As I mentioned
before last week, I am finally tucking in to my Nintendo Switch now
that my obligations as a consumer reporter has been fulfilled. I
enjoyed playing through the timed exclusive prequel to the phenomenal
Shovel Knight, Specter of Torment. I got to test out the co-op with
the Joy Cons with the cute puzzle game Snipperclips. And I do love
how the eShop is coming along.
But of course the
big reason to pick up a Switch is to play The Legend of Zelda:
Breath of the Wild. A brand new Zelda adventure that marks
the first concerted effort by Nintendo to make their adventure series
into a sandbox. During their marketing they compared the size of the
world's map to past Zelda games, playing up the large scale
and scope of the whole experience compared to the likes of the Great
Sea from Wind Waker or even the likes of other open world
games like Skyrim.
Which lead to a lot
of skepticism by a lot of people, myself included. Because it lead to
one large prevailing fear: Is this world too big for what Nintendo
can provide?
The worst prevailing
trend in the game industry, mostly perpetuated by the major AAA
publishers, is the marketing of spectacle and scale as opposed to
craftsmanship and optimization. Check out our new video game, it's
looks bleeding edge realistic and look how much particle physics we
can throw at you. Check out our open-world game, it's the size of a
small island nation and you can fool around in it and make your own
fun. We made an entire universe for you to explore!
Yet every single
time these sweeping buzz words and hype machines start up they are
immediately shut down by a simple question: what can you do in those
worlds?
As much as I enjoyed
it in small bursts, the greatest offender of this trend came with No
Man's Sky. The marketing suggested an entire universe to explore with
unique and exotic planets with interesting plant life and diverse
environmental designs....
And then the final
product was mostly several thousand remixes of the same digital LEGO
bricks. Similar environments, unusual creature designs that recycled
themselves, and the exact same plants just with different names under
different color filters.
However, the exact
opposite can be true if a sandbox is full of too much. Ubisoft is the
biggest offender of this. Almost every single game under this French
publisher is guilty of sandbox clutter; worlds covered completely in
a neurotic amount of nebulous content such as collectibles and basic
busywork to give the illusion of engaging content. The last two
Assassin's Creeds were offensively guilty of this with maps so full of
clutter you couldn't even read the map through all the icons.
Which brings us back
to Breath of the Wild since it has now been a week after launch. It
would be all too easy for me to gush about so much that the game does
right. How hands off it is with teaching you gameplay, all while
giving you just enough to figure things out. The stunning art
direction that hits a perfect mix of stylized realism and exaggerated
myth. The focus on planning and meticulous action by cooking meals
and preparing potions to heal in advance and watching the durability
of your weapons. The clever yet accessible puzzle design of the
Shrines sprinkled throughout the map that are elegantly tied to
progression....
Hey! I said it would
be all too easy to gush.
But the biggest
question that hung over the entire experience did linger in my mind
after a solid 20 hours or so of play: is this world too big?
First, let me
address what usually leads to this complaint. Whenever you create a
level, or to a greater extent an open-world, one of the greatest
challenges facing a designer is minimizing a phenomenon known as
Negative Possibility Space. This is what happens when a designer puts
an expectation in the player's mind by making something that catches
their attention, and then fails to reward the player for seeking it
out.
An example would be
you are walking around in an open-world game and come across a large
mountain. Being hungry for exploration you decide to climb it,
thinking there has to be a quest or some reward for getting up there.
Two hours and a lot of trial and error later you arrive to the top of
this tower... only to find absolute bupkiss. As a player, your
immediate gut reaction would be to think why the designers even
bother placing a mountain there if it wasn't going to reward you for
climbing it. This leads to players thinking of the entire mountain
and all of the work that went into it as absolutely pointless and
irrelevant. A large waste of space.
Removing this
disappointment doesn't even have to be some amazing reward, something
as simple as money or an item or even a hoard of enemies guarding
some precious resource will be rewarding enough.
Which I believe is
at the core of what players are sick of in such large open-worlds:
exploration is either implicitly discouraged by not filling up
Negative Possibility Space or explicitly discouraged by the map
giving away the location of every single item of interest. This turns
all of the work put into the world by the designers into a very
pretty and aesthetically holistic background as you go from point A
to B to C and so on in order to finish the game; ostensibly making
the whole experience linear by nature in a different flavor.
Make no mistake,
Breath of the Wild is a large world and not even Nintendo can
make every single mountain peak interesting. Even the AAA world's
gold standard for the sandbox, CD Projekt RED's The Witcher 3: The
Wild Hunt had some areas full of nothing after all. However, the
way Nintendo handles their sandbox and how the player goes about
exploring makes an absolute world of difference.
First and foremost:
no sandbox clutter. Opening up your map in Breath of the Wild
yields you nothing other than basic geographic information, and
that's assuming you found the visually striking and easily
recognizable towers and climbed to the top of them to register the
local map information. From there, the game gives you the tools to
mark the map yourself with special symbols. In other words, you
need to mark where the enemy camps are. You need to keep track
of where the various Shrines are located. You have to keep in
mind where the fairy fountains are. The game even allows you to mark
things you have seen via a telescope tool you get immediately so you
don't get lost.
This is coupled with
how the game handles its movement systems and its environmental
design. There are mountain ranges but they never feel like giant
obstacles in your way, designed to block your line of sight of
something important. Even if they did, with some planning you can
just climb to the top.
And here is where I
truly believe Nintendo has transcended the sandbox structure. As I
said before, for every mountaintop that does have a puzzle or an
enemy camp or some item of interest, there were several I found with
absolutely nothing of note. But rather than feel annoyed or betrayed,
I realized I have a clear view of other potential areas of interest
on the map and started scouting things out. Without fail, I always
found a shrine of some kind that I missed, or an island with
something glowing within, or another mountain top with some odd
geography and shining with precious stones.
The Negative
Possibility Space created by having a mountain with no overt reward
is effectively fulfilled by giving you a better vantage point to
discover more clearly defined rewards. Even when there's nothing
there, you can find something definitively rewarding.
There is also the
fact that large stretches of nothing actively engaging you can
actually benefit play. Breath of the Wild has some of the most
intense combat scenarios in any Zelda game I've played, and if the
entire world was full of enemy attacks and treasure chests, I would
burn out immediately. But the large stretches of nothing can give you
the chance to catch your breath and take in the atmosphere, the
musical score even helps with this by using simple melancholic piano
keys and soft strings. It makes eventual ambushes are encounters
with wandering NPCs all the more exciting or intriguing. It also gives the player a chance to appreciate the environmental storytelling going by the locations, such as the remains of lost battlefields or characters talking about paying respect to loved ones they lost in the conflict.
Not only is this
organic design that keeps the the player interested in a multitude of ways, it's a great
understanding of engagement; the peaks as well as the valleys.
So is Breath of
the Wild too large of a world? Well this is based off of me
exploring maybe a quarter of the world of Hyrule and I have clearly
not experienced everything it has to offer. There's still the volcano
of Death Mountain, the Gerudo Desert, the large forest areas, etc..
But something tells me Nintendo knew exactly what they were doing
when they gave themselves such a large canvas to paint on. A sandbox
that encourages you to get lost, a map that wants you to chart it,
and a world that helps you to this goal rather than obfuscate it.
These are the true accomplishments of this game and any other studio
that wants to make their game open-world should sit down and take
some notes.
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