved franchise. Some things might come true, others won't. But none of us is inherently lesser than Nintendo's designers. Biggest difference is: Ideas aren't hard - Implementation is. That's where Nintendo's designers are superior to us video game forum plebs.)
Yep. I just don’t want them to make it more like other games. It’s different and divisive for a reason.
 

cireza

Member
Dungeons.

A sense of progression.

A better incentive to explore than visiting copy pasted shrines to unlock a fraction of stamina or heart.

Some efforts put in managing a progressive difficulty, not empty dungeons to avoid the problem, or enemies that scale by simply raising their HP and attack, which are the most lazy implementations possible.

Maybe make a smaller world but give some sense of progression to it.
Make some decisions rather than avoiding all decisions pretending you are doing this to guarantee a liberty of exploration.
Put items that can give access to other places and routes and open up your possibilities.
Allow for different roads to tackle cleverly designed dungeons, more difficult without the item, easier with. Same thing for the bosses.

An 8-bit game like Curse of Moon does all of this flawlessly, so Nintendo probably can as well ?
 
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lachesis

Member
Most likely, Nintendo would put an entirely new core gameplay mechanics - and I do want them to do so. If it's just simple extension from the game world from last game - it would be a shame.... although, we do have a master piece like Super Mario Galaxy 2, which enhanced the experience over the first game, which is an exception.

For one, I hope it would make more of the crafting mechanics - that maybe you can build your own house and fortress to safekeep the villagers or whatnot. Something strategic thing you can do with the environment and make use of it. (sorta like mini minecraft element) - and towards the end, the house/fortress and all becomes bigger and bigger, becomes a city, then becomes the new capital of Hyrule, thru the combined strength of the villagers, not just Link and Zelda.

I mean, you defeated Ganon, so it makes sense the story should be about rebuilding Hyrule.
 

Arkam

Member
Improved weapon degradation - show us durability stats and have a way to repair (money sink)
More variety in MOBs - Different regions need different MOBS, not the Snow, Desert, fire version of the same lizard.
Better dungeons - I am fine with just 5 main dungeons (4 blight ganons and Hyrule castle), but damn make them more memorable with unique bosses.
More Sidequest - Should be increased by an order of magnitude and more clearly tracked.
Improve Horse's terrain navigation - Let the horse be able to handle a steeper grade and make perilous jumps
Streamline the Great fairy - Let me upgrade multiple armor sets at once so I don't have to watch/listen to that animation over and over.
Expand Fona bounding/despawn - Not sure if it is area bound or distance traveled, but it needs to significantly improved. Should be able to chase animals across map.

That's pretty much all I would change. As I absolutely loved BOTW.
 

kiphalfton

Member
I agree, new powers/abilities should unlock over the course of the game and not be all available at the start. This is something BotW 2 could improve on.



Disagree here. The point of BotW is that you *don't have to* fight enemies most of the time. You can sneak by, outright ignore them or defeat them via some sandbox experiment. It really emphasized that this world is your playground and you're free to do whatever. Plus I like games that don't force you to fight. It's something I found out during my recent playthrough of Xenoblade Definitive Edition: Many, if not most, enemies in a later area can be completely sneaked by if you look out for secret alternate paths. This "no fighting required"-approach is something BotW 2 should keep, better even expan on. Fighting should always stay as an option, though.

There's something to be said about the music that plays when Link opens an item chest, it shows Link holding the time above his head, and you being able to back track through areas that were otherwise inaccessible and using the item to progress. That is 500x more fulfilling than stupid achievements or whatever are in other games. My reward sensors went ballistic. And besides, that is and should always be what Zelda is about imo. The reward of going through these well thought out dungeons to get this super cool new item.
 

V4skunk

Banned
More enemy types+mini bosses / unique enemies.
Refinement of the weapon degradation system! The ability to upgrade weapons so they don't break.
More complex dungeons using physics and the more traditional puzzles.
 

Rat Rage

Member
I don't want any features. I just want the BOTW team to be completely free and do what THEY believe is the best, because they really know what they are doing.

They shouldn't listen to anyone and just follow their vision/ideas. BOTW is a masterpiece. With games like that you just shut up and enjoy.
 
I don't want any features. I just want the BOTW team to be completely free and do what THEY believe is the best, because they really know what they are doing.

They shouldn't listen to anyone and just follow their vision/ideas. BOTW is a masterpiece. With games like that you just shut up and enjoy.

This thread's idea is that you assume you're part of the Zelda-team. What features would you add for the sequel?
 

Gallard

Member
I hope they tweak the attack damage and armor system.

For the first 15% of the game, enemies are one-shotting you. Then you get some decent armor and can now tank 20 hits!

Underneath, BOTW uses a simple equation of "DMG = ATK - DEF". That works for games with really small numbers like Paper Mario. Once you climb higher, Link having 50 Armor basically makes him impervious. I think that's why I, and so many others, love Eventide, because it stripped you down and made you weak again.
 

Rat Rage

Member
This thread's idea is that you assume you're part of the Zelda-team. What features would you add for the sequel?

I see... It's kind of hard to say, acutally. I liked the smaller dungeon type style (shrines). Maybe they could keep the smaller style, but add a bit more visual variety? Other than that, I did not miss anything, honestly.

However, I know for certain that, for example, this is something the Zelda Team should NEVER LISTERN to:
Refinement of the weapon degradation system! The ability to upgrade weapons so they don't break.

This is one of the best features of BOTW. By having scarcity gameplay element, It encouraged/forced you to actually go and explore and made players feel excisted when they found something new. It gave your actions/exploration effords an extra meaning or meaning at all.
 
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However, I know for certain that, for example, this is something the Zelda Team should NEVER LISTERN to:


This is one of the best features of BOTW. By having scarcity gameplay element, It encouraged/forced you to actually go and explore and made players feel excisted when they found something new. It gave your actions/exploration effords an extra meaning or meaning at all.


I disagree. What would hurt the end game to allow for this? If the idea was to hand out unbreakable weapons instantly and with ease, then I'd oppose that, too. But I'm more thinking along the lines of having beaten 75% of the main story and getting your first unbreakable weapon, then having to work for each more weapon you want to upgrade into its unbreakable variant. Similar to how JRPGs let you level to absurd levels that remove all challenge, but will usually end the main story at around level 60-70. As an option for those that persue unbreakabality, it'd be something nice imo.
 

AV

We ain't outta here in ten minutes, we won't need no rocket to fly through space
Themed dungeons. Dungeons were by far the worst part of BotW. Some cool mechanics here and there, They were all the same scale, same design, same lack of enemies, same boss with a different haircut. Hated it.
 

JimboJones

Member
Better dungeons that's all I really want.

Get rid of those pointless shrines, ya know the ones where you go in and just pick up the orb with 0 challange they where so dissapointing. They where just a glorified waypoint.


The ability to dive and swim would be nice but I could take it or leave it.
 
Better bigger dungeons.

Huge secret areas really hard to reach. Think Ash lake.

Better enemies. Better AI and some good swordfighting.

Better weapon system, no need for 100 weapons that break on 2 hits. Much better to have 10 weapons that don't break. Also for a game about "surviving in the wild" there should've been some way or form to improve and craft the weapons.

More dialogue from the NPCs, more background story for everything. It was really lackluster but because nobody expected anything from that aspect it never gets pointed out. More interesting sidequests.

I, for one, don't need to play with Zelda. It's pointless, it will not make the game good. The game has to be good and fun to play whether you play with Link or Zelda or a Gorgon.
 
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No destructible weapons; or make them last a lot longer

No crafting

No annoying cooking

No raining making me fall down cliffs every 2 seconds

No aimless wandering shit, give me some direction

No 5 billion samey shrines with terrible motion control puzzles

Bring back epic dungeons (no water levels)

And then we're talking
 
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Ogbert

Member
Adored the first game so would be happy with more of the same. That said:

I’d like fishing rods.

As far as dungeons go, I think they will be underground and much more traditional.
 
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