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Discussion In defence of Breath of the Wild's story

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I think the story was fine. You can find out everything that happened up until the point where you take over Link, then everything that you do from that point in the game onwards is the rest of the story.

If you like a game where you are frequently stopped for exposition, or a linear sequence of events, then this is not what you are going to get. Technically, you can kind of get that from Age Of Calamity, which is a great game to play to illustrate many of the things that BOTW does so well.
 
I actually really like the narrative in BotW, the glimpses we get at it in the memory cutscenes are nice and Zelda is especially well characterised. I think it's one of Nintendo's best stories for how well written it is, everything is all well thought-out, well established, and well presented - every individual element has it's place in the story and it's all wrapped up together quite nicely. There's just something special and kinda lowkey about it that I really appreciate.

Even though the story is (relatively) small in scope, there's so much detail you can go into with exactly how the calamity came about and how it affected various different people and places in Hyrule and the impact it had on the present day. I much prefer that type of storytelling compared to games like Xenoblade and very much so Age of Calamity, where insane shit just keeps happening and piling up, more and more characters get introduced, until by the end it's really awesome and the stakes are so high and it's insane, but there's just a lot to unpack and at that point I feel like it really undervalues the main message of the story it's trying to tell. BotW just does a lot right to appeal directly to me so that's just my opinion lol
 
it works structurally imo, giving you enough context to support the discoveries you're making throughout. don't have strong feeling about the story itself, other than the fish man is cute, and that zelda deserves more in the sequel
 
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While I think the story was mediocre but ultimately passable, what really surprised me was a lack of an ending roll. We've had during-credits scenes in nearly every Zelda game since Ocarina, and I feel like it would've been a perfect ending to your adventure, considering there are things you can do or ignore this time around.
A look back on locations you've changed and characters you've helped would be absolutely amazing, and wouldn't be that hard to implement, I imagine. Just some binary things. Terry Town being incomplete or straight-up not seen in the credits sequence, for example. Fairies being rescued or not. Just some very minor characters, say, sitting around eating/crafting something from the materials you gave them.

Instead, the story just ends to present you with a PowerPoint presentation and a fairly weak medley.
 
Now on topic. Of course there are differences in structure but both SS and BOTW are too focused on Link and Zelda backstory and relationship. The other mainline games are more vague and subtle on the details. Leaving a lot of stuff for you to figure out or theorize and less about exposition. They were more about the world lore, npcs and relationships that you build during the game.

I cried a lot during some of SS cutscenes but I have to say that the old approach has a long lasting emotional effect on me.
About BOTW it's impressive how I couldn't connect with the champions. They had a good screen time some really nice design but I couln't care about them at all.
 
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Regarding BotW’s story, I think it would’ve been a lot better with more mystery and intrigue if the king didn’t pretty much lore dump the entire thing at the end of the tutorial section
 
While I think the story was mediocre but ultimately passable, what really surprised me was a lack of an ending roll. We've had during-credits scenes in nearly every Zelda game since Ocarina, and I feel like it would've been a perfect ending to your adventure, considering there are things you can do or ignore this time around.
A look back on locations you've changed and characters you've helped would be absolutely amazing, and wouldn't be that hard to implement, I imagine. Just some binary things. Terry Town being incomplete or straight-up not seen in the credits sequence, for example. Fairies being rescued or not. Just some very minor characters, say, sitting around eating/crafting something from the materials you gave them.

Instead, the story just ends to present you with a PowerPoint presentation and a fairly weak medley.
“medley” is too kind, it’s the character themes just stitched together with no arrangement. Super disappointing
 
Regarding BotW’s story, I think it would’ve been a lot better with more mystery and intrigue if the king didn’t pretty much lore dump the entire thing at the end of the tutorial section
Totally agree. So anticlimactic. I remember getting really intrigued by the last trailer and thinking that discovering what happened would be really dope....XD
 
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Regarding BotW’s story, I think it would’ve been a lot better with more mystery and intrigue if the king didn’t pretty much lore dump the entire thing at the end of the tutorial section
I still think it mostly would have been the same regardless. I think the game just somewhat needed to fill in the gaps more between then & now.
  • Connecting Link, Zelda, & the other Champions. Kinda like what we see in AoC.
  • Filling in some of the blanks of events that transpired after Hyrule collapsed & current times. At least able to make good congevture as to what happened from information available. Perhaps through experiencing remnants at certain places
  • Exploring the ancient history or at least what the stories say
Otherwise the story was fine but I think that first one probably would have helped the most. Looking at XC2 it did a good job with characters, their interactions, & world building; with just enough answers but a lot left to the annuals of time.
 
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The story itself was fine, I just felt like some of the execution felt cheap, and the grating English voicing didn't help.

I'll be honest I really just wanted more 'expensive' feeling production around the champion/descendant quests. Each of these linear slices of game felt like they could benefit from the 'AAA narrative game' treatment.
 
“medley” is too kind, it’s the character themes just stitched together with no arrangement. Super disappointing
True. Compared to Skyward Sword or even Link Between Worlds' ending themes it's extremely lacking.
 
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BOTW is also one of my favorite open world games but it's probably my least favorite 3d Zelda game alongside with Skyward Sword(still I consider both very good games).
It's interesting you mention these two in particular -- and I know you return to this later for further explanation -- because, regardless of their individual merits as games, Skyward Sword and Breath of the Wild are both different in some key ways from the Zelda games that came before, especially so in the case of the Wild, which eschews much of the general structure the series largely followed. It's easy to see how one might like these as games, yet find them low on the list of Zelda.

I'd delved into this concept a while back, which might help explain why I say this:
I find that Skyward Sword still falls on the same spectrum as those "classic Zeldas," but presents an excessively streamlined take on the idea. It exist somewhere at what seems to be the very edge of where this designation can exist, perhaps a breaking point where it strains the designation but hasn't yet broken through it.

Its existence at this breaking point, as it were, can reasonably lead some to disinclude it from their designation of "classic Zelda," even as it has been described in this post, but I wouldn't suggest it has achieved the drastic shift to be removed from consideration.

It is here, where Skyward Sword finds itself at the very edge of the "classic Zelda formula, that Breath of the Wild places itself as its antithesis. And becomes something else, something outside, entirely.
Now, this was about the games' overall structure and formula rather than plot or story, but you can see how that structure is reflected in the games' handling thereof; one resulted in a very plot-heavy title, whereas the other exists in one that's more plot-light.

And both have taken flak for the handling of plot and its connection to the game structure.
 
I really liked BotW’s story, because it works so well for an open-world computer game that wants you to explore at your own pace and challenge the end game when you want to. It avoids entirely the whole ‘stop the dark lord, the apocalypse is imminent, but please find the 50 magic chickens first and there’s time to hang out in the casino as much as you like’ thing that many rpgs/open world games do, where it’s both a playground encouraging you to turn over every rock but incredibly urgent too.

Instead, in BOTW that apocalypse happened. An adventuring party of heroes tried to stop it and they lost. Now the world is in stasis, final defeat held off by Zelda for a little longer but you can break that stalemate. But you’ve lost everything, and there’s time to explore, to gain all the strength you feel you might need. You don’t have to get the Master Sword. Or talk to the Champions, or rally the Divine Beasts. I felt throughout my playthrough that it worked just as well as a narrative to restore a little hope here and there wherever I went, big and small things. When I felt like I’d done enough, and it felt natural to head for the endgame, I did. It just fitted really well together both as an adventure story and a game to me. I loved the player choice of when that endgame happened without feeling pushed or dragged towards it, that sense of freedom combined with a growing sense of responsibility once I was carrying the kingdoms last rays of hope with me and had learned much of what went down first time around.

Its not a linear story structure of great depth. The structure itself is flexible, piecemeal and serves the game design of the player’s imagination carrying a lot of the weight. And, for a game of magic and adventure and freedom and exploration, that’s OK.
 
I think the story was fine. You can find out everything that happened up until the point where you take over Link, then everything that you do from that point in the game onwards is the rest of the story.

If you like a game where you are frequently stopped for exposition, or a linear sequence of events, then this is not what you are going to get. Technically, you can kind of get that from Age Of Calamity, which is a great game to play to illustrate many of the things that BOTW does so well.

Yes, like with other Nintendo games the gameplay itself is the story. Nintendo sets the stage and you tell it. Link can YOLO into Hyrule Castle and save the world in record time or dick around with time freezing experiments to fire himself into low orbit or attempt to ride skeleton horses.

I really liked BotW’s story, because it works so well for an open-world computer game that wants you to explore at your own pace and challenge the end game when you want to. It avoids entirely the whole ‘stop the dark lord, the apocalypse is imminent, but please find the 50 magic chickens first and there’s time to hang out in the casino as much as you like’ thing that many rpgs/open world games do, where it’s both a playground encouraging you to turn over every rock but incredibly urgent too.

Instead, in BOTW that apocalypse happened. An adventuring party of heroes tried to stop it and they lost. Now the world is in stasis, final defeat held off by Zelda for a little longer but you can break that stalemate. But you’ve lost everything, and there’s time to explore, to gain all the strength you feel you might need. You don’t have to get the Master Sword. Or talk to the Champions, or rally the Divine Beasts. I felt throughout my playthrough that it worked just as well as a narrative to restore a little hope here and there wherever I went, big and small things. When I felt like I’d done enough, and it felt natural to head for the endgame, I did. It just fitted really well together both as an adventure story and a game to me. I loved the player choice of when that endgame happened without feeling pushed or dragged towards it, that sense of freedom combined with a growing sense of responsibility once I was carrying the kingdoms last rays of hope with me and had learned much of what went down first time around.

Its not a linear story structure of great depth. The structure itself is flexible, piecemeal and serves the game design of the player’s imagination carrying a lot of the weight. And, for a game of magic and adventure and freedom and exploration, that’s OK.
Yeah, I don't need to have a "sit here for twenty minutes while we tell you the intended story" that many videogames do. A videogame should be an interaction between the design and what the player wants to do. BotW handles that brilliantly.
 
There was a thread on Resetera a while back about the bleakness and violence present in post-apocalyptic video game worlds, and that reminded me of how Breath of the Wild is post-apocalyptic, but the world doesn't feel hopeless. Of course, that is because a century has passed since the 'apocalypse', but still. It works for the context of the gameplay, where they can design a world with a lot of white space, and not be concerned with creating large dense cities. The world feels wistful, yet welcoming.

Perhaps the one thing I would want is having the memories be playable sequences. They sort of did this in Champion's Ballad, with the Ganon rematches being 'memories' of the boss fights where Link is only equipped with Goron/Zora/Rito/Gerudo weapons. Of course this would mean reworking the content of some memories since Link has the Master Sword in a few of them, but it could work as a mini Eventide Island sequence. I would even use them as opportunities for Link to 'relearn' sword combat abilities, like the Twilight Princess hidden skills.
 
There was a thread on Resetera a while back about the bleakness and violence present in post-apocalyptic video game worlds, and that reminded me of how Breath of the Wild is post-apocalyptic, but the world doesn't feel hopeless. Of course, that is because a century has passed since the 'apocalypse', but still. It works for the context of the gameplay, where they can design a world with a lot of white space, and not be concerned with creating large dense cities. The world feels wistful, yet welcoming.
It's a truer apocalypse. Life is resilient and humans try to make the best of their circumstances no matter how bleak things can get.
Wind Waker explored similar themes more explicitly.
 
i really don't think botw needs any defense tbh. yeah there's a vocal minority that have been complaining about it for 5 years now but for most it's considered one of the best games ever made.
Absolutely agreed- and I for one appreciated and loved its hidden moments and fragmentary, memory bound ethereal feeling after waking up from such a strange and terrible slumber.
 
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Its story is one think: okay and functional.

The focus was on freedom and exploration, that kinda limited what they could do, but they still did not go full out with what was possible.

First: it was way to formulaic, same with the gameplay. The structure how all 4 beasts where done was geting stale by the time you get to the third.
See beast cutscene, find new champion, see scene of old champion, prepare for attack on beast, attack the beast with help of new champion, free beast, talk to old champion, get thanks and a champions weapon at new city king or something.

Recently someone mentioned that the people that are more character focused and those that are more plot focused often dissagree if a media has a good story.

I would argue the plot is pretty basic, the lore has some potential, the character interactions, while fine, where nothing to special since most of them where just to trope driven. Yeah, buhu, darunia is a big good heartet heavy, but he is afraid of dogs. In other media its mice or stuff like that.

The most interesting aspects where the story around link and zelda, and that was hampered by 0 talking. I get the "silent type" thing, but no words at all kinda meke it goofy.

Then there is the "read all descriptions/diaries" argument.... well, no? its additional material. I know, technically everything is optional, but that feels like watching a movie and then somebody says "you cant talk about the story if you did not read the acompanying prequell novel!".

There are good and great elements, it was fine for what it wanted and needed to do, but it really was nothing special, and could have been better.

I AM worried, that BotW2 being a direct sequell, they will be kinda limited with what they can do because of all the structure they get from BotW1.

If somebody would ask me, what zelda game to play for story... honestly, i feel like every 3D mainline game has a more interesting overall story, while BotWs setting and lore had the biggest pottential for one.

You have a 100 year gap, and a calamity that ruined the world. You only ever see that with zora that remember link, but even there it never fellt like real grief. They live der life, and are somewhat anoyed by you, more like you lost them a competition.
I know they did not want to make it to dark. Bit this game screamed for some on screen "grief and trauma coping", and to show aspects in which the life changed for those people. how did the people manage to fight the monsters and especially the guardians, did they do something about malice, did they try to use it to their defense, did it backfire, etc. Heck, you have the main point be link finding all his memories to end on the question "do you remember me"... and the post credit scene you get for remembering does not really have anything to do with that.

Its FINE. Its not great, it could have been way better, but its FINE. No defense needed, because the hate is about right, some people that dont like tropes or want more story are not happy, people that are happy with simpler naratives are happy.


There was a thread on Resetera a while back about the bleakness and violence present in post-apocalyptic video game worlds, and that reminded me of how Breath of the Wild is post-apocalyptic, but the world doesn't feel hopeless. Of course, that is because a century has passed since the 'apocalypse', but still. It works for the context of the gameplay, where they can design a world with a lot of white space, and not be concerned with creating large dense cities. The world feels wistful, yet welcoming.

Perhaps the one thing I would want is having the memories be playable sequences. They sort of did this in Champion's Ballad, with the Ganon rematches being 'memories' of the boss fights where Link is only equipped with Goron/Zora/Rito/Gerudo weapons. Of course this would mean reworking the content of some memories since Link has the Master Sword in a few of them, but it could work as a mini Eventide Island sequence. I would even use them as opportunities for Link to 'relearn' sword combat abilities, like the Twilight Princess hidden skills.

It's a truer apocalypse. Life is resilient and humans try to make the best of their circumstances no matter how bleak things can get.
Wind Waker explored similar themes more explicitly.
This game in no way should be as bleak as those games, but the problem i see, you barely see the resilience, you just see places where they life as if there never was something, and a handfull of people fighting a bokobling on their way.
There is a severe lack of "were proud hyrulians and fight for our life here, and wont give up!". Like you never see them interacting with a guardian. Say zora have the water around, and Ruto are on that island. But what do they do against Flying ones?
And why dont Kakariko, Hateno and the third one have some sort of baricade, towers for observing if there are monsters/guardeians aproaching, etc. Have a small "Guardinan Defence Force" that goes around and fights against them and delivers parts to the labs, have members of them be in towns, maybe have some missions with them or given from them... so many options, without getting bleak.

Im all fine with happy go dandy in a post apocalypse if the problem is banned. But here, malice/monsters/guardians are everywhere.
 
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It's interesting you mention these two in particular -- and I know you return to this later for further explanation -- because, regardless of their individual merits as games, Skyward Sword and Breath of the Wild are both different in some key ways from the Zelda games that came before, especially so in the case of the Wild, which eschews much of the general structure the series largely followed. It's easy to see how one might like these as games, yet find them low on the list of Zelda.

I'd delved into this concept a while back, which might help explain why I say this:

Now, this was about the games' overall structure and formula rather than plot or story, but you can see how that structure is reflected in the games' handling thereof; one resulted in a very plot-heavy title, whereas the other exists in one that's more plot-light.

And both have taken flak for the handling of plot and its connection to the game structure.
Yep, it makes sense. As if the old structure is better at accommodating a balanced plot. At least on that works for me.
 
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The story is OK. I think the delivery was what make the vocal minority complain. Having to gasp play the game and explore? Just to see the story? Madness!
 
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