Weapon Sturdiness in Breath of the Wild: A Sport Design Evaluation | by Pondering Players

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Thinking Gamers

The essay beneath can be accessible in video type: https://www.youtube.com/watch?v=fnlMzdL2Z4M

Weapon sturdiness in Breath of the Wild is a controversial subject.

A ballot on GameFaq’s BOTW boards titled “Yay or Nay on Weapon Breakage?” has it 52/48 in opposition to weapon sturdiness among the many 2,296 voters .

On this article, I’ll analyze from a recreation design perspective the choice to incorporate this mechanic within the recreation, however earlier than I do, let’s attempt to decide why weapon sturdiness is so controversial amongst avid gamers.

Weapon Sturdiness is Robust to Market

Think about this level: You have got by no means had a “Sure! My weapon broke” second. Very similar to dying in video games, it’s not a pleasing expertise by itself however one that would serve to stability the sport as a complete. However whereas dying is as previous as gaming itself and so widespread that we take it without any consideration, weapon sturdiness is a newer phenomenon and much from being accepted. And whereas dying is one thing {that a} participant can keep away from by utilizing ability, weapon breakage is essentially unavoidable. It additionally creates UI interplay, which is usually not essentially the most participating side of video games.

When this mechanic is poorly applied, it might significantly drag down a participant’s expertise, main many gamers to imagine that it ought to be tossed out of the sport design toolbox for good.

It seems that rather a lot can go unsuitable when builders implement it of their recreation, whereas the advantages, being so delicate, may find yourself being ignored by gamers. The outcome: an excessive amount of to threat, too little to achieve.

Weak Arguments for Weapon Sturdiness

Two arguments are sometimes given for weapon sturdiness: (1) a participant is pressured exterior one’s consolation zone and inspired to experiment with totally different weapons, and (2) it provides realism and enhances immersion.

Right here’s my problem with the primary argument: If the weapons within the recreation are totally different sufficient, the participant’s curiosity ought to be sufficient to result in experimentation, and if they’ve distinctive traits, he would discover them extra environment friendly at sure duties and maintain utilizing them. The way in which to extend weapon range for the participant is to make the weapons extra distinct, to not power the participant into attempting all of them.

Does BOTW have weapon range? Sure . . . not less than as a lot weapon range as you may fairly count on from a recreation the place the core expertise isn’t about melee combating.

It’s not Nioh or Darkish Souls, but it surely’s actually not meant to be. Fight in BOTW is extra about planning and ways. Sneaking up on enemies, utilizing explosives, beginning a hearth, utilizing such components as electrical energy and frost and dropping enemies from cliffs or into lava. The technical facets of melee fight aren’t as deep as Nioh’s, however this comparability is about as honest as evaluating Nioh’s atmosphere exploration to that of BOTW.

BOTW options each gradual weapons and quick weapons, weapons with an extended or brief attain, and with totally different results, comparable to fireplace and frost, which have bonuses in opposition to totally different enemies and in addition allow you to specifically climates. Spears have stabbing assaults, swords slash, and two-handed weapons can knock your opponent’s protect.

These choices, although, ought to be for the participant to discover. BOTW is a recreation that trusts the participant’s curiosity, and it reveals up in each side of the sport. There’s no have to make an exception on the weapon entrance.

Sturdiness additionally isn’t a approach so as to add realism, particularly in video games primarily based on fantasy worlds. There are such a lot of issues that aren’t real looking on this recreation, and we allow them to cross proper by us. We don’t care. We let the sport current the foundations, and so long as it’s in step with them and does job of pulling us in, we depart our cynicism on the door and decide to the expertise.

The Problem With Eradicating Weapon Sturdiness From BOTW

Earlier than we criticize weapon sturdiness in BOTW, let’s attempt to perceive why this mechanic was launched. For many years, Zelda video games had Hyperlink wield an unbreakable sword. In Ocarina of Time, Hyperlink will get stronger largely by getting extra hearts, and enemies largely get stronger by dealing extra injury.

BOTW, although, is one thing else. Nintendo determined to create a big open world and never restrict the participant from reaching virtually any level on this large map. Every little thing is accessible proper from the outset, which incorporates entry to each weapon within the recreation.

The official information for the sport lists 127 totally different melee weapons. Have you considered why BOTW is the primary Zelda recreation to characteristic a lot tools?

All of it goes again to the core theme — it is a recreation that’s about curiosity and exploration. So many choices in BOTW had been made with that query in thoughts: How do you do “X” in a Zelda recreation that’s about exploring and discovering issues?

Having a big number of tools to seek out is one other incentive to discover the atmosphere.

We won’t talk about whether or not an open world with an intensive number of gear is the fitting factor for Zelda. That is the imaginative and prescient the workforce had for the sport, so we’ll give attention to weapon sturdiness on this context.

So, put your self within the recreation designer’s seat and contemplate the next situation: 5 hours into the sport, our participant wanders right into a far area of the map and finds a shrine. In a hidden space of the shrine is a chest with one of many strongest swords within the recreation. At this level, 90 p.c of the map remains to be unexplored by our participant. We now face two issues:

1. The participant can simply defeat most enemies within the recreation, so total problem shall be skewed.

2. An excellent variety of the swords our participant can discover all through the sport shall be ineffective, making it a lot more durable to reward the participant for exploration.

In a recreation that’s all about exploration, the second problem is important. If the identical situation occurs with weapon sturdiness applied, the participant has simply discovered a really robust consumable useful resource, which can be utilized immediately or saved for later. If the participant continues and finds a unique, barely weaker sword, that participant remains to be rewarded as a result of total assets have improved. The weaker sword remains to be helpful, because it permits him to defeat enemies whereas preserving the stronger sword for later.

Different open world video games set limitations on what weapons a participant can use in line with their character progress. In Witcher 3, weapons require that you just attain a sure degree along with your character earlier than you need to use them, whereas Skyrim lets you discover stronger weapons as your character degree goes up. Since each video games give attention to character development, higher weapons are a reward for progressing your character.

BOTW isn’t an RPG, nevertheless, and the core theme isn’t character development however moderately journey and curiosity. The developer determined to not restrict exploration of the world or restrict the participant from doing something at any level.

For a recreation attempting to speak that “the world is your playground,” discovering a uncommon weapon in a distant nook of the world and never with the ability to use it immediately takes you proper out of this mind-set.

The World is Your Playground

It’s the identical thought course of that led the designers to grant the participant all the talents from the get-go, which is a significant departure from earlier Zelda video games. The workforce was Clearly dedicated to this imaginative and prescient. Nothing is locked behind something.

Aunoma’s Take

To know how the workforce at Nintendo made this determination, we’ll assess an interview that Eiji Aunoma, the sport producer, gave to Sport Informer. On this interview, he mentioned the next relating to weapon sturdiness:

“We discovered the thought of getting to exit and accumulate issues and seek for issues was very enjoyable, and we thought of what we might apply this idea to with a purpose to get essentially the most out of this. We realized that weapons is the place it’s as a result of in a world stuffed with enemies dropping your weapon is such a vital mistake. That encourages the participant to fastidiously use their weapons and never swing it each which approach nevertheless they need.”

Aunoma brings up two totally different factors. The primary one pertains to one thing we’ve already mentioned — BOTW being a recreation about exploration. “We discovered the thought of getting to exit and accumulate issues and seek for issues very enjoyable.” If weapons are consumable, they turn into one thing you’re at all times on the lookout for.

In a unique a part of the interview, he emphasizes this level once more:

“We type of tried to consider what sort of cycle can we create within the recreation that actually encourages steady exploration so what got here up was issues like needing to cook dinner and collect elements to eat and needing to acquire weapons from enemies as a result of they break.”

Aunoma’s weapon breaking mid-fight in opposition to a Bokoblin

This quote actually emphasizes why the workforce determined to go together with consumable weapons. They thought it was important for sustaining participant motivation.

The second level that Aunoma introduced up was the strategic component. He mentioned: “That encourages the participant to fastidiously use their weapons and never swing it each which approach nevertheless they need.”

Technique and Useful resource Administration

Aunoma means that they needed the participant to “fastidiously use their weapon.”

You might be cautious along with your weapons in two methods:

(1) Have interaction in battles utilizing a extra tactical strategy, which has already been mentioned. BOTW affords some ways to defeat enemies with out utilizing a large number of melee strikes, and all require the participant to do some considering.

(2) Watch out in choosing the proper weapon to interact with, moderately than at all times utilizing your strongest weapon.

BOTW is clearly impressed by survival video games which have just lately turn into common. This inspiration is maybe clearest with Eventide Island, the place you’re stripped of all of your belongings and are pressured to fastidiously plan your strikes to outlive, construct up needed stock, and tackle a strong enemy.

Eventide Island

In survival video games, managing your assets is a key idea. If weapon sturdiness doesn’t exist, the selection of weapon shall be primarily based on two questions:

1. What’s the best weapon to make use of in coping with the enemy?

2. What’s the most enjoyable weapon to make use of in coping with the enemy?

As avid gamers, we frequently find yourself relying primarily on the primary query. Although we play video games for enjoyable, there’s a pure inclination for effectivity and a powerful urge to be “good” on the recreation.

If we add weapon sturdiness to the combo, questions 1 and a pair of are nonetheless related, however a 3rd query is now additionally current:

3. How a lot weapon fairness am I keen to speculate to defeat this enemy?

Weapon fairness is the overall worth of your weapons. A terrific flame sword that can be utilized to battle Lynels and maintain you heat atop chilly mountains has actually excessive fairness, however a rusty sword has actually low fairness. The choice of how a lot weapon fairness to speculate makes the weapon determination extra strategic.

Throughout your playthrough of BOTW, if you considered what weapon to interact with and find out how to cut back the variety of melee assaults you want to perform, then the designers have achieved their intentions (even when it’s not what you needed out of the sport).

A Sure Persona is Delicate to Weapon Sturdiness

I’ve seen many gamers declare that they had been reluctant to interact in battles as a result of they didn’t wish to lose a invaluable weapon in the event that they’re certain to get a mediocre weapon from the loot. At late levels of the sport, weaker enemies aren’t “economical” to battle from a weapon fairness standpoint in case your stock is filled with robust weapons.

As avid gamers, we incessantly get into the loop of “saving up” every little thing that’s consumable, which is a kind of character trait that may be extra dominant in some gamers however might be current in most of us. It causes you to avoid wasting each consumable useful resource for an encounter the place you’d REALLY want it. We’ve all stacked too many potions at one level in our lives.


Since weapons, although, not like potions or magic scrolls, are needed to interact in fight — a key mechanic within the recreation — some gamers really feel uncomfortable having them as a consumable useful resource. The inclination to stack consumable assets is in battle with their need to freely interact with one of many key mechanics within the recreation.

If a sure recreation mechanic, regardless of having good causes behind its implementation, is especially irritating for sure character varieties, do you have to provide a “approach out” for these folks to nonetheless take pleasure in your recreation?

I believe it is a level that builders ought to significantly contemplate.

Ought to this ever be one thing you flip off from a menu? I don’t know. I don’t really feel snug with leaving huge recreation design choices as much as the participant, however possibly I’m too conservative. BOTW actually had probability to supply a subtler approach out for these gamers, however that shall be mentioned later.

UI Points

Weapon sturdiness means the participant spends extra time navigating menus. Typically, menu interactions aren’t very pleasant, and this drawback might be amplified if the menu system lacks effectivity.

One of the vital obvious inefficiencies in BOTW is choosing up a brand new weapon when your stock is full. Listed here are the steps it’s important to undergo: Press a button to open the stock, navigate to the stash of weapons, navigate inside the stash to the weapon you wish to drop, click on on it, and select “drop” on the menu. Click on a button to shut the stock, after which click on another button to select up the brand new weapon.

This might find yourself taking a substantial variety of clicks , particularly when your stock grows greater. Different video games have comparable UI points, however I discovered this significantly cumbersome in BOTW due to how usually you stroll round with a full stock — a by-product of weapons being a consumable useful resource.

This course of might be made extra environment friendly in many alternative methods. What if the identical menu the place you shortly equip weapons (the one you open utilizing the left Dpad) had a button to drop the weapon as an alternative of equipping it? This might significantly cut back the UI time required to drop a weapon .

One other attainable resolution may very well be a button that drops your weakest weapon and picks up the weapon on the bottom with none UI interplay. Your weakest weapon can present up on the high of the display screen every time your stock is full and also you’re inside choosing distance from a brand new weapon. Clicking that button would assist you to do a fast swap.

The identical mechanism can work when opening chests. As an alternative of getting to shut the chest, drop a weapon, after which reopen the chest to assert the weapon inside, you may simply press a button to do the swap. Even if you happen to solely find yourself swapping on your weakest weapon 50 p.c of the time, you continue to minimize down the frequency of menu interplay by 50 p.c! That’s actually vital.

Utilizing strategies much like these urged right here, I imagine Nintendo might have alleviated a lot of the UI drag created by weapon sturdiness. UI interplay time is one thing that builders ought to be measuring of their play checks and at all times attempt to optimize, a lot as they do with the sport’s technical efficiency.

So many nice issues about BOTW had been extremely tough to attain. Why not additionally go for what’s straightforward? The low-hanging fruit is usually these high quality of life enhancements. With an expertise that lasts for dozens of hours, these enhancements can actually stack up.

Repairing is Not the Answer

Some video games with weapon sturdiness allow you to restore your weapons. As an alternative of breaking, the weapons turn into unusable till you get to a city, pay a payment, and repair them. This idea isn’t match for BOTW.

Let’s contemplate our theme once more — exploration, curiosity, freedom.

Carrying useless weight in your stock — a relentless reminder that you want to get to city — is exactly the alternative of what BOTW is attempting to attain. Should you’re making a recreation about huge lands, exploration, and freedom, will you implement any mechanic that nags the participant, even simply barely, to return to city?

Are They Breaking Too Quick?

Injury and sturdiness in BOTW are ranked on a scale that goes as much as 60. I measured a couple of weapons with totally different stats to see what number of enemies I might defeat earlier than the weapon breaks. I used solely melee assaults in opposition to the enemies throughout the checks, so the weapons ought to last more in actual gameplay.

Tree Department (injury 2, sturdiness 4) : This weapon was sufficient for defeating one Keese and two-thirds of a purple Bokoblin.

Boko Membership (injury 4, sturdiness 12) : The Boko Membership served me for 2 Keeses, two purple Bokoblins, and one Chuchu jelly.

Lizal Forked Boomerang (injury 24, sturdiness 25) : This midrange weapon was good for one cursed Bokoblin, two Keeses, and one Yiga Blademaster.

Moonlight Scimitar (injury 25, sturdiness 32) : This pretty sturdy weapon lasted lengthy sufficient to destroy two Yiga Footsoldiers, two Keeses, and two cursed Moblins.

Taking a look at these numbers, I believe the event workforce took this concept simply barely too far. Rising the sturdiness by 2x throughout the board would have made for extra cheap outcomes with out compromising the imaginative and prescient that Mr. Aunoma needed to carry to life.

I believe we might nonetheless take into consideration how we use our weapons and nonetheless have loads of incentive to seek out them, however it could require rather less micromanagement. We must pause our battles much less usually, and UI interplay would go down.

The Grasp Sword

The Grasp Sword is the one weapon within the recreation which you could’t purchase till you’ve got some mileage. It additionally has nice that means within the narrative of the franchise, so the thought of getting it break like a standard weapon was in all probability by no means thought-about. As an alternative, the grasp sword would “run out of vitality” and have to recharge. In my checks, it took me about eleven and a half minutes to recharge it throughout regular gameplay. Right here’s a fast breakdown of the weapon:

The Grasp Sword (injury 30, sturdiness 40) : This legendary sword lasted lengthy sufficient to defeat one blue Bokoblin and three and a half black Bokoblins.

I believe this was a missed alternative to supply a good fallback weapon that by no means turns into unusable. You need to beat little bit of the sport to get it, it has the fitting narrative behind it, and I don’t suppose it could have compromised the imaginative and prescient the workforce had. Even when the uncharged state was significantly weaker, say injury 20, it could nonetheless be a good fallback weapon for encounters that you just simply wish to get via with out having to cope with weapons breaking. It might additionally amend the late recreation drawback of gamers not keen to interact with weaker enemies as a result of they provide no invaluable weapons. It shouldn’t be robust sufficient to render the consumable weapons nugatory — simply higher than the early recreation trash — and it could permit for a really elegant “approach out” for these gamers who’re having difficulties with consumable weapons.


My private verdict is “sure” on the mechanic in Breath of the Wild as a result of it is sensible contemplating the core themes of the sport. I believe the implementation might have been a bit extra swish: Weapons ought to be extra sturdy, the Grasp Sword ought to have an uncharged mode that’s nonetheless usable, and high quality of life enchancment ought to streamline a number of the UI interplay.

On a extra private notice, I’ve loved this recreation immensely, and contemplate it a terrific achievement of Mr. Aunoma and his workforce.

I hope my evaluation was an entertaining learn. Please share your ideas on weapon sturdiness within the feedback.


#Weapon #Sturdiness #Breath #Wild #Sport #Design #Evaluation #Pondering #Players

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