![]() Many found the game frustrating which is why that series got better at giving hints without totally hand-holding. ![]() To be truly without hand-holding the game would need o be more like 1980s Metroid. Strong hints are exactly hand-holding as the support isn't attentive and the instruction is just vague enough as to leave a little figure it out room to challenge players. So tutorials are a form of hand-holding, so is getting a waypoint for every objective on the world map, and so is providing an NPC that tells you exactly where the memory photo is referring to.įinding Misko treasures are a little grey as they give you really strong almost obvious hints but not exact locations with markers. According to Collins, the definition of handholding is "the providing of attentive support or instruction, as to calm or lessen anxiety or fear". There are lots of people that conflate linearity with freedom and thus by that fallacy in logic linear games inherently hand-hold more than open world ones.Īs long as hand-holding is clearly defined the fallacy should be cleared up. However since they didn't focus on dungeons and puzzles, challenging the player to figure out how move forward isn't really implemented, as you've pointed out. If they held your hand anymore the freedom to explore theme would be lost. Other than that I think this game hand-holds enough to let you explore as that's the whole point to the game. You literally have to get yourself killed until you have enough "strength" or look it up online, killing immersion. No riddle or cryptic hint just trial and error. ![]() Specifically referring to how the Master sword does not have any hint whatsoever for how many hearts to get. The only cryptic "figure out how to progress" thing I can think of is how to retake the master sword, and that was done poorly. BOTW definitely tries to nudge you to VahRuta first, but you actually don't ever have to meet Impa in Kakariko or swim with the Zora before you try your hand in the desert or the mountains. Don't confuse side quest content and a central hub-style map for "freedom". In BOTW if you want to leave the plateau and fight Ganon you can do so without exploiting a single glitch if you're good and lucky enough. Sure, once you're out on Hyrule Field you can technically go in any direction, but there are barriers up until it's time to go a certain way. Navi is in your ear constantly and when she's sleeping on the job, you've got the big owl dropping in for 10 minutes of expositional spamming of the B button until you can move on. Without glitches or speed run techniques, you can't get to Death Mountain until you've done every requirement preceding that step to allow you in. OoT, as good of a game as it is, has one progression step after the other.
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