How Breath of the Wild makes you FEEL like a hero.
A detailed discussion and analysis on how The Legend of Zelda: Breath of the Wildâs gameplay, level design and progression mechanics make the player feel like a hero.
With a game as expansive as Breath of the Wild, there are bound to be mechanics that are new to most players and as a result, these mechanics will have to be taught to the player. Now game could take your hand and specifically guide you through a disjointed and mechanical feeling âtutorialâ as was the case in the Zelda games of yesteryear, but BotW does not do this, instead Nintendo opted for a fluid and dynamic approach to teaching players about this new world, they incorporated the tutorial within the world itself, giving subtle hints to new mechanics and allowing the player to put 2 and 2 together for themselves. There are 2 particular moments in the early game where this strategy is employed that I love.
The first is the starting cave, the very first environment in the game
The purpose of this cave for the most part is to set up the story, tell you some exposition and to give you some pants. But one moment that is incredibly overlooked is this first ledge. This ledge is used as a gate for the player, a way to teach them how to use a vital mechanic of the game without saying a word. You see, for the player to exit the cave they must climb up that ledge and therefore they must learn about the climbing mechanic. This is so subtle that no player would recognize this is a tutorial yet it manages to teach the player about a vital mechanic with no dialogue, prompt or any recognition that this is what Nintendo intended.
The second moment is not long after you exit the cave. You will stumble upon a small cabin in the distance, near this cabin are 4 key things; an axe, trees, a chasm and the old man, your âguideâ through the beginning of the game, cutting down one of the trees.
These things are set up in a such a way so that you will encounter them naturally as you wonder through the world. As you reach the old man he will call for you and tell you about a certain technique to get a tree to fall in the direction you want by cutting it a certain way.
The genius here is that it is never stated that you can cut down a tree to cross the chasm, you simply see the elements and the game leaves the player to figure the rest out. This is so important to the games feel, as it gives the player a sense of true accomplishment for figuring out the puzzle and makes them feel smart. This kind of design is scattered everywhere throughout the game from its level design to its core mechanics, but in particular its physics and chemistry engines.
Physics and Chemistry Engines
Nintendo carefully crafted the physics engine for BotW, but they also came up with a fairly unseen concept in the realm of games, a chemistry engine. If a physics engine dictates how objects influence other objects movements, a chemistry engine dictates how an objects state influence another objects state, for example, fire can change the state of anything thatâs not currently on fire to light it on fire, and water can do the opposite.
In practice it makes for game where player choice is at an all time high and makes for puzzles that can be solved in a multitude of ways.
My favourite example of this chemistry engine is in the use of electricity. In one of the Divine Beasts (the main dungeons of the game) there is a section where you must find 2 electric balls and place them on 2 corresponding pads to open a door, but by this point in the game the player has surely encountered a lightning storm. In a lighting storm, any metallic weapons or armour you have equipped will cause you to be struck by a bolt of lightning, clearly showing that they can carry an electric charge. Now any player could put 2 and 2 together and try to drop a weapon on the floor near one of these electric balls and surely enough, it carries the electric charge, get enough metallic objects to stretch this charge to the other pad and the door will open without the need to find the other ball.
This is not an isolated example either, the player can utilize the chemistry engine throughout the entire game, creating endless opportunities for clever puzzle solving, whether its shooting an arrow through a fire to light something in the distance on fire or using the physics engine to roll a boulder down a cliff, taking out a group of enemies that may be too strong for you at that point in the game.
These moments in isolation are very clever and give the player a sense of achievement, but when placed throughout the entirety of the game as they are, it creates this feeling of you growing as an adventurer, immersing you into a story that doesnât hold your hand.
This is by far the most contentious mechanic in the entire game, with the fanbase being split on Nintendoâs decision to implement this mechanic, but in my eyes, it is essential to the progression of the game.
Breath of the Wild foregoes one of the most used mechanics in any modern open world game, an XP and level system. This benefits the game in one major way, difficulty progression. Generally there are two ways an open world game will handle enemy difficulty. Either there will be sections of the world that are gated off and unreachable or the enemies in the world will scale with the players level, BotW does not do either of these things, instead it splits the world up into sections filled with appropriately difficult enemies, while allowing the player to stumble into these areas at any point in the game.
BotW substitutes the need for an XP system by having its weapon system, and vitally the durability system, tied to progression. As you adventure forward through the game, you will stumble upon tougher enemies with better weapons and armour and acquiring said weapons and armour will then allow you to fight even tougher enemies, and the cycle continues. This will happen throughout the game as you venture into tougher areas and fight tougher enemies. What areas and what enemies and can and should take on is largely defined by your weapon collection at any given point.
This mechanic is largely responsible for how a player ventures throughout the world, as the need to keep your weapon stock high is always vital. If the weapons never broke, there would be no need for players to fight encampments of enemies or search for hidden loot, they could simply glide to whatever area they need to be at, do objective A, and leave. But the weapon durability dictates that the player must be calculated and always aware of the weapon stock they have on them, encouraging exploration and discouraging skipping content, when the main way of gaining new weapons is also the cause of those weapons degrading you are constantly starved for more, encouraging the player to engage in more fights and therefore constantly and slowly having the player gain better gear, âlevelingâ the player.organically.
It also allows for much more calculated fights, deciding whether an encounter is worth the risk, and damage to your current weapons based on the weapons the enemies are using. It can also influence how you engage a group of enemies, for example if you are running low on weapons the player may want to engage the enemy with the best weapon first so you can then use it yourself. Nintendo also reinforces and encourages this kind of calculated decision making before engaging in a fight, as often the area around the enemies will have traps, be it a boulder on a hill above, or a flammable barrel next to the enemies.
This drastically changes how the player explores the world, as in a traditional open world game the player is able to brute force a high level enemy by taking their time with a low damage weapon and eventually killing the enemy, granting them with high level weapons and loot at the beginning of the game. This is not really viable in BotW as the lowest level weapons also have the lowest durability so instead the mechanic encourages the player to make their way through the world organically, taking lots of detours.
Why does any of this matter?
First and foremost I love great stories, and stories that take advantage of the medium they are told in, and too many games fail in this aspect, but my biggest gripe is when the gameplay seems to actively distract from the story of a game, Bethesda is a big culprit of this. For example, in Skyrim you are a essentially the chosen one, fated with saving the world from a great threat, while the gameplay generally consists of you doing anything from completely unrelated quests to placing a bucket on a shopkeepers head and looting him dry.
This is where BotW gets it right, there isnât a moment in the game that feels like a waste of time. There are only 2 objectives the player must complete to finish the game; finish the tutorial island on the Great Plateau and kill Ganon, everything in between is optional. Of course while the player can run into the final dungeon almost straight away, they will be abruptly killed by the overwhelming monsters in the area, and therefore must get stronger. This makes every moment in between feel like you are making the most out of your time. training and getting stronger from activating the Divine Beasts, making the final boss easier to defeat to simply adventuring through the world getting better gear, and every mechanic and level design decision Nintendo made is in favour of this grand feeling that reinforces the narrative instead of distracting from it, as simple as that narrative may be.
Arin Hanson, Dan Avidan, 2017. Breath  of the Wild - Game Grumps. [Online]
 Available at: https://www.youtube.com/watch?v=V82qSnN9eFE
 [Accessed June 2019].
PlayFrame, 2017. Legend of Zelda: Breath of the  Wild - #1 - With Level Artist Josh Foreman!. [Online]
 Available at: https://www.youtube.com/watch?v=iV5MB3q_UOU
 [Accessed June 2019].