What Tears of the Kingdom is Like For Someone Who Doesn't Really Play Games
Razbuten
0:00 Over the past few years, I’ve been having my wife,
0:02 more commonly known as the Lady I Live With, try out a bunch of different video
0:06 games in order to examine how someone
0:08 with little to no gaming experience engages with them.
0:11 These informal experiments have given me a better understanding
0:14 of some of the barriers that exist for inexperienced players
0:17 and the opportunity to observe what the process of someone
0:19 becoming proficient in the language of video games is like.
0:22 From these experiences, she’s gone from someone who knew nothing about
0:25 games to someone who knows some things about games,
0:28 causing the name of this series to be
0:30 less and less accurate with each additional entry.
0:32 Oh well.
0:33 Regardless, as the series has become more
0:35 about her transition from non-gamer to gamer,
0:38 I’ve been interested in having her play titles
0:40 that share similarities with the ones she tried
0:43 early on in order to see how having
0:45 more experience has changed her approach to playing them.
0:47 So obviously, as soon as Tears of the Kingdom was announced,
0:50 I knew I would have to run another informal experiment.
0:53 Breath of the Wild was one of the earlier games she played for this series,
0:57 and it was pretty much the first time
0:59 where she actually felt successful while playing it.
1:01 The freedom the game offers allowed her to solve
1:05 problems and overcome obstacles in different ways,
1:07 so even when she didn’t pick up on what the game was nudging her to do,
1:11 she was still able to find her own path forward.
1:13 Where in other games she’d get frustrated when doing
1:15 the thing that made the most sense to her wasn’t possible,
1:18 in Breath of the Wild the vast majority of things she tried actually worked,
1:22 rewarding her creative thinking and never making
1:24 her feel stupid for not getting something.
1:26 Tears of the Kingdom takes the base of Breath of the Wild
1:30 and adds all sorts of new tools designed to increase player expression,
1:33 and while I found this to be a welcome shift,
1:36 I am curious as to how these additions will feel for an inexperienced
1:39 player like my wife as even though having more options increases flexibility,
1:44 it also increases complexity.
1:45 This may prove to be more annoying than helpful.
1:49 So, in order to find out, I had her play through the core of the tutorial,
1:53 stopping once she got off the Great Sky Island
1:55 as I figured that’d be enough to give her a chance
1:57 to engage with the majority of the primary mechanics
1:59 and get a decent feel for how exploration works.
2:02 Like always, I sat back as a mostly passive observer,
2:06 only providing occasional reminders of things
2:08 she’s already learned and advice on what
2:09 to do when she got stuck for a substantial amount of time.
2:13 So, this is how it went.
2:29 Tears of the Kingdom gives control to the player
2:32 quicker than any other 3D Zelda game,
2:33 and this was something my wife appreciated as she likes it when she doesn’t
2:36 have to spend a ton of time waiting before actually being able to start playing.
2:40 This feeling was short lived though because the control
2:43 the player is given at the start is pretty limited.
2:46 Every few steps Zelda would stop her, and it got on her nerves quickly.
2:50 Wife: “Am I gonna get stopped by here every time?” Wife:
2:55 “Oh my god.” Wife: “I don’t really—she’s gonna stop me again?
3:00 OH MY GOD!” These interruptions seem to be a way to characterize Zelda
3:03 as an excitable nerd while also providing
3:05 some information about the lore of the world,
3:07 but my wife found it to be far more annoying than endearing or informative.
3:12 With games in the past,
3:13 she’s always found being stopped in this way to be jarring,
3:16 as when she’s playing a game she really just wants to play
3:19 the game and losing control out of nowhere feels kinda bad,
3:22 so it happening so many times in a row left a sour taste in her mouth.
3:26 After that, things did pick up some
3:30 as she came across a brief yet thrilling fight.
3:34 Wife: *yelling* …wow!
3:35 but then that was followed by a fairly long
3:37 cutscene that was followed by another fairly long cutscene.
3:40 This intro is filled with a ton of exposition
3:45 about the Zonai and the history of Hyrule,
3:48 and while I found this to be intriguing because I am invested in Zelda lore,
3:52 for her it was just a massive info dump
3:54 about a world she knew next to nothing about.
3:57 It didn’t mean much, and led to her zoning out a bit.
4:00 I’ve noticed this happen with cutscenes in other games she’s played,
4:03 but certainly not all of them.
4:04 Really, her investment in a scene typically comes
4:07 down to whether or not it is character focused.
4:09 For instance, with The Last of Us,
4:11 she was drawn in right away by Joel and Sarah’s
4:13 banter—the scene is about people connecting with each other,
4:16 making it easy for her to care about what was going on in a way
4:19 that hearing about a war that happened 10,000 years in the past never could.
4:23 While there are certainly a few great moments
4:26 in these early sequences in Tears of the Kingdom,
4:29 they largely fail at being compelling scenes for a more general audience.
4:33 What matters more is that she went from thinking
4:35 she’d get to start playing right away to sitting through
4:38 20 plus minutes of dialogue and cutscenes that she
4:41 struggled to connect with, providing a decent bit of whiplash.
4:44 And unfortunately, it would be a little longer until she got into the game
4:48 proper because upon arriving in the room
4:50 of awakening and grabbing the decayed master sword,
4:53 she spent about 5 minutes searching every corner
4:55 of the room for something to help her get out.
4:58 To her, the Master Sword looked too blunted and brittle to be an effective
5:01 weapon and she assumed it would break
5:03 before anything she might hit with it would.
5:05 And in fairness, she wasn’t that far off about that, but it did
5:08 lead to her drawing the wrong conclusion and wasting a bunch of time.
5:11 She overthought what was being asked of her, causing
5:13 her to ignore the most obvious approach.
5:16 After not finding anything,
5:18 she eventually gave the master sword a shot despite not thinking it’d work.
5:30 Wife: *gasp of realization* *Laughter* Wife:
5:30 “I’m a dummy” Throughout these experiments,
5:31 I’ve noticed that my wife doesn’t test things nearly
5:33 as much as I do when playing a game.
5:35 For her if an action doesn’t make sense, she rarely gives it a second thought.
5:39 So when she got a sword that looked like it was about to fall apart,
5:42 in her mind, it stopped being a viable answer to the obstacle.
5:46 As she’s played more and more games,
5:47 she’s largely gotten better at interpreting the information presented
5:50 to her, but she does still get tripped up sometimes,
5:52 and this was not the only instance of it
5:55 happening during her playthrough of Tears of the Kingdom.
5:57 The first and funniest, at least to me,
5:59 happened at the very start with her not knowing what
6:02 button to press when the first text box showed up.
6:05 Wife: “Can you help me?
6:06 How do I follow the thing it’s telling me?
6:10 It’s got a, like, down arrow!
6:12 Raz: “Press A” Wife:
6:14 “Why would that be the answer?!” And this is pretty much exactly what
6:18 happened to her when playing Breath of the Wild for the first time.
6:24 Wife: “Where’s the—” Raz: “What did you hit to interact with it?” Wife: “A…Well,
6:27 okay, it had a little triangle facing down, so I was looking for that.
6:33 In fairness to her, it has been years since that first
6:35 experience so I’m not surprised it didn’t stick with her.
6:38 Also, the majority of the time,
6:39 both games generally show button prompts for various actions,
6:42 so having the arrow is visually
6:44 inconsistent with how they present most information.
6:46 Another example came up during the Fuse shrine where
6:49 she noticed the green coloring of the locked door,
6:51 the green light on the front of the chest holding the key
6:54 to it and the green light of the construct core in her inventory.
6:58 and thought they all must be connected,
7:01 leading to a good chunk of time being spent
7:04 on her trying to get something to work Wife: “Are you kidding me right now?
7:10 Are you KIDDING me right now?
7:12 That didn’t do anything?” Ultimately,
7:14 there will always be visuals that are misunderstood by players,
7:18 even by ones who play games all the time,
7:20 and, while I do think developers should always consider the many
7:23 ways the information they put out there may be interpreted,
7:26 there is no way to control for how every players brain will process stuff.
7:30 That’s why one of the best lessons an inexperienced
7:33 player can learn is to just test everything
7:35 even if it doesn’t make as much sense
7:36 to them as the idea they originally started focusing on.
7:39 Frankly this is something even I should do more of.
7:42 Anyway, bringing it back to how things started,
7:44 once she figured out that the Master Sword wasn’t completely useless,
7:47 she made her way through the next bit easily enough,
7:51 and after a brief freak out about how high up she was Wife:
7:58 “Mmmmmmmmmmmmmmmmmmmmmmmmmmm.
7:58 That looks like a death trap…:
7:59 she made the leap into the true start of the game.
8:03 All things considered it took her about 30 minutes
8:05 to get to a spot where things actually opened up,
8:08 and around 2/3rds of that time was filled with textboxes and cutscenes.
8:12 By comparison, it took her just 10 minutes to get to Breath
8:15 of the Wild’s title reveal and into the core of the tutorial,
8:18 giving her the chance to immediately get a feel
8:20 for the gameplay and what was expected of her.
8:23 The frequent stops and starts of Tears of the Kingdoms
8:26 opening sequence is a sharp contrast to this near immediate freedom,
8:29 and it definitely left her feeling less engaged and a little frustrated.
8:32 Having a hot start can go a long
8:35 way for both experienced and inexperienced players.
8:37 As games are an interactive medium,
8:39 gameplay is the best way to connect someone to what is going
8:42 on, so the sooner the player can get to that, the better,
8:45 especially when they have no connection to the source material.
8:48 It’s also tough when a game relies so heavily on cinematics despite
8:51 them not being important to what the game is trying to do.
8:54 Tears of the Kingdom’s slower intro set up a rocky start for her, and while
8:58 things did get smoother once she made it into the game proper,
9:01 the design of the Great Sky Island proved to be a challenge
9:05 for her in ways that the Great Plateau of Breath of the Wild did not.
9:12 When it comes to games that center around player freedom,
9:15 there generally are a ton of mechanics and ideas to figure out,
9:18 and finding the best way to introduce those elements without getting
9:21 in the way of the player’s freedom is a tough challenge for developers.
9:25 It’s almost impossible to get perfect, and Tears of the Kingdom is no exception.
9:29 The mechanics are largely presented in one of three ways:
9:32 either pausing the action to show a text box of how something works,
9:36 having a small prompt pop up in the top right corner
9:39 of the screen or being told how to do something by an NPC.
9:42 I’ve talked a bit in the past about some issues with the first two approaches,
9:46 primarily that pausings runs the risk of annoying the player and that small
9:49 text in the corner of the screen can be easy to miss.
9:52 Games that do these things would probably be better off finding some
9:55 sort of middle ground between the two that doesn’t completely stop the action,
9:59 but does put the information front and center.
10:01 While my wife didn’t love either
10:02 of those two approaches in Tears of the Kingdom,
10:05 the third one is what ended up having
10:07 a far more consequential effect on her playthrough.
10:09 The Great Sky Island is filled with constructs,
10:12 and many provide useful information about anything from combat to cooking.
10:16 It’s a cool way to incorporate tutorials somewhat organically,
10:20 but it doesn’t come without issues.
10:21 The first being that the Great Sky Island is massive,
10:24 and it’s unlikely that players will comb every inch of it.
10:27 Given that some of the constructs are pretty tucked away,
10:30 it makes it very likely that the player will miss important information.
10:33 What ended up being the biggest reason my wife didn’t engage with the constructs
10:36 though is that they are the primary enemy type on the island,
10:39 and as she encountered a hostile one instead of a helpful one,
10:42 she became wary of all of them..
10:45 In general, she struggled with combat and couldn’t tell
10:47 which kind of construct was which from a distance,
10:50 it felt safer for her to just avoid them whenever possible.
10:53 Eventually she did get better at figuring out
10:55 which ones were friendly—she noticed that intense music
10:57 would play around the ones that attacked
10:59 her, so as long as the music wasn’t playing, she knew she was safe.
11:02 By that point though,
11:03 she had already passed important stuff that would have been helpful to know.
11:07 For instance, in order to get the ascend ability,
11:09 the player has to deal with the brutal cold of the snowy region
11:12 and the most efficient way to do
11:14 that is by cooking a meal with spicy ingredients.
11:17 There is a construct near the entryway
11:19 of the area that tells this to the player,
11:21 but doesn’t actually explain how to cook.
11:23 The ones that do were on a different part of the island,
11:26 and she missed both of them, leaving her to figure it out on her own.
11:30 Obviously, it’s not the most complex thing in the world and is
11:32 something a lot of players will remember from Breath of the Wild,
11:35 but as she had only ever done it once before years ago,
11:38 she didn’t know what the game wanted from her.
11:40 She tried sitting by the fire to see if an option to cook would pop,
11:44 which frankly probably should be how it's done,
11:45 but I get why Nintendo likes it to be more of a manual thing.
11:48 I ended up having to nudge her in the right direction,
11:51 and she mostly was confused why the construct
11:53 by the fire didn’t just tell her how it worked.
11:55 In Nintendo’s effort to have these mechanics be taught in an organic way,
11:59 it makes it possible for them to not being taught at all.
12:01 This feels a bit strange given that they
12:02 over explain far more obvious mechanics in unavoidable ways,
12:02 so it isn’t even a consistent creative choice.
12:02 In fairness, Tears of the Kingdom does have a ton
12:05 of mechanics—it’s why there is so much player freedom,
12:07 and it can be hard to communicate
12:10 all that information without overwhelming the player.
12:12 I imagine the reason some aspects aren’t presented as plainly as others
12:15 is so that the player doesn’t get bombarded with too many concepts.
12:18 Having cooking fall into that category doesn’t make much sense to me,
12:22 but the general approach does.
12:23 With that said, even with there being
12:25 fewer mandatory tutorials than there could have been,
12:28 my wife still got overwhelmed quickly from the sheer
12:30 amount of inputs she needed to learn.
12:32 Wife: “There’s too many buttons for this.
12:36 I’m never gonna know this.
12:38 I won’t.
12:39 I won’t!” With all the things Link can do in Tears of the Kingdom,
12:43 the controller is pretty much used up to its limit.
12:46 There aren’t really any wasted buttons and on top of that there
12:49 are also a bunch of conditional inputs based on what ability you’re using,
12:53 where you’re standing, or if you’re in the air.
12:55 Honestly, keeping track of the controls is something I had some troubles with.
12:59 Even after dozens of hours I still would
13:02 press the wrong thing when trying to switch abilities,
13:04 so it’s no surprise that being inundated with all this information
13:07 would be even more stressful for a less experienced player.
13:11 As new mechanics were introduced to her, instead
13:13 of integrating them into her approach, she mostly just relied more on the ones
13:17 she felt comfortable and familiar with, so
13:19 that largely boiled down to doing the stuff
13:21 she remembered from Breath of the Wild, and by that I mean climbing.
13:24 And it did serve her well for a while, but unfortunately,
13:28 climbing couldn’t get her out of every situation Wife:
13:31 “This doesn’t make it—oh god.
13:32 Okay, how do I get up there then?
13:34 How do I do it?
13:36 How do I do it?
13:37 Can you help me?
13:38 I don’t have a lot of time.” Raz:
13:40 “How might you be able to do it?” Wife: “How might I be able to do it?
13:43 That’s a great question.” Of the mechanics new to Tears of the Kingdom,
13:46 the one she was most drawn to was Ultrahand, which imagine is fairly common.
13:50 It is wildly versatile and many obstacles across
13:53 the world are designed with it in mind.
13:55 In fact, when watching her play, it became clear just how much of the tutorial
13:59 is centered around teaching the ins and outs of Ultrahand.
14:02 As it has so many elements to it,
14:05 showing the different use cases to players has a ton of value,
14:08 and will make their transition into the game proper much smoother.
14:11 However, this ends up having a significant impact on the design of the Great
14:15 Sky Island in that in order to properly teach the wider scope of the mechanic,
14:19 the player is heavily guided down a certain path.
14:22 After reaching the Temple of Time,
14:25 they are pointed directly at the Ultrahand shrine
14:27 that is conveniently located right next to it.
14:30 Then it encourages the player to mark the other two shrines,
14:33 the ascend shrine which is up in the mountains and super far away
14:36 and the fuse shrine which is somewhat close and the trek looks simple enough,
14:40 making it more likely to go that way.
14:42 Also, there are paths on both sides
14:44 of the Ultrahand shrine that lead toward the Fuse shrine,
14:46 increasing the odds even further that players will head to it.
14:49 This is the path my wife took, it's the path I took,
14:52 and it’s the path most people I know who’ve played the game took.
14:55 Most importantly, it is the path Nintendo clearly wants the player to take,
14:59 and they aren’t subtle about it.
15:01 This is a pretty big departure
15:02 from the structure of Breath of the WIld’s tutorial.
15:05 Once the player starts down this path,
15:07 they kind of get locked into a linear progression around the Great Sky Island.
15:11 There are massive gaps between different sections of it,
15:13 so players can’t really change course unless they completely backtrack.
15:18 Comparatively, while Breath of the Wild also has an intended route,
15:21 it feels far more like a suggestion as given the layout of the Great Plateau,
15:25 players can easily head to any shrine they want to at any point.
15:29 This is something my wife appreciated as it allowed
15:32 for a more fluid approach to the various challenges she encountered.
15:37 When she came across an obstacle that seemed too much for her, she’d
15:41 just go somewhere else and take on a challenge she felt more ready for.
15:44 With Tears of the Kingdom though,
15:46 she ran into various spots that acted almost like choke points where she
15:49 had to engage with an obstacle in a specific way in order to progress.
15:53 These bottlenecks act as a way to almost guarantee that players will learn more
15:57 of the complexities of the major abilities
15:59 before being unleashed into the wider world.
16:01 The goal is to provide more situational practice.
16:04 It makes sense from a game design standpoint,
16:06 but it does go against the open design philosophy of Breath
16:10 of the Wild’s tutorial and honestly of the rest of Tears of the Kingdom.
16:14 This created a bit of friction for her as she
16:16 didn’t feel like she was able to forge her own path,
16:20 and instead had to troubleshoot specific challenges until she got it.
16:24 Wife: “Oh god.
16:27 Oh god.
16:29 Help me!
16:31 Dash.
16:32 X.
16:32 No, no, no, no, no, no.
16:38 Are you kidding me?
16:44 That’s not funny.” On top of that, the Great Sky Island being made up
16:51 of a bunch of smaller islands that aren’t
16:53 always the easiest to traverse didn’t help either.
16:56 Going the wrong way felt way more
16:58 consequential because getting back on track was rarely
17:00 as simple as walking back to where she last was like in Breath of the Wild.
17:04 Instead it became a new obstacle to overcome,
17:07 in her eyes mostly serving as a way to eat up
17:10 a bunch of time just to get back to square one.
17:12 Of course, these diversions did get her to better
17:15 understand stamina management and the range of Ultrahand,
17:17 but she didn’t find it satisfying to put
17:19 in so much effort without any notable sense of progression.
17:22 Most side paths ended up feeling like dead ends
17:24 to her, and frankly a lot of them are.
17:27 They may give an item or bypass a small part of the main path,
17:30 but ultimately they are just short little detours.
17:32 To be clear, Tears of the Kingdom’s tutorial has a kind of navigational freedom.
17:37 It’s unlikely that two players will walk the exact
17:39 path within the intended route and even the bottlenecks
17:42 can be done without engaging with whatever it
17:44 is trying to get the player to engage with.
17:47 It is also possible to complete the shrines in any order although doing
17:51 the Fuse shrine first involves running directly past one of the other two,
17:54 so it’s unlikely someone would do it for any reason other than
17:57 to get footage for a YouTube video where they mention it can be done.
18:01 Despite all that, the navigational freedom given
18:03 to players in the tutorial is still limited,
18:06 which made it harder for her to play how she wanted to.
18:09 Where in Breath of the Wild’s tutorial freedom is used to give players choices,
18:12 in Tears of the Kingdom’s freedom seems
18:14 to be there so players feel like they have
18:16 choices even though the game is doing everything
18:18 it can to funnel them down one path.
18:20 While this certainly wasn’t the biggest issue for her, she did get hung
18:23 on obstacles in a way she didn’t really in Breath of the Wild.
18:26 Interestingly enough, had she gone the other way around the island,
18:29 it would have been a far easier time
18:31 as it mostly involves climbing up and then down—it doesn’t
18:34 require solving any Ultrahand puzzles and is pretty much
18:37 just a straight shot from one shrine to the next.
18:39 And even a lot of that can be skipped by going to the slope
18:42 near the ascend shrine and using a plane to glide over to the Fuse shrine,
18:45 although I don’t think my wife would have thought to do that, and she
18:49 didn’t have the best track record
18:50 with controlling the planes Wife “What’s happening?
18:55 What’s happening?
18:58 Ohhhhhhhh.
18:59 Dive, R?
19:02 Woooooooooooosh.
19:03 I don’t know that there’s water beneath me.
19:10 AH!
19:11 What happened?” All in all, even though that path would have been simpler,
19:16 I think it’s for the best that she didn’t take it,
19:18 as gaining a better understanding of the mechanics is
19:21 more important than getting through things with no resistance.
19:23 Going the unintended way,
19:25 means missing out on learning the intricacies of a bunch of mechanics,
19:28 and it’s almost a bit surprising to me that it is an option
19:30 at all because of how ineffective of a tutorial it ends up being.
19:33 With that said, it could be argued that this path
19:36 teaches the most valuable lesson of Tears of the Kingdom,
19:38 which is that there are many ways to “break” the intended experience,
19:42 and the player should never be afraid to do it.
19:45 While my wife didn’t learn that lesson in this way,
19:49 it is one she came around to in her own
19:54 time Even though the main abilities in Tears
19:56 of the Kingdom are more mechanically complex than the ones
19:58 in Breath of the Wild and therefore harder to learn,
20:01 my wife ended up liking them all way more,
20:03 especially like I mentioned before, Ultrahand.
20:05 This is not surprising as the games she’s enjoyed
20:08 the most throughout these experiments
20:10 typically include building in some capacity.
20:12 In general, she finds it fun to create stuff,
20:14 and it also gives her a sense of control
20:16 that makes it easier for her to feel invested.
20:18 When she can manipulate items or even the environment itself,
20:21 it gives her more opportunities to do things in a way that makes sense
20:25 to her instead of having to fully conform to what a game wants her to do.
20:29 This type of sandbox approach leads to her real
20:32 world logic being more effective within the game space.
20:35 Of course, the actual process of using Ultrahand
20:37 did take her a while to get used to.
20:40 Getting objects rotated in the direction she
20:42 wanted involved a lot of trial and error,
20:44 and due to all the conditional controls,
20:46 she’d sometimes mistake what mode she was
20:48 in and move things in ways she didn’t mean to.
20:50 In turn this sometimes led to her attaching things in suboptimal ways,
20:54 and she found herself wishing that the game just knew what she wanted to do.
20:58 Wife: “Are you kidding me?
21:00 I have to do it perfectly?” Raz:
21:02 “Well…it doesn’t know how you want it.” Wife: “Well,
21:04 it should!” Raz: “Why?” Wife: “It’s so obvious.” *pause* Wife:
21:11 “Don’t you write about me like that.
21:14 Don’t you dare!” While this would make the building
21:17 in Tears of the Kingdom less versatile and interesting,
21:19 given that most of the things she constructed were relatively straight forward,
21:23 I do understand the desire for it to auto
21:25 correct to a position that actually makes sense.
21:27 It being so particular with how attaching objects together works led
21:31 to her spending a lot of time trying to get things right,
21:34 and as in her everyday life she is a bit of a perfectionist,
21:37 she always wanted things to be perfectly aligned, which added even more time.
21:42 All of this did give her a ton of practice though,
21:45 and she started to get a pretty good grasp over how it worked,
21:48 and due to it being a mechanic she enjoyed,
21:50 she didn’t mind the time it took to figure it out.
21:53 The other ability she got a decent bit of use from was ascend
21:55 largely because she liked being able to get to the top of things quickly,
22:00 especially as she was prone to falling off stuff.
22:03 Wife: *screams* As for the other two,
22:04 she barely engaged with either—pretty much only
22:06 ever using them when it was mandatory.
22:08 In fact, she actually skipped past a few puzzles that I thought required them.
22:13 This first happened in the Fuse shrine with the puzzle
22:15 I mentioned before where she hyper focused on the green
22:17 of the chest matching the green of the construct core instead
22:20 of looking at the wood plank and leaves surrounding the chest.
22:23 By the time she started to look for a different solution,
22:25 the fire fruits she had picked up earlier were a distant memory,
22:29 and she instead found a torch, placed an arrow in it, and shot it up there.
22:37 Wife: “I did it!
22:40 Not what I thought was going to happen though.”
22:47 Even though the plan was off by a bit,
22:49 it still worked which is all that matters.
22:51 The next instance was just before the 4th shrine.
22:53 To get to it, the player has to fast travel
22:56 to the starting room and then use recall to traverse these gears,
22:59 but when she got to the room,
23:00 she ran right past them, towards the way point on her mini-map.
23:03 At first she looked around to see if there was a way to climb up,
23:07 but then remembered that she could use ascend,
23:11 which got her right into the room.
23:14 Wife: *gasp* Wife: “I don’t know that I wanted to do that all the way…” Wife:
23:21 “Oooooooooo” Raz: “That’s interesting.” The last major
23:23 instance happened in the 4th shrine itself.
23:25 It ends with a puzzle where the player has to use recall
23:28 to align the hands on the clock in order to open the door,
23:31 but instead my wife used Ultrahand to get
23:36 them aligned and then attached them together.
23:40 Wife: *gasp* Wife “Wooooooow,
23:42 I’m so good!” All of these were really awesome to see because
23:45 it wasn’t how I did them or would have thought to do them.
23:49 With all three instances,
23:50 it seems pretty clear that Nintendo designed them with these approaches in mind.
23:54 While they definitely heavily guide the player throughout the tutorial,
23:57 their goal still is to get them to be
23:59 as creative as possible with the tools they have,
24:01 so creating obstacles that can be solved
24:02 through the use of different abilities is
24:04 one way to get players to do that, and it certainly worked for my wife.
24:07 It just took having to be pushed by the game
24:09 to learn the ins and outs of its major mechanics.
24:11 Even though it took longer to get there,
24:13 she was eventually able to have a similar sense of freedom
24:16 with Tears of the Kingdom that she had with Breath of the Wild.
24:19 I’d even argue that in some ways it was
24:21 a more meaningful form of freedom as most of the freedom
24:23 she felt in Breath of the Wild came from being
24:25 able to find her own path to a destination,
24:27 which had more to do with the world layout and the option
24:30 to climb nearly everything than any sort of mastery over mechanics.
24:34 Here though the freedom came through clever uses of the core abilities—she
24:38 was able to apply what she had learned earlier in order to progress,
24:41 even when it was not the intended or optimal approach,
24:44 and this made her feel good at the game
24:49 in a way that not even Breath of the Wild did.
24:55 All things said and done, Tears of the Kingdom proved to be a much
24:58 more challenging game for her than its predecessor.
25:01 For most of it, she felt limited with how she could
25:04 approach each obstacle and confused by the complexity of various abilities,
25:08 but it did successfully get her to a place where she understood the mechanics
25:12 well enough to use them in a way that made the most sense for her.
25:15 And that’s the beauty of Tears
25:17 of the Kingdom’s approach to game design—it gives players
25:20 the tools to do things in a way that makes the most sense to them.
25:24 There are almost always multiple solutions to a problem,
25:26 and I’m sure Nintendo planned for many of them,
25:29 but the mechanics are so versatile that players have found
25:31 ways to do things that Nintendo never could have fully anticipated.
25:34 Now, I don’t think every game should do this.
25:37 I love when a title pushes me to think in the way it wants me
25:41 to, but it is incredibly liberating to play
25:43 a game that gives players this much agency.
25:46 And I think titles that do
25:48 this are really valuable for less experienced players.
25:51 Not having to conform to a single approach lowers the barrier of entry.
25:55 The hard part is getting those players to a point where
25:58 they have a grasp over the many things there are to learn,
26:01 and I don’t think Tears of the Kingdom
26:03 fully nails it with how it onboards newcomers.
26:05 In some instances it leaves far too much up to chance and in others
26:08 it directs the player in a way that feels at odds with the game’s ethos..
26:12 With that said, it did do just enough to have my wife engage with it
26:16 in the way it was meant to be engaged with: by learning to break the rules.
26:21 Tears of the Kingdom is far too massive and combat focused
26:25 for my wife to be interested in playing a whole lot more of it,
26:28 but the mechanical freedom it offered did help build her confidence as well
26:32 as gain an understanding of the game that felt unique to her.
26:36 Like, Breath of the Wild,
26:37 it met her in the middle in a way alot of other games haven’t,
26:40 and I think titles that do this are
26:43 some of the best for turning non-gamers into gamers.
26:46 Wife: “Are you proud of me?” Raz: “Yeah.
26:48 It’s very good.” Wife: “I was really good.” Raz:
26:51 “You were very good!” Wife: “I was extra good.
26:55 Wanna do another one?” As my wife has played through
26:58 the first hour or so a bunch of games now, I figured it was about time to check
27:03 in with her to see which ones she’s enjoyed playing the most,
27:06 so I had her make a list of her favorites for us to go over,
27:09 and you can watch us talking about them right now over on Nebula.
27:12 For those of you who don’t know, Nebula is a creator owned streaming service,
27:16 that I have been a part of for 3 years now,
27:18 and over there you can watch everything I post on YouTube ad-free
27:21 as well as a ton of videos that are exclusive to Nebula.
27:24 This past year alone I made a video
27:26 essay diving into the ending of BioShock Infinite,
27:28 did a ranking of modern Soulsborne games,
27:31 turned a script I wrote 10 years ago into an actual video, and a bunch more.
27:36 It gives me a place to experiment with content like
27:39 interviewing my wife about what games she likes to play,
27:42 and it’s also one of the best ways to support
27:44 me as a creator because when you sign up
27:46 for Nebula using my link the description I get
27:49 a chunk of that money for as long as you're subscribed.
27:51 By signing up, you can get access to everything
27:54 on Nebula which ranges from original series, podcasts, classes,
27:58 and anything else that some of the best creators on youtube
28:01 want to make like Patrick H Willems Stars Wars Holiday special.
28:05 Also, Nebula is currently offering lifetime plans,
28:07 which is a one time payment that gives you access to the service
28:11 for as long as you and Nebula are both on this earth.
28:13 But of course, if you’re not looking to make a big purchase,
28:16 you can still get nebula for $2.50
28:18 a month for a year over at nebula.tv/razbuten.
28:23 Regardless of the plan you choose,
28:26 Nebula is one of the best places on the internet for high quality entertainment,
28:27 and it is well worth the money.
28:29 So yeah, give it a look, help support me,
28:31 and watch my wife talk about how she likes Fortnite.
28:33 Anyway, thanks to Nebula for sponsoring this video.
28:35 For all of you still watching, hey.
28:37 I'd like to thank my patrons for making this channel possible and give
28:40 a special shout out to Victor DUva for being an honorary bagbuten.
28:44 I hope you all have a great day and/or night,
28:51 and I will see you in the next one.
28:57 Wife: “Ahhhhhh I wanna be done.
29:03 Take it.” Raz” You kept playing!” Wife: “I’m done!” Raz: “Good job.”