@fear_the_booboo: just curious but how is the open world in Zelda innovative? Imo it kinda falls into the same trap other games do where it gives you a bunch to do but no real reason to do it. There were large chunks of the map I didn't even see because there was no reason to go there other than to see more shrines or korok seeds.
For me at least, the innovation in BotW comes from the way it was crafted and what's allowed there. Hyrules was crafted so that everywhere you went you could see somewhere else that looked like it had something of value; sometimes those somethings of value are just vistas or korok seeds, sometimes it's a shrine, sometimes it's a town. On top of that, there was the challenging of expectations and the sense of discovery that came with it: was the world truly open? Open enough to literally walk to the final boss and kill it from almost minute one. Could I use this tree cutting mechanic to get a log on a hill, push it down into an enemy camp, mowing bokoblins down? Hell yeah, and you can set the log on fire too. Surely having a torch out doesn't affect the temperature gauge--oh wait, it totally does. And, you know, they tripled down on "see that? You can go there."
BotW basically just said "Here's this big world that we crafted so that it's hopefully cool, and we made a bunch of systems that interact in weird-yet-intuitive ways, go have fun. Do what you want." For me, as someone who likes to explore in games for the sake of exploring, that was cat nip. The innovation there was, counter-intuitively I guess, not putting shit to do in every place in the game. Some places were just there to exist (and have a korok seed) and be part of this world they want you to believe in. To use another game I like for this as an example, Final Fantasy XV, a big (legitimate) criticism is that the world is big and designed pretty well, but doesn't have a lot of stuff to do in it. There's this gigantic lake area with swamp-like shores, a big plains area around it and a basin. They never use the lake for anything except a hidden fishing spot. In another sprawling field, there's a deprecated tank rusting away in a corner of the map. If I'm not mistaken, it's the only one of its kind, or very close. There's no quest involved, I don't think the party even really has anything to say about it, it's just there to be a relic of a war in the world's past. For me, it's things like these that I really appreciate in game worlds; I'm honestly pretty tired of the fact that any time I see a unique thing/location in a game I can shrug and think "Guess I'll do something here later." It just feels so contrived to not let a world be.
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