I think the multiplayer Zeldaās use of items is genius
This is how it works:
Every player is limited to one item. The Four Swords games let players replace their items at specific locations, while Triforce Heroes usually restricts you to only one item for each level.
Puzzles and combat can be solved with several items. Of course, some tools work better than others, but that just makes using the less optimal one an interesting challenge. The final levels of Triforce Heroes even lets the three players choose from the entire time pool, allowing them to use their favorite weapons or try different strategies for the challenging battles.
And hereās why itās not just great for multiplayer:
The Imitation in the multiplayer games, of course, leads to more player interaction, as everyone gets different abilities that have to be utilized in puzzles and combat. But I found that it also kept the gameplay fresh by changing the way you handle problems with every new item.
That is only possible through item limitation because it prevents them from becoming obsolete. In traditional Zelda games, the way the player interacts with the environment changes permanently after they obtain an item. For once, it usually unlocks certain barriers through item-specific puzzles or enemies. Some items also just offer easier ways of defeating enemies, therefore making older methods obsolete. For instance, the bow oftentimes makes the boomerang useless for regular combat and the fire rod in Linkās Awakening even replaces the bow towards the end. Itās good to have more options, but because one is clearly superior, itās really more of an upgrade.
In modern Zelda:
I found this problem to be the most prevalent in Breath of the Wild, actually. I donāt mean the sheika runes that basically give you four main items from the start, but the collectible bows and melee weapons. In somewhat survival-oriented games, letting players be creative with their abilities is a big part of the fun, and itās there in botw too, at least towards the beginning. The regular weapons found later in the game, however, are so strong and always available due to enemy drops, that sheika runes or special weapons like korok leaves or elemental rods become pretty unnecessary in combat. (Puzzles work really well though, as theyāre barely affected by player progression)
Similarly, the option to change outfits at any time diminishes a lot of potential new situations. Most outfits have advantages and disadvantages, but because you can just swap them anytime, thereās no choice to be made in picking the right clothes. Theyāre just like upgrades that have to be equipped every time.
Wish for the future:
If a game like breath of the wild had a harsher restriction to the amount of items and clothes the player can carry, I think that would honestly lead to so much more intense gameplay. Eventide island and the early game are examples of that already. Having to play a section of the game with just a few selected items or a specific outfit lets the player consider every possible way of using their items with the environment and make the content thatās already there more interesting. A possible way of implementing such a system could be letting players change clothes and items at stables or campfires (as suggested by YouTuber matthewmatosis). Iām thrilled to see what kind of system Nintendo will come up with for Tears of the Kingdom!












