Views : 313,162
Genre: Gaming
Date of upload: Oct 18, 2023 ^^
Rating : 4.971 (141/19,477 LTDR)
RYD date created : 2024-05-04T00:52:07.747341Z
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Top Comments of this video!! :3
Thereâs a tweet I saw from another game developer around the time TotK came out, and it expressed a sentiment something like this: âHaving a tool in your game to let the player make a bridge isnât special. Plenty of games do that. Having a tool in your game to let the player make whatever shape of bridge they want, wherever they want, out of anything they want, and the bridge just works exactly as youâd expect with no jank or concessions made because of game mechanics, that is nothing short of miraculous.â
âAnd now remember that Ultrahand lets you make anything, not just a bridge, and it all works like that.â
For how universally acclaimed TotK has been I still donât think the designers have gotten enough credit for the technical wizardry that they have pulled off here.
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One thing that wasn't pointed out about the open-ended puzzle design: When traveling overland there are often small piles of Zonai devices littered around prominent transitions between terrain.
These devices suggest to the player "you could expend your resources to make another goblin glider, or you could use this stuff for free to cross this one area." You see springs at the bases of cliffs, fans at the edges of bodies of water, and even wings at the top of mountains.
It's a pretty cool way the devs use to nudge players without requiring a single solution.
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The beautiful simplicity of Ultrahand and the building mechanics in general stood out to me even more when playing Starfield. Building a ship in that game requires so many steps, and Iâm often left feeling like Iâm unable to do relatively simple things. Some objects can rotate, others canât, and even something like building an upper and lower deck is a lot of work.
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There is a glaring lesson to be learned here for Western AAA developers in general and Ubisoft in particular about what happens when you trust your players and don't insult their intelligence. The last two Zelda games have been brilliant in no small part because Nintendo took the notion of the open world and absolutely nailed the appeal of sandbox gaming at its best. Only a minimal amount of railroading or limitation, just to keep the game from losing all of its cohesion entirely, but other than that, it is a triumph of "you'll have a lot more fun experimenting than being told what to do."
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There is this analogy of "The Hedgehog and the Fox" in design. Fox needs to be clever and adaptive to survive. it need to think about different angles. On the other hand hedgehog don't need to do these because it does one thing perfectly. Having spikes. What ever fox do how ever clever it is as long as hedgehog curls, it cannot penetrate its defense. And Zonai devices are like hedgehog. They do one specific thing perfectly. For example tank treads only functionality is following enemies. That's it. It won't give damage to them, or or won't try to do anything else. It just follows the enemy. And when you stick a spikes to you tank tread, congratulations, you have an automated robot helper.
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This is one of the reasons why ZeldaTOTK is the 2023 Game of the Year for me. Yes beating all the others like Diablo 4, Spiderman 2, Starfield, Baldurs Gate 3, Armored Core 6, FF16, RE4 Remake and many more. It's the embodiment of a 3D Open World Adventure where you immerse yourself in the triumph of Link and live his story the way you want it to exploring a very vast world full of wonders, surprises and rewards. TOTK takes me back to the nostalgic feeling of being Bastian Balthazar Bux (Never Ending Story Trilogy) and adventures he has experienced but with more strength and heroism of Link!
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was not much of a fan of tears of the kingdom as a game, but ultrahand as a mechanic is one of the most delightful things of the year. for addison's signs in particular, i challenged myself to do two things every time i came across him: over-engineer the hell out of the support system, and to never repeat the same solution
as a mechanical engineer who had years of education telling me over-engineering is Bad, i appreciate nintendo letting me indulge in this for the purest reason of "it's funny, especially if it fails"
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@noidea5597
6 months ago
I'm surprised you didn't mention the steering stick! It is by far the biggest technical achievment of the zonai devices. Its hard to comprehend the difficulty of designing something that controls every junk vehicle a player can imagine INTUITIVLY! Everything steers exactly like you think it should! THAT is some wizardry!
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