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It's been a little while since we've seen a new, clear trend in video games-- Mario 64 created the 3D platformer standard, Halo + CoD4 cemented the next 5-10 years of FPS dominance, and then open world games became the new go-to for franchises like Assassin's Creed, Far Cry, etc. Plenty of other genres exist, plenty of other microtrends exist-- but the industry as a whole takes on a kind of "tone" that last around a decade. With Zelda: Echoes of Wisdom, the new trend continues to cement itself: Games where you can use everything to do anything all of the time.

The first example of this I can remember is Scribblenauts on DS. The technology hadn't caught up with the idea though, and that game-- while a success in its own right-- didn't start the fire. Breath of the Wild and Mario Odyssey deserve the bulk of the credit for this becoming the trend that it is, but Minecraft also played a part. Games where you can go anywhere, all the time, immediately, no matter what. Games where every item interacts with every other item, no matter what, all the time. Games where you can take over every enemy to fight or solve puzzles. I include Baldur's Gate 3 in this pantheon as well-- do anything! Say anything! We made it all possible.

These games tend not to agree with me super well. When Scribblenauts came out-- the game where you could type any noun and it would show up in the game-- I was one of the people who realized pretty quickly that every level could be solved with a jetpack and a rope, so I solved every level with a jetpack and a rope, which it turned out was not all that fun. A bit like how most problems in Tears of the Kingdom can be solved by a flying machine or a gigantic bridge. I prefer to be restricted I think.

What are your thoughts on Echoes of Wisdom? What about the Nintendo Direct as a whole? Metroid Prime 4 sure looks like Metroid Prime! Which is probably the right move.

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Comments

William George

I loved the Direct in general. More GBA and N64 games was nice, the new Zelda I’m crazy excited for which luckily I you’ll have to think outside the box from time to time. Getting to play Marvel vs Capcom 2 again will be a blast and now the 2.5D versions of Dragon Quest 1-3. All in all, great showing from this direct.

Kurt Refling

me personally? i love an experimental zelda game developed in the same engine as a mainline title, released in the tail end of a system's life, where link is missing from hyrule.

Veronica Sipe

For me, Minecraft is a great example of one end of this spectrum, because it is so flat—a blank canvas with just enough complexity and variety that you create goals and fun for yourself with whatever gameplay loop you find engaging and rewarding. (I always liked colonizing villages, clearing caves and mineshafts, hoarding resources, and eventually building with them. I did the same thing over and over again. No interest in higher level things or enemies.) On the other end of the spectrum is something more like just the experience of New Game + for any game. A highly designed and curated experience that you’ve already had, and experienced as intended, and now you get to beat at the edges with a hammer. Refine the process of something that challenged you with creative problem solving BEFORE, until you develop the perfect strategy of jet pack and rope, and feel a sense of accomplishment in getting there yourself. You beat the game, and then you mastered the game, and now you’re seeing the matrix. It seems to me like something in between would fall flat. I also tried out Scribblenauts, and the gameplay loop itself was not gratifying, and quickly became just “explore what the game produces based on what I type” rather than solving the puzzles. I think if you’ve got any kind of design to puzzles or challenges, you need some kind of constraint to make them actually a challenge. Now, that might still be possible—perhaps the utility of infinite items is limited based on your character’s ability to use them, or your twitch or platforming skills, providing you a toolbox for solving challenges rather than carte Blanche. But overall, a designed experience with infinite resources to defeat has often felt like a waste of the design. What’s the point of a good puzzle and cool interactions if I jet pack over everything, missing all the rewarding parts of the game and the rewarding feelings? Some people just enjoy exploring the toolbox, which is valid and can be fun for sure. But that’s its own thing. I’ve certainly spent a lot of time just building settlements in Fallout 4, for no game reward at all. But in general, for a whole game, I like these experiences to be at one or the other end of the spectrum—packaged fully as something flat or random like Minecraft, or added on to a designed experience as endgame content like a New Game+ or Forge Mode or whatever, unless it has set limitations that keep the challenge or engagement high.

Hopscotch

I love both types of games; restricting and ultra-free. As an example, one of my absolute favorite franchises is the Portal series, a series of games where there's often one solution with a predetermined set of tools and very limited wiggle room. But I've also been playing Minecraft since pigs were the only animals in the game and I still enjoy the freedom it gives you to choose how to play. I do find it interesting that they've chosen the Zelda series to get this new open-world, play-how-you-choose coat of paint when things had been so extremely linear and rail roaded for every title since Ocarina. I guess that while I'm excited for Echoes of Wisdom (which should have been called Missing Link, cmon Nintendo, get your head in the game), and I do hope I see more like it in the future, I'd also be pretty bummed out if they never put out Zelda titles that go back to the previous formula. It's good to have a balance. Time will tell though.

Jon

I was hyped but after seeing the sub screen of selecting items similar to totk, I started to feel some type of anxiety. Its weird because I love the scripted games but am also loving these games where you complete a task without a wrong way of doing it. I think it's nice in doses but since I mostly play Zelda and a handful of other games, it takes up a large chunk of what I'm actually playing. For me, the make or break is going to be in the story, the exploration, and the atmospheric vibes.

Sir Chasm

You just about summed up my thoughts on Echoes of Wisdom. I think it will be a bit more constrained than Tears of the Kingdom, for example, what with its top-down perspective and (presumably) limited number of interactable objects, but it's probably not something I would enjoy. I liked some of what the Japanese Direct showcased; even if they were games we already knew about, it worked as a nice reminder. In that regard I'm looking forward to SCHiM, Bo: Path of the Teal Lotus, and Umamusume: Pretty Derby - Party Dash. I'll also definitely play the Ace Attorney Investigations games again, though I struggle to think of how they could improve on the name "Jay Elbird."

Kira

As someone who often turns to video games for the satisfaction of being told that my answer was correct - this is a weird trend for me. I mourn the loss of direction and expectation that’s embedded in explicit problem-solving, but I’ve also found great joy in recent open-ended scenarios when The System tells me that the answer i created was good enough. This trend’s effect on Zelda has been especially noticeable, since I’ve always known it for its explicit solutions.

John Bucher

It’ll be particularly interesting to see what restraints there are for the dungeons especially. It seems like we’re back to having hand-crafted puzzle-filled dungeons again which is awesome (botw and totk felt like heavily watered down dungeons), but this massive toolkit could hypothetically trivialize the puzzles of those dungeons. My gut doesn’t feel so however, i think the restrained 2d grid-format of the game will benefit this issue. Botw and totk is full 3d space for objects to occupy, but here its a grid with units, and that restriction alone could make this really interesting.

Austin

I feel this. The anxiety for me just becomes like sleepy apathy.

Miseri

i’m so excited for it! i agree with everything you said and I like nintendo experimenting with this idea of having all abilities and capabilities within your reach with no set point or specific way to do something, it’s all in the players hand. I like how you brought up BG3 too, as i’m a huge huge fan of that game too and the shear amounts of autonomy the game gave you was absurd, you can (quite literally) do ANYTHING, like actually ANYTHING, for throwing a chair to your companions face

Miseri

i’m so excited!! Not only as a Zelda nerd but also exactly the point you mentioned, the paving the way of a new gaming genre and or idea that gets to set a standard to newer games and projects. I love how you mentioned BG3 too as i’m a huge huge fan of that game and the shear level of autonomy that game gives you is absurd. You can (quite literally) do ANYTHING, like literally ANYTHING. Throwing a chair in my companions face or bombing an entire goblin camp, you had options to do anything your way. I’m interested to see how dungeons and boss encounters will work with this. The game looks so good and finally Zelda getting her own game, i hope they also explore with Zelda being more playable and also getting much more interactions in the future, too. I thought the direct was pretty good in general - though, i’m kinda easy to please.

Novel

These games make me feel embarrassed and stupid. I adore immersive sims, but I am not as good at them as most people. However I had the exact feeling you did Austin when I played TOTK. It made me realize that my imagination was entirely in writing and world building and music. But my imagination sinks like a rock when it comes to ingenuity in the face of adversity. I would see videos of people solving the various puzzles in TOTK in the most incredible and imaginative way possible. When most of the time I solved it by 'out four feels on a plank of wood'. I'd rather have to solve a riddle, not write the riddle myself and solve it.

Austin

"I'd rather have to solve a riddle, not write the riddle myself and solve it." this really encapsulates it for me.

luminaryFlowers

i really really felt the same with tears of the kingdom. i had a really great time, but the tools we were given really did feel too powerful i never felt like i was particularly stuck in any shrine, and it felt really bad; i COULD mess around and try to figure out what this puzzle's intended solution is, but the option of using ultrahand and rewind to basically solve it for free made it feel really cheap? like i'm standing at a locked door with a lockpicking kit and a key, and i could try to pick the lock, but the entire time i'm just sitting there thinking, "why would i not just use the key?" in a way i also felt this just with the overworld traversal in totk - it felt way too easy to miss the trees for the forest. i COULD walk to my destination, or i could go get flung by a tower or teleport to a shrine in the sky and fly there in one straight line. totk gives you the choice and the power to not interact with the world, which doesn't feel good. i WANT to play the game, but it's hard to betray the efficiency rat in my brain that just wants the destination point's cheese

Kavukamari

when i played scribblenauts i learned like 20 synonyms for "ramp" / "incline" / "slope" / "kicker" etc because i didnt want to just fly and beat the level but i also still wanted to cheese it

Yagito

I think this is a really interesting topic to think about/discuss, because my reaction to the Echoes of Wisdom trailer was "wow I can't wait to see all of the different shenanigans I can get up to in this game" and hadn't really considered that there's probably going to be very cheeseable tactics. I used to struggle a lot with always feeling like I needed to pick the most efficient route, or that I needed to do things the fastest or most "logical" way. But the last few years my best friend has really opened my eyes to how that was making me actively enjoy games a lot less and they would just end up being frustrating or boring rather than fun. It took me a while to grasp it and be comfortable with it, but I've really learned to enjoy doing things inefficiently and try to explore my curiosity when problem solving in games. I do understand that this won't be how everyone enjoys games though, but it is rather freeing realizing that I don't need to pick the obvious solution. I do still default to it sometimes, but it has been so much fun just to see if my dumb ideas work even if i know it might be more work or vastly inefficient. One example for me that I think can be applied to this is an ARPG like Diablo. There will always be an objectively best build/class in something like an ARPG, but I think it really opens up the entire genre if you start to think about the variety of character builds that you could try out, regardless of viability. It can be so rewarding just asking "can I make this silly shit work" after getting a particular unique drop. Even if it doesn't work, I think there can be a lot of fun had in just trying. But again, I know this is not how everyone experiences and enjoys games. It's something that I had to actively work on with myself before I properly understood the appeal. But to me it's a lot like finding where the river leads to in Skyrim, because it's cool to know where it goes, and that's the only reason you need.

Austin

100%. This is definitely a perspective I've been trying to shift into, because it always makes games so much more fun.

Antonio Panzetta

I generally prefer restrictions as well. It’s why I miss old Zelda. I want a balance between BotW/TotK’s Open-Air and classic Zelda’s linearity and puzzle solving.

Deep Miner

Whenever I play a game that gives you a wide variety of tools I end up limiting myself. I have a weird sort of obsession with role-playing In single player games. I tend to always make builds based off an archetype like a paladin or mage and building weaknesses or imposing limits on myself to fit the concept more.