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@“yeso”#p44953 about my BOTW comment: didn’t mean I literally thought hyrule has a sword quality control problem- more meant to illustrate the transition between having an experience embedded in fiction context vs knowing you’re engaged with a game design system.
Then I'll take credit for wanting to have seen _Breath of the Wild_ commit to that far more than it did, because it's an interesting idea!
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Sure the latter can be fun and worthy of thought and critique but at least I personally have a hard time synthesizing these experiences
Setting aside the regrettable truth that heavily corporatized game development surely scatters the floors of cutting rooms with the great ideas of many designers and design-minded people both big and small (not because that isn't worth talking about but because it's not the subject of this thread), maybe the problem is that often designers/developers don't often go far enough in making these two aims cohesive rather than at odds. To go back on my word immediately, a lot of systems surely get cut or watered down out of a desire to make a game more widely and generally recognizable to the detriment of good ideas.
...and, to be generous to _Breath of the Wild,_ maybe it's not realistic to expect a mainline entry in one of the most well known franchises in the entire medium to get even moderately experimental. I often forget to put myself into the perspective of people who are less videogame literate than myself.
Oh no. We're talking about ludonarrative dissona-* * **klaxxon blares** * *