Actual Reason Why Zelda: Tears of the Kingdom’s Open World Is Becoming a Problem for It’s Players
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Huge open-world games have become a norm nowadays. Many buyers even purchase games depending on their size and the hours of gameplay they offer. As a result of this fad, games like God of War: Ragnarok and Horizon: Forbidden Lands became the most successful titles of last year. The same was the case with Zelda: Tears of the Kingdom.
But this huge size can also end up being a nuisance for some players. This problem can be seen in Zelda: Tears of the Kingdom, where many players tend to carry on without completing crucial missions or getting important abilities.
Zelda: Tears of the Kingdom’s open world might be too big for some players
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Players love it when they are allowed to roam around and do whatever they want at will. It’s always about player freedom for most gamers. However, when a game allows players to play it at their own pace, it can be both a blessing and a curse.
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A similar thing is happening to some players of Zelda: Tears of the Kingdom. They are going about their way, doing as they will. But sometimes this freedom means they skip a thing or two. Recently, a Reddit user pointed out that they completely sidelined the mission that gives them access to auto-build. What’s worse is that they even missed the way to increase the capacity of the battery pack that Link carries with him.
While this might seem like a bad thing to some, they would be surprised to know that the user mentioned above realized this after 60+ hours of playtime. They had completed a number of dungeons and then returned to the starting town to get the mission that rewards players with auto-build.
This is why games like Breath of the Wild and Tears of the Kingdom are considered masterpieces. These games do not bind people to their rules; they give them freedom and crucial basic abilities and just set them free.
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After 60+ hours of gameplay I missed something crucial
by u/TheWarpTunnel in TOTK
These games do not tell them what is important to do, and these games do not try to remind them of what they missed. In that sense, it’s just excellent game design all over. A game without any sort of handholding, which at the end of the day gives them a sense of achievement too.
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Hence, although the lack of direction might seem like a negative thing, these kinds of games are a step in the right direction. Much better than the Ubisoft titles that fill their maps with nauseating icons.
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Edited by:
Stefan Thomas