We must talk about the green gloop.

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  • เผยแพร่เมื่อ 16 ก.ย. 2024
  • Gloop is love. Gloop is life.
    ⚠️ MINOR MID-GAME NARRATIVE SPOILERS ⚠️
    CLICK HERE FOR PART 2
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ความคิดเห็น • 273

  • @XanderVJ
    @XanderVJ 6 หลายเดือนก่อน +165

    Fun fact: Producer Eiji Aonuma also didn't like the gloo at first and asked it to be removed. But the rest of the team convinced him not to, since they thought it resembled the Japanese art of Kintsugi. The art of fixing broken things like pottery by highlighting the places where it broke with colored glue.

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +71

      Wait that’s awesome! ☺️
      So it SHOULD have been shiny gold! >:D
      /s

    • @XanderVJ
      @XanderVJ 6 หลายเดือนก่อน +18

      @@Afterthoughts Gold was the color used by wealthy people, but it was far from the only color.
      Maybe they chose green because they wanted to emphasize that Link was just some twink again? Add that to the storytelling mistakes pile...

    • @timmygilbert4102
      @timmygilbert4102 6 หลายเดือนก่อน +11

      It's green because link is the hero of Farore (Ganon is Din, Zelda is Nyaru), ✅

    • @PaulFisher
      @PaulFisher 6 หลายเดือนก่อน +4

      The other part of it was that the team needed a way to clearly telegraph how you had fixed things together; if they had gone with Aonuma’s original desire to make it neater, the solution they used might not have been as legible.

    • @lukestarford7608
      @lukestarford7608 6 หลายเดือนก่อน +3

      @@PaulFisher Game Design wise. The gloop is very clear and caters more towards player experience.
      It has to be clear where the connection is. Any other colour other then green would be least effective.

  • @amuah2336
    @amuah2336 6 หลายเดือนก่อน +253

    Oh my god it's you! Literally years ago I watched the video about how the stamina video was a fabulous ui/ux choice. That was the first time I heard about ux design. Now I'm in college to get a ux design degree! I can't believe I randomly stumbled onto another ux related video of yours years later, and literally 30 minutes after it was posted. Thanks for literally influencing the rest of my life choices lmao

    • @Ren_Ca
      @Ren_Ca 6 หลายเดือนก่อน +13

      That is awesome!

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +52

      Oh my gosh!??? Hooray! Haha. UX design was my favorite discipline in software. Such fun teams, such interesting problems, such cool people! ☺️ I hope it sets you off on a great path! ❤️

    • @QuestingRefuge
      @QuestingRefuge 6 หลายเดือนก่อน +2

      Wow that is amazing!

    • @Forbe.
      @Forbe. 6 หลายเดือนก่อน +1

      Wait I didn't even notice, it IS her

  • @gogongagis3395
    @gogongagis3395 6 หลายเดือนก่อน +74

    At least among my friends, how much fun they had was directly tied to whether or not they looked up how to build the hover bike.
    If they looked it up they got bored more quickly, if they didn’t, they were hooked for months. That makes sense in a game where building goofy things to solve traversal challenges is supposed to be central.
    Those friends didn’t get either that experience of laughing at their own failures, or the satisfaction or building something that works perfectly for the challenge you’re trying to solve.

    • @TSPhoenix2
      @TSPhoenix2 6 หลายเดือนก่อน +10

      I didn't look it up and I felt like the game naturally lead me to invent it by myself.
      Early on I want to build stuff and experiment, I was hyped to just mess around with the Ultrahand, but when you combine the early lack of resources/battery early on I felt like the game was saying "no Zonaite? no fun for you!". Some of the first vehicles I made had hood ornaments because it seemed fun, but with these resource limitations they were the first thing I stopped doing because they made my builds expensive and slow. I tried using Zonai vehicles as my main method of transport but the game's bridges are still full of holes and my car would de-spawn if I blinked. Where was the mechanic to rebuild bridges and fix roads to make them more vehicle friendly? It feels like using ground vehicles to actually get around the map wasn't even play-tested.
      So trying not to feel discouraged by all that I was like "what *can* I do within these limitations?" and figured I'd try something small and efficient, less weight is easier to move after all, and within an hour of experimenting at the race track I had a myself something similar to the glider build (with worse steering) and a decent motorbike build. I barely ever needed anything else because the simplest solutions in TotK are often the best solutions.
      Seeing this video, and when I watched some TotK LPs what I noticed is that most people slapped pieces together, and laughed as their contraption failed spectacularly, they seemed to be having a load of fun. But idk, maybe having an design background just took the fun out of it for me because I'd make sure all my builds were properly symmetrical, wheels were attached perpendicular, etc... and most of the time the vehicles would perform as I intended them to, and the end result was I spent 5 mins building something that took 5 seconds to come up with and I just didn't find that very fun a lot of the time.
      I wanted to build stuff but it didn't feel like Nintendo wanted me to, between ridiculous material costs and stuff constantly de-spawning (making you pay the cost again to get it back) I felt so discouraged from interacting with these systems.

    • @gogongagis3395
      @gogongagis3395 6 หลายเดือนก่อน +4

      @@TSPhoenix2 that’s all fair. I feel lucky that my experience was so different, because I ended up with one of my favourite games ever. But reading your experience, it’s easy to see how it could go differently.
      For me, I didn’t mind running out of zonaite early on - like sure, it’s only good for like, getting up a cliff or something at the beginning. But that’s bolted onto all of the mechanics of breath of the wild, which still rules. And playing within the limitations gave me its own kind of joy - l have one fond memory from the early game where I hijacked one of those giant floating platforms with a fan and a single battery and just rode it … very slowly … across half of Hyrule. Just because I wanted to see if I could! And I made it to one of the floating labyrinths before it disappeared on me. That was a great experience. I think it would get grating if it outstayed its welcome but you start expanding the batteries pretty quickly.
      Often, after I ran out of materials I’d go back to some new area in the depths, and then i’d end up with both more batteries and more zonaite.
      The progression curve of slowly being able to make bigger and better zonai things - occurring alongside my main game progression - was a huge part of what kept the game fresh for me for so many hours.

    • @TheJadedJames
      @TheJadedJames 6 หลายเดือนก่อน +2

      The hover bike did not kill the game for me, but I was certainly having a more perilous time with travel as concocting a path from one sky island to another didn’t have an obvious solution and would result in daring attempts to use use multiple wings or rocket shield and other tricks etc to get that desperate bit more distance

    • @TSPhoenix2
      @TSPhoenix2 6 หลายเดือนก่อน +2

      ​@@gogongagis3395 I think part of why I had these problems is outside of the Kogha quest I did not enjoy The Depths at all. To me down there just felt like playing a worse version of the main game, same boring enemy camps, but with no caves to find, almost nothing to discover, it was like it's only purpose was to be harvested for items which is just grinding which I can't stand. Having one of the coolest mechanics I've ever used gated behind some of the least enjoyable gameplay I've ever seen just did not work for me.

    • @friend_trilobot
      @friend_trilobot 6 หลายเดือนก่อน

      I agree. I really just think the building mechanic is either gonna be the thing that makes the game awesome for you or the thing that ruins it and I think it comes down to personality and play style. What I like is that you can just not use the autobuild devices if you want, though I imagine it's not as much fun for some. But fuse can be just as much fun for doing combat and is a good secondary use of many devices. Also, I played botw the first time after watching a lot of totk gameplay, and played totk soon after that, and I found botw impressive but boring in comparison to totk. The world felt isolated and empty and doing anything with the runes seemed annoyingly difficult. I prefer totk, though botw did a few things better for sure

  • @sebastianooo6910
    @sebastianooo6910 6 หลายเดือนก่อน +31

    scholars believe they're locked into an endless cycle of making popcorn and talking about totk to this day

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +8

      We will never escape :'( thanks for hanging out in our purgatory

  • @syrelian
    @syrelian 6 หลายเดือนก่อน +43

    Re: the platform and hook thing in Great Sky Island, I don't think those disassembled solutions are supposed to feel like "puzzles", they're clear and easy solutions because the purpose is to let you acclimate to just gluing shit together, you know the idea they want you to take and you just have to spend a couple minutes learning how things work
    The number of players I've seen learn how to rotate things via that minecart sequence because they initially put their fan on backwards is immense, and that process of "You already know what all you want to do and have the tools to do it, you just need to learn the basic dexterity" is relevant to most gameplay systems, most action games going "press X to attack, here's a dude" are not thinking you don't comprehend what attacking is, but you still need a chance to figure out how attacking feels and how one should go about it
    As for the Paraglider, I think it absolutely would have retained it even if it was less of a sequel, because the Paraglider presents a basic option, the thing about "building stuff for mobility" is that you Need Stuff To Build, and there's solutions to that available, but building stuff is still resource based, and you deserve to have options for distance movement without it, the resource limitations are also part of the fun, they're what make you McGyver solutions up, if you removed that everyone would make a monster truck and use it everywhere(see the Easy Hoverbike frex)
    Autobuild has a strong purpose, and stuff like the Hoverbike or whatever fucked up vehicle you build is part of it, but I think its less for "you no longer need to engage" and more that once you know how you wanna build some stupid thing you don't have to waste time finangling over and over, its a great tool but you still need to experiment to enable its potential
    Also the "disassembled car" that is the restoration piles does not really function at all, thats not a you failure thats "wheels do not inherently possess axial rotation", gluing four wheels to a plank doesn't make a car because the wheels can't and won't rotate, you can make some contraptions out of the piles if you bring your own widgets but they're not cars
    There's similar locales Underground but they give you actual Zonai Parts to build proper vehicles with where you can just build powered planes and shit easily

    • @TheJadedJames
      @TheJadedJames 6 หลายเดือนก่อน +2

      Autobuild also allows you to experiment with your builds because it will save the previous states your inventions have been in it. It allows me to quickly add and subtract to them.
      That along with the fact that everyone is going to have a few go-to vehicles they aren’t going to want to build multiple times especially if like the hover bike, you have to calibrate them JUST right

  • @eIIemenopee
    @eIIemenopee 6 หลายเดือนก่อน +11

    I adore the conversational framing of this video, it's a really good way of getting you're point across without sounding like yure giving a lecutre or a standard "listen to my opinion!" video essay, great work!!

  • @adv78
    @adv78 6 หลายเดือนก่อน +26

    Our experiences couldn't have been more different. The first thing i did when i got to Uktrahand was just take like 4 hours to even advance past the GSI because i wanted to try EVERYTHING with ultrahand/Fuse. It genuinely turned into one of my favorite mechanics ever, and id say this game has the best "tutorial" area ive ever played (that is not an easy title to take).
    But, and this is a big but, like any weird/new mechanic it will always leave some people behind. Some mechanics wont click correctly or the person just doesn't like it. Youre the first person ive seen saying you had difficulties with the controls (turning it around, etc) and it is completely valid criticism, im sure Nintendo tried their best, but with any complex mechanic, every implementation of it will just not click for a group of people, and they probably found this one having the highest "approvement rate" out of the many implementions they probably tried. And honestly, it sure becomes way more difficult to appreciate the game and mechanic in the cases you don't like the implementation and it's definitely a flaw worth talking about
    Loved hearing your takes on it, this video was very fun

  • @skep2923
    @skep2923 6 หลายเดือนก่อน +23

    It’s a perfect loop!
    Good video. Suckered me in with gloop, stayed for a discussion of TOTK’s flaws in making you interact with game mechanics.

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +7

      OUR MASTER PLAN

  • @EvelynnNystrom
    @EvelynnNystrom 6 หลายเดือนก่อน +12

    Damn... that bit about not being an internally motivated player hit me hard... thanks for the realization of what will let me enjoy a game

  • @jamesdelisio
    @jamesdelisio 6 หลายเดือนก่อน +32

    Always fun editing these videos! So much gloop all in my hard drives…

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +6

      Hahaha thanks James, you did amazing!!!

  • @TheApoke
    @TheApoke 6 หลายเดือนก่อน +8

    13:30 "there has never been anything like the paraglider in zelda games"
    Editor: hold my potion

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +1

      Ahahaha >:) I felt very catty not gonna lie

  • @kentonroush
    @kentonroush 6 หลายเดือนก่อน +22

    The build system really has a fascinatingly difficult balancing act it has to pull off to work properly. On the one hand, if it's too functional, too easy to use, too practical... Well, that's no fun. There's not a lot of creativity in simple systems, and if things can't go wrong, they aren't very interesting. It just becomes a slow, awkward to use dungeon item, the end. But on the other hand, if it's too janky, too awkward... Then it's too janky and too awkward and that's obviously no fun either.
    I think auto-build is meant to be there as a sort of pressure release valve for all that.
    You don't get it *super* early into the game, so you have to do a decent big of puzzle solving and navigation without it first. And even when you do get it, initially it's pretty expensive, and you probably don't have great designs to use it with anyway. But the further you get into the game, the more you've used all the systems, the less interesting and more repetitive it would all get. Autobuild is there to make sure that, once you've done everything, you can just... Skip the tedium. Go "Okay, I've had enough thank you" and move on with your life. The hoverbike is a *really lame* way to play most of the game... But my will to do fun and interesting things ran out about halfway through mapping the depths, and then I was able to quickly and painlessly finish the job with my nice flying bike. Best of both worlds, but it does very much leave getting the most of it up to the player.
    Edit: Also man, the ring ruins. So annoying. It's the one spot in the game with super weird linearity for no good reason.

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +5

      Absolutely- there is not a quick, easy fix here! Because what works for some players will totally not work for others. Ultimately, I think they landed on a fine middle ground.

  • @squiddler7731
    @squiddler7731 6 หลายเดือนก่อน +8

    If I had to guess, the practical reason for the goop looking how it does is to better signal to the player when you can and can't separate objects with ultrahand. There's a lot of contraptions and parts in the game that are identical to one that you can build, but they're permanently fused together and thus have no goop. They wanted it to stand out and look at least a bit sloppy so that a player is always aware that these connections can be severed and redone at any time. It's partially why the goop isn't used on fused weapons: not only would that be unnecessary, it'd actively mislead players because you're not able to easily separate a weapon fusion like you can with ultrahand.
    And it's green because uh... they already used blue for the last game I guess lol

    • @dhi_holo
      @dhi_holo 6 หลายเดือนก่อน +1

      I think it's green because zonaite is green
      Crush the ore, make it into glue, and bam, green goop

  • @clarfonthey
    @clarfonthey 6 หลายเดือนก่อน +5

    I love the way you did the dialogue in this; it just meshes so well. I also feel very strongly like you did, where I just wasn't super into making up my own things to build and ended up not really having fun with the game as an adventure game, instead of just as a sandbox.

  • @DaNintendude
    @DaNintendude 6 หลายเดือนก่อน +14

    Really interesting to hear the thoughts of someone whom the building system didn't really _gel_ well with.
    I absolutely loved it and even though I wasn't building all these crazy contraptions like everyone online, I was still creatively coming up with weird ideas and crazy solutions to getting around to the very end of the game. I didn't even know about the hover bike, because I was avoiding the internet while playing the game. I only just found out about it a few months ago, pretty close to the end of the game for me.
    I never stopped being creative, even with autobuild. And honestly, I ignored autobuild for most of the game. It was just a joy to figure out how to travel.
    Sometimes I'd be a bit tired and just use my horse to get around. Other times I'd get creative and fail miserably trying to set up the perfect wing to fly into the sunset. the game just never got old.
    And it really make sense why the game is so polarizing to fans. They introduced a fantastic mechanic, but it's absolutely not for everyone! And even with the people it _is_ for, it wasn't implemented as well it should've been.
    Really enjoyed hearing your guys' thoughts. Loved how there was a fairly consistent back and forth of "I didn't like this," "I did like this," "I think you're right, actually," and "look at this cool thing I made!"
    Definitely helped the point of the video come through in an interesting way.

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +5

      See and I love that so many people had so much fun with it! 😁 I prefer it that way!! Haha. You’re right that it’s polarizing - I’m honestly happy to see them taking a big gamble!

  • @TheNukes
    @TheNukes 6 หลายเดือนก่อน +21

    Very appreciate Sam adding the lil popin about the Deku Leaf in WW (and for that matter the Sailcloth from SS). I’m definitely exaggerating when I say that *nothing like* the Paraglider has existed, but I do think that the others were in much more curated environments carefully designed around the mechanic, whereas the Paraglider can just basically do anything. The Paraglider in the shrines is probably about equivalent to the Deku Leaf in WW, but the Paraglider in the open world in BotW feels like a novel proposition.

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +7

      Right, it’s one thing when we say it in a script but then we hear ourselves say it in a video about to be posted to TH-cam dot com and we’re like “wait wait wait no”

  • @tachywubdub2469
    @tachywubdub2469 6 หลายเดือนก่อน +17

    Ah! More content from the lovely UI expert. Thank you!

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +1

      Ohhhh pshaww :D

  • @HizzyHay
    @HizzyHay 6 หลายเดือนก่อน +6

    Love to see a genuine disagreement between two people on why each of them felt the way they did about a topic that demands sincerity like the slimey green boogers in zelda. Also that dorks who stops you from going into the giant sky hole is one of the most frustrating parts of the game.

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +1

      Yeah. Dork. 😤

    • @maessof91
      @maessof91 6 หลายเดือนก่อน +1

      Was great them figuring out why one liked it and why one didn't.

  • @CyberGrapeUK
    @CyberGrapeUK 6 หลายเดือนก่อน +19

    Flubber (1997) is a movie directed by Les Mayfield and stars Robin Williams as Professor Philip Brainard

    • @disinin
      @disinin 6 หลายเดือนก่อน +10

      It is also the third film in a series beginning with The Absent Minded Professor in 1961, which in turn was based on a short story called “A Situation of Gravity” by Samuel W. Taylor from 1943!

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +4

      I love both of these comments lmao

  • @TheAssassin642
    @TheAssassin642 6 หลายเดือนก่อน +9

    Your converasation here is pretty much exactly how I felt playing Tears. I'm an extrinsically motivated problem solver, who watched online as people came up with elaborate, crazy and fun contraptions while I was looking for problems to solve.

  • @ogpandamonium
    @ogpandamonium 6 หลายเดือนก่อน +3

    That hyrule restoration materials point right when you drop from the great island is the worst. I'm pretty sure everyone spent like 10 minutes making a vvehicle with the materials, only for it to not work. It just tells you not to experiment.
    I did love TOTK, but in reality I did barely interact with the building except for making bridges and shrine puzzles.

  • @DanielSantosAnalysis
    @DanielSantosAnalysis 6 หลายเดือนก่อน +4

    I think I relate more with Sam on this. I think the building stuff can be fun and cool, but it all kinda just flies in the face of what I feel a Zelda game should be and my goals of being Hyrule's buffest twink. I just wanna get loot, level up, climb stuff and paraglide my way to victory, I don't really care about building a combustible gloopy airplane. Ultimately it just sorta feels like two different games smashed together, it doesn't feel like a sequel to Breath of the Wild, instead it was like they were making a different game and then decided to scrap it and then migrate those ideas and mechanics in BOTW instead and called it a sequel. It just didn't do it for me, but hey I think it's great that everyone else loves it so much.

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +1

      "my goals of being Hyrule's buffest twink"

    • @DanielSantosAnalysis
      @DanielSantosAnalysis 6 หลายเดือนก่อน

      @@Afterthoughts Y E S

  • @delecti
    @delecti 6 หลายเดือนก่อน +6

    I feel like the gloop kinda *needed* to be weird. Anything less visible would have made awkward attachments an even worse experience. And it kinda needed to be green too; red means problem, blue looks too much like water, and gold/yellow looks like pee, while green also has the benefit of being the Zonai's main color.
    And I think you nailed it that extrinsic vs intrisic motivation is the main source of disagreement here. I'm very intrinsically motivated in video games, and I thought the build system was absolutely fantastic. It takes a force of will to keep from doing just one more TotK playthrough every time a new Zelda video comes across my subscription page. I loved building unnecessarily complicated contraptions, and loved the challenge of trying to make use of all the parts depots I came across in the depths. I felt like the game really encouraged just playing around.

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน

      This makes me happy! 😃 and kinda jealous!! Yeah I don’t know why I don’t have those brain-parts, but I don’t! Still, I absolutely love seeing the creative stuff other people have used the system to make 😄 editing this video was a blast

  • @mobomobomo
    @mobomobomo 6 หลายเดือนก่อน +2

    Hearing someone actually talk about this kind of stuff has made this channel genuinely one of my favourites on TH-cam

    • @Afterthoughts
      @Afterthoughts  5 หลายเดือนก่อน

      :’) you are too kind!!! :)

    • @mobomobomo
      @mobomobomo 5 หลายเดือนก่อน

      @@Afterthoughts I’m so sorry this little reply made my day, keep up the good work!

  • @AllTheRooks
    @AllTheRooks 6 หลายเดือนก่อน +15

    I also bounced pretty hard off of TotK, and it's not like the goo didn't contribute. Like sure, it looks goofy, but just in general I didn't enjoy needing to glue things together and make little machines, but also just so much inventory scrolling and meshing to make weapons not garbage, and all sorts of things. Very much just turned out this gloopy building and material combining felt slow and cumbersome, when that's not what I wanted out of Zelda. I think there's a reason there's so many jokes about just solving all problems with bridges, since bridges take by far the least amount of work and finagling to build with the controls.

  • @Play_On_Sunday
    @Play_On_Sunday 5 หลายเดือนก่อน +1

    This is the first video I’m watching of y’all’s and I’m seriously so impressed. The conversational tone of this video and good script (plus awesome voices) will have me subbing for sure. Awesome work guys!

    • @Afterthoughts
      @Afterthoughts  5 หลายเดือนก่อน

      Eyyyyy! Thank you! Yeah I’m super happy with how this format turned out :)

  • @digiorniboy
    @digiorniboy 3 หลายเดือนก่อน

    I fuckin ADORE how seamlessly these two videos loop into eachother oh my goodness they both set the other up so well

  • @sorry_i_missclicked
    @sorry_i_missclicked 6 หลายเดือนก่อน +1

    Your videos were how I first found out about UI/UX, and encouraged me to look more into it! I always love watching your videos, they’re so informative and well thought out, and they make me think about things I’ve never really considered most of the time. I feel like I could spend hours watching and not even realize. Thanks for another great upload!

  • @Sylviaon
    @Sylviaon 6 หลายเดือนก่อน +2

    this video was super fun to watch, I don't usually see things where two people are essentially debating or discussing something and agreeing with both at separate points, very fun analysis

    • @Sylviaon
      @Sylviaon 6 หลายเดือนก่อน

      also appreciated the subtitling!

  • @Julian_H
    @Julian_H 6 หลายเดือนก่อน +2

    I felt pretty much the same way - i tried to experiment, especially right after getting ultrahand, but after everything kept failing i just stuck to the easier solution for everything. There was never a point where it seemed worth it to make this big complex machine.

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +1

      Riiiiight yeah and I'm always so impressed and pleased by the people who DID stick with it and made some genuinely cool stuff, it's hard to think of how the game could have helped me through the rough patches to make it to that feeling myself.

  • @athena.banana
    @athena.banana 6 หลายเดือนก่อน +1

    i feel like totk's greatest strength is giving the player options. if you want to, you never need to get the paraglider. you never need to fast travel, or eat food, or use zonai devices. which is why it makes sense that people who want closer direction for how to play might feel disappointed by it.
    despite the flaws of being so open, i'm glad they made the game this way. there's almost nothing else like it.

  • @sharkylady
    @sharkylady 5 หลายเดือนก่อน +1

    OH MY GOD THANK YOU FOR TALKING ABOUT THIS-
    I am also not an internaly motivated player- Which kind of sucks, cause I love being creative with stuff! I love drawing and writing! So I keep getting frustraited how games like totk and minecraft just dont click with me. Because imagine how cool it would be to build something big, something stupid. Find a way to express myself in this game in a way the developers didnt intend-
    But I cant. Every shrine in the game I did intentionally, I only used the games mechanics if I had to and I never really went outside of the mold. I got the temples, I got the memories, and I killed ganon. That was it.
    Im sure the glue mechanic is fun for a lot of people, but while I did get used to using it, it was always a chore to get through, cause I didnt care for it and it felt like a hinderence. And it really lowered my enjoyment of totk even tho I was so excited to like it.
    I loved botw because it was fun exploring! Where I could see, I could go with these simple mechanics that didnt require a lot of creativity out of me. I think I didnt enjoy totk as much because 1. Its so fuckin huge, it left me pretty overwhelmed at times, and I still havent even tackled sidequests even tho I want to.
    2. Theres a lot of stuff everywhere, via it be cart stations, islands in the sky- anything. You cant go on a 5 minute walk without encountering some form of a building material. And while that added to the overwhelming feeling- What was detrimental to me is that it felt crowded.
    Botw has a spectacular lonely feeling that I adore. You are alone, exploring the lenghts of the world. Its melancholic. To this day I love booting up the game to just- walk around. I am a stranger in this beautiful world that doesnt care for me, and Im okay with that. Im on my own getting to see everything and anything.
    In totk everyone knows you. Everyone is talking to you about Zelda, about how youre alive- they regognize you. Even the ancient Rauru regognizes you. It feels like a grand adventure, and not a melancholic journey. Which didnt click with me as much.
    It feels crowded and Im just- trying to get out of peoples way and get the job done as quickly as possible.
    (Minecraft is the opposite problem for me, its so bare bones that I just end up mining killing the dragon and thats it. Games for me are hard to strike the balance between too underwhelming, and too overwhelming- BUT THATS NEITHER HERE NOR THERE-)
    I am glad so many people are enjoying totk.
    But I personally still prefer the feeling botw instilled in me.

  • @louisvanwouw7022
    @louisvanwouw7022 4 หลายเดือนก่อน

    I felt the same way, was really sad about it too since I loved playing breath of the wild so much and then when Tears came out it felt like everyone was having fun with it except for me. This video makes me realize i am not alone. Thanks :)

  • @amog8202
    @amog8202 3 หลายเดือนก่อน +1

    I love building crack machines for minimal purpose, and I feel autobuild was made to allow those purpose-built designs to be used for said purpose
    I also think the paraglider is a necessity because of fall damage and just being used to it, and the horses had to stay because I would KILL if my horsie just... left
    Something I don't hear about is shield surfing. The fuse system unironically made me use shield surfing outside of the gerudo desert, and it's so damn fun honestly
    Also, it too made me so annoyed when the characters I remembered by face, name, or both just... Didn't remember me, no matter if I did something huge for them or not. Folks in Tarrey Town act like you've pretty much never met, except hudson and rhondson. Countless side characters hardly know LINK'S name when I, the player, audibly went "Oh, hey! It's (name)!!"
    So you're telling me I can co-found a town and only two people in it act familiar with me, but I can instantly know that some 8-12 y/o kid in Hateno Village is that one really little kid from the first game, just by his funny-looking FACE? Bullshit!!
    I also remembered Calip, the ring ruins loser, from the first game, where he poorly studied a shrine you could solve using hints he gave you, and he is established immediately as a loser during the shrine quest. And now, in the next game, he's suddenly the boss of ME??? Bullshit! Again!
    And lastly, where the FUCK is Kass?!?! He has a wife and like, 5 kids and you expect me to believe he's not going to be around during a state of emergency??? BULL! SHIT! Again, again! And there probably won't even be a DLC??? WHAT TRICKERY IS THIS?!

  • @dragonmaster1006
    @dragonmaster1006 6 หลายเดือนก่อน +19

    I relate a lot to the lack of intrinsic motivation to interact with the build system beyond getting vertical height and transporting stuff. Also the DIY aesthetic doesn't do it for me sometimes. I'd like things to be uniform and clean

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +3

      Right, to each their own! I’m with you, but a lot of my buds would see drafts of this video and go “oh see, I LOVE that!”

    • @m4rcyonstation93
      @m4rcyonstation93 6 หลายเดือนก่อน +2

      Honestly its wild, im in the middle ground where id consider myself not very internally motivated and usually very optimized (cant stand sandboxes like mc for example), but totk was juuust linear enough but let you do juuuust enouuugh where id just do dumb stuff during the story... For the bit.
      I think it really shines in expanding that "yeah of course you can do that" part in BOTW. Which is why ring ruins suck yea-
      Subjectivity is crazy man /lh

  • @TwinSteel
    @TwinSteel 6 หลายเดือนก่อน +8

    Yeah, same

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +3

      Womps to us :/ haha

    • @TwinSteel
      @TwinSteel 6 หลายเดือนก่อน +1

      We’re on the same page for everything: goo lacks LoZ vibe - conflict between function and fun - where’s my glider? Oh here it is! I’m not using that stuff anymore if I can just glide and horse my way to success - on and on, I was there with you the whole time

    • @smallbabyedwards
      @smallbabyedwards 6 หลายเดือนก่อน +1

      Same here. It’s not even just because I’m not internally motivated (I’m not though, lol), I just really loved the systems of BOTW. Everything you thought would work just kind of did. You want to cross gaps, so you use the glider. You want to go places faster, so you ride a horse. If you wanted to climb, you just got to climb the thing! I feel like the real triumph of that game is that everything felt SO intuitive, whereas the central motif of TOTK is that hardly anything does. :\

  • @cruisinagain1698
    @cruisinagain1698 6 หลายเดือนก่อน +5

    i understand the issue deeply. its not a sandbox, its portal, the issues it gives you where it needs you to build, it will want you to use the EXACT THING. one of the towers is surrounded in thorns and rain so you cant burn them, instead i did some glitch cause i couldnt figure it out, and you had to build a bunch of kiosks to cover them from the rain. you couldnt even use any champion abilities or anything special, just make a roof a blow off. i didnt get to feel creative, i felt cheap, like i cheated it out.

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +3

      I remember this one! 🤔 right, I also felt like “ok, I figured it out, but now I have to execute it, and I don’t really want to”

  • @dylanwins9839
    @dylanwins9839 5 หลายเดือนก่อน +1

    Thank you for the thoughtful perspective! I’m a very intrinsically motivated player, so I had a blast with the building and crafting systems. It’s hard for me to see why someone wouldn’t gel with it. I like to mess with systems to see if my stupid schemes would work all the time. I didn’t understand why some people thought Breath of the Wild’s world was “empty” because the climbing and traversal was a reward in it of itself for me. Is it just that people’s brains are different?
    I think that’s the difference between Modern Zelda and Elden Ring. In the latter, I’m traversing the world to find secrets and Dark Souls type challenge. The former is leans more into the traversal being the reward. That’s a simplistic comparison since there are quests and rewards in Zelda and riding the horse in Elden Ring is my favorite part of the game.

  • @callumwilliams2172
    @callumwilliams2172 6 หลายเดือนก่อน +2

    The intro to this video has me thinking about something that I never really pieced together. There would probably be people that never finish games because of sensory issues whether that is in game textures (such as gloop), sound effects or the feel of the controller in their hand. I'm curious how much of the gaming audience encounters these issues and how much their experience is impacted?

  • @howiefang7825
    @howiefang7825 6 หลายเดือนก่อน +2

    This video made me realize why I don’t like minecraft but I do like don’t starve for example. I’m not internally motivated so I don’t really care about experimenting, but in don’t starve it forces you to interact with the world.

    • @Afterthoughts
      @Afterthoughts  5 หลายเดือนก่อน

      Riiiight yes, having tons of meters you constantly need to babysit is a great way to force players to have fun doing fun things xD it feels contrived but it really works for me

  • @Lodestone8
    @Lodestone8 6 หลายเดือนก่อน +1

    Anyone else see the prebuilt solutions on the GSI and immediately think, nope you’ve given me incredible cosmic power, rocket logs all the way. But maybe that’s a side effect of how I approach botw and totk specifically which is, go, don’t choose a task or goal don’t stress just go and let the points of interest draw you. So I like ultrahand because it allows me to build something good enough to get me where I need although I’ll say that while it was initially unintuitive I quickly picked up the control scheme. Also this mentality led to me not finding the paraglider for like 20 hours which was remarkably fun and different as it forced me to work with the system, necessity invention maternity and whatnot.

  • @Shutwig
    @Shutwig 6 หลายเดือนก่อน +1

    Exactly my thoughts, gotta redirect people here when they ask instead of wasting time writing for them just to reply "then it's not made for you".

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน

      Haha! Do you say "I agree with you, it's not made for me, and that's totally fine and I'm cool with that?" xD "also let me live my life?"

  • @Breeze926
    @Breeze926 6 หลายเดือนก่อน +1

    12:40 The exact same thing happened to me. "Oh, I landed next to a dissassembled car. I will make a car and thats how I'll get to Lookout Landing" (didnt know what it was called yet but you get it). I proceed to build a car that moves for 5 seconds, and walk the rest of my way on foot.

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +1

      Yes! Haha. My experience felt like what Josh said about the ring ruins, "wait, game, was that not what you wanted me to do?" It felt like it was sending me a signal, so I did what I thought it wanted, and then felt kind of annoyed when it turned out I was wrong about the signal!

  • @VictorGrand
    @VictorGrand 6 หลายเดือนก่อน +1

    Loved this conversation format, it rounded each perspective out and you both gave me wonderful points to think about. I think I very much agree that continuing to have horses and paragliders is incongruent with the ethos they seemed to be setting out for. I mean if sheikah towers, divine beasts and shrines can disappear without a trace, I'm sure horses could have too LOL

  • @Hephera
    @Hephera 6 หลายเดือนก่อน +5

    woo! new afterthoughts!

  • @jenniehan5871
    @jenniehan5871 5 หลายเดือนก่อน

    I really appreciate this video because I can relate to what you are saying, I get tired of using the build system a lot and it’s nice to hear you put it into idk proper game design terms as to why I feel this way. But it’s also nice to hear an opposing argument as to why this is a great system. It’s nice to learn more about the mechanics of this game.

  • @DrillDojo
    @DrillDojo 6 หลายเดือนก่อน +1

    It’s just Disney’s Go Away Green color. It’s a shade designed to be overlooked.

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน

      Then why can't I stop looking at it TT___TT :( :(

  • @RosenshineRewby
    @RosenshineRewby 5 หลายเดือนก่อน +1

    Seriously hit the nail on the head for me. I wanted TOTK to be a game that thrusted challenges on me, for me to figure out, using all its systems as necessary. I wanted to explore like i did in BOTW.
    But instead, I was met with a flaccid adventure and a sandbox. I can't make my own fun, not when I expected a different type of game. I can definitely find joy in that type of gameplay, but not when I've been yearning for a new ZELDA game, not a sandbox game with Zelda coating.

    • @Afterthoughts
      @Afterthoughts  5 หลายเดือนก่อน +1

      Right, this is an interesting point where expectations can make us inflexible. I also didn't expect to be interacting with this game the way I interact with a sandbox, and... well, I mean, I don't buy sandbox games, I guess :) so I think I was too closed-minded for this game, in a sense, and rather than adapt my expectations, I bounced off

  • @vacantile
    @vacantile 6 หลายเดือนก่อน +1

    I agree with all of these critiques, glad I clicked on this video wording out my frustrations with this game.

  • @Forbe.
    @Forbe. 6 หลายเดือนก่อน +1

    I'm not even halfway into the video but honestly I've always just thought the glue looked like that cause it just fits the art style and its the same green color as a lot of the other Zonai technology in the game

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +1

      I mean that in itself is a valid reason! I love all the theories I'm hearing in the comments honestly haha

  • @BUGHUNTER6
    @BUGHUNTER6 3 หลายเดือนก่อน +1

    Wow. This exactly how I felt playing the game. Thanks for putting it into words. To be honest, I was quite surprised that this isn't how more people felt. I was reaaally looking forward to TOTK but it just turned out to be a really different game than I wanted or expected. Not quite like a sequel or evolution of BOTW but like a different game set in the same world

    • @Afterthoughts
      @Afterthoughts  3 หลายเดือนก่อน +1

      Yeah haha we're not alone! But obviously I am glad so many people liked it, and I'm glad Nintendo is trying new things.

  • @robinwersich3424
    @robinwersich3424 6 หลายเดือนก่อน

    Totally agree with you Sam :D
    Glad I'm not the only one who didn't click with the glue build system ^^

  • @robuxyyyyyyyyyy4708
    @robuxyyyyyyyyyy4708 6 หลายเดือนก่อน +4

    I love totk, but i definitely wish you could do more, like if you could select less than 45 degree angles with a button press in ultrahand, could do glue loops without glitches, you could have more on your build (trust me, the switch can definitely handle much more than you'd think)

  • @chic0nic0
    @chic0nic0 6 หลายเดือนก่อน +1

    I think what you may not have fully explored was trying to use Ultrahand *in tandem* with your other abilities. Like for instance, we all know how difficult it is to get a Zonai plane to take off from the ground, due to its weight and flat bottom. But if you were to grab it with your Ultrahand and levitate it in the air for a second, then step on it and *rewind it back to hang in the sky again with Recall*, then you can easily get it started!
    You expressed disappointment that TotK added a new system of complex mechanics that seemed unnecessary when there were already easier solutions to solve problems in regards to traversal (paraglider, horses.) But I think that TotK did an excellent job adding new *problems* too, which you may not have fully encountered in your time with the game. The paraglider can't gain vertical height, only extend horizontal distance, so Zonai devices give you a practical way to get up into the clouds to reach those islands in the sky, especially the labyrinths at the far-flung corners of the map. And there are still horses, sure, but you can't take them all the way down with you to the depths underneath Hyrule, where vast swaths of land are covered in toxic gloom. You'll want to build a buggy to cross that safely.
    Also, while I can see the argument that Autobuild allows perfectionist gamers to optimize the fun out of discovering the hidden depths of the mechanics, I think you might also find it helpful to light a fire under your intrinsically motivated self. There are plenty of recipes for Zonai contraptions that the game provides as a reward for exploration or beating side quests that can shed further light on the build system and maybe reveal possibilities that you'd never considered before. I personally think Tears of the Kingdom has a pretty good tutorial for such a monumental mechanic, all things considered, but I can totally get why some gamers might be overwhelmed with all the options or just not click with the kind of laissez-faire attitude the game has towards the player.
    Overall, I do think Tears of the Kingdom is a more flawed game than BotW. That game was so tightly designed for an open world experience, and it still had so much room for freedom and creativity. But the fact that TotK could build on that foundation laterally, and craft an experience that was wild and chaotic and daunting and yet so, *so* inventive, truly impressed me. It was like a triple-decker sandwich of new ideas and twists that challenged you to strain your jaw open wide to try and take a bite out of it. It's got so much more *stuff* in it, but if you can't engage with its unique mechanics in a way that enhances your experience, then it's just a messier, clunkier version of its prequel. I love both games almost equally, and despite their similarities, I don't think either one replaces the other as the definitive modern Zelda game. It's not for everyone, but that's okay, and I appreciate that they took a risk and delivered something novel and surprising yet again, for better or for worse.

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน

      Oh I totally agree! I did NOT experience the full depth of this game, just because I bounced off the beginning. I loved editing this video because I was so impressed by what I was seeing other players do with it! I'm loving the enjoyment I'm getting from seeing other people enjoy themselves, even though I still don't feel motivated to play the game myself, haha.

  • @portpebble
    @portpebble 5 หลายเดือนก่อน +2

    WHY DIDNT THEY MAKE IT A NICE LIGHT BLUE ☹️ A PRETTY & MYSTERIOUS CRYSTAL-TYPE BEAT

    • @Afterthoughts
      @Afterthoughts  5 หลายเดือนก่อน

      I would've LOVED a nice light blue ngl, that would've hit the spot

  • @GenerallyBananas
    @GenerallyBananas 6 หลายเดือนก่อน +1

    I love this video so much.
    I have so many of the same frustrations with the build mechanics, including especially the way the game puts a time limit on your experimentation with the battery system. That part in kakariko village actually bucked me off the game. I had been enjoying it quite a lot, but when some random guy in kakariko village told me I couldn't explore the cool ruins until I did my chores I just lost interest.
    I didn't plan on quitting the game there, but every time I think of playing it again I just feel like the spell is broken

  • @smallbabyedwards
    @smallbabyedwards 6 หลายเดือนก่อน +1

    I was literally thinking of that EXACT Sequilitis moment when you brought it up! That and the “Things just need to be simple” line. It’s so weird; so much of BOTW felt like the devs watched that video, but TOTK feels like they watched it, but half of them HATED it.

  • @rinofthemill
    @rinofthemill 6 หลายเดือนก่อน

    I love the story and writing of zelda games and steer clear of anything sandbox when i can, so totk trying to offer me both just has me giving it the side eye lmao

  • @IbakonFerba
    @IbakonFerba 6 หลายเดือนก่อน +1

    I feel you about not being an internally motivated player. That is why I generally have problems enjoying sandbox games. BUT. I really enjoyed tears of the kingdom. Not as much as BOTW, but I still had fun exploring and everything. I have to say, I did not use the build mechanic all that much, but that worked fine for me. To me it was a bit of an optional tool for a certain kind of player that I am not. I still built my flying machines and the odd korok torturing device and that was good enough for me without feeling like I was missing out on a part of the game.
    But, I am not sure if I would have enjoyed the game the same if I hadn't loved BOTW this much. To me this game was mostly a way to visit all my favourite places again, without having to replay the exact same game (after all, I seldom can motivate myself to solve a problem again that I already solved)

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +1

      Yes I think if I'd just decided "oh I don't love the building mechanic so I will just not use it much," I would have probably had a great experience with the game. I don't know why I had such a hard time putting it out of my mind! I think I got in my own head about playing the game in a way that was not intended by the developers, almost like I was betraying them in some way, ignoring a thing they worked so hard on, haha.

    • @IbakonFerba
      @IbakonFerba 6 หลายเดือนก่อน

      @@Afterthoughts As a developer myself, I did not get the feeling I am not playing the game As Intended™ :D I think one of the core aspects of BOTW and TOTK is that they are sandbox games, not in the way Minecraft is, but in the way that there is not one intended way to play them. Almost every problem in these games has multiple solutions that are all valid. Sure, there might be the obvious solution for when you are stuck (like the disassembled solutions you mentioned in the video), but I don't think these were done with the intend that they are what most players will do. I might be wrong, but I think these are just meant as a helping hand when you can't come up with something else, to keep frustration at bay.
      TL;DR, I think the building mechanic is just one of many equally valid tools the devs provided for us to solve the problems the game throws at us, and different kinds of players may use each of these tools to different extends

  • @GreatOnion1111
    @GreatOnion1111 6 หลายเดือนก่อน +1

    My first korok challenge turned into a blood sacrifice to the demon king! :)

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน

      :') poor lil guy

  • @thomasdancy2873
    @thomasdancy2873 6 หลายเดือนก่อน +1

    Here's my take on the goopy build mechanic, I like it because it added a lot of variety to my gameplay.
    Bold hot take here, but after a while I found the original breath of the wild to be a bit of a repetitive experience....
    Climbing and paragliding are great, but shrines are very samey, once you've seen 10 shrines you've seen all 120. Korok seeds aren't much different, once you've seen 30+ you've seen most of em. There are mostly only 2 enemy types, bokoblins and lizards, and once you've seen a couple encampments you've seen them all. Even the divine beasts are very similar in their designs and general flow. All of that to say that in BOTW I was kind of always doing the same 4 activities over and over, with just a different visual background (which to be fair was always beautiful and distinct).
    Not to say I didn't love BOTW, but I got about half way through and never finished after 100+ hours or so. I just wasn't convinced that the second half of the map had anything meaningfully different that I hadn't already seen.
    This is NOT a problem I had with TOTK. There is so much MORE to do and try in the new game, and the build mechanic contributed to that for me. There was a much broader list of traversal options for me to cycle through.
    I still rode plenty of horses and paraglided lots, but then on my trip from point A to B there would be a conveniently placed korok who needed me to build a boat, and now I'm a jack sparrow for a bit. Then as I'm traveling a rock falls in front of me, and now I'm ascending to floating islands and building planes to rocket between islands that are too far apart to paraglide too. Then on my way back down I find a cave filled with minecarts. I found myself never traveling the same way twice for very long.
    I think the design intent for the GLOOP is that it's meant to make your designs feel "temporary". You're not meant to get too particularly attached to any one plane or whatever.
    I actually sympathize a lot with your point of finding it difficult to self motivate in games (I also struggle with Minecraft sometimes). But I found the korok seeds and sky islands were sprinkled in enough to give you a reason to build a small contraption every hour or so.
    Like of course the ultra hand vehicles aren't meant to replace your other traversal options. They're meant to be disposable one time solutions to specific problems. I definitely got a ton more valuable use out of them than I ever did from say the lame ice pillars from BOTW.
    I'm also willing to admit that the sky island tutorial does a kind of bad job introducing ultrahand. How you use it in the great sky island is quite different that how you'll end up using it in the world. I think they were more concerned with simply getting you used to how weird the building mechanic is to control.
    I'm also also willing to admit that spending time on the Internet and discovering all the "correct" build choices like the hover bikes totally ruin this system. I'm very grateful to have never discovered that until I had already played the game.
    (Sorry to dump, liked the video a lot, it clearly helped me solidify some feelings on TOTK, appaerently I had a lot to say, lol)

  • @QuestingRefuge
    @QuestingRefuge 6 หลายเดือนก่อน +1

    I didn't even play TOTK yet because I am exactly this way with sandbox type games. I only ever enjoy stuff like this or Minecraft as multiplayer experiences.
    I just enjoyed people's contraptions from afar

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +1

      And it IS cool that the way we enjoy games now accounts for that as part of the experience :D like, yes, overall I've had a very positive experience with TOTK because most of my experiences have just been scrolling through r/hyruleengineering xD xD xD

  • @robuxyyyyyyyyyy4708
    @robuxyyyyyyyyyy4708 6 หลายเดือนก่อน +1

    6:15 They're not version specific, but difficulty depends on version

    • @TheNukes
      @TheNukes 6 หลายเดือนก่อน

      I think when I wrote this they hadn’t figured out fuse entanglement for 1.2.0+, or if so I didn’t know about it, because I definitely didn’t have my head around culling at that point. I know that fuse entanglement is doable on current patch now, but when I wrote that, I was pretty sure it wasn’t. Not that I am necessarily right, now or then or ever

  • @coynelaundry
    @coynelaundry 6 หลายเดือนก่อน +1

    "not being an internally motivated player" here and "setting intentions" from your multiplayer toxicity vid - seeing this intersection play out for someone else gives me a lot of perspective!! i feel mixed and undecided on totk in many ways, as i dont feel i've held it to my base standard of diligence required to post takes 😅
    ok i want to type more but i need to sleep . thank u for being part of my self improvement basically

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +1

      D'aww! :) Thank YOU for this comment! It's fun to dig into why we do the things we do, why we like/dislike the things we do... it's sent me on a lot of journeys xD

    • @coynelaundry
      @coynelaundry 6 หลายเดือนก่อน

      @@Afterthoughts it saved my freakin life!! 🫡
      if knowledge is power, then knowledge of the self is self-empowerment! YAAAAAA(drives my horse back into the selfimprovement mines)

  • @xenasBS
    @xenasBS 6 หลายเดือนก่อน

    We needed wheels and steering sticks in the tutorial. I like the bad airplanes, but weird good airplanes are where the fun comes from

    • @TheNukes
      @TheNukes 5 หลายเดือนก่อน

      Stabilizers, omg! The first time I encountered stabilizers I had absolutely no idea what they did, and--and this is full Josh brainlessness, this is not a reasonable critique of the game it is just be being an absolute cartoon buffoon--I did not realize you could turn them on. Because in the shrine where I first encountered them, they were paired with a non-device, and you were supposed to turn on the stabilizer to make a ladder. *But* I just read the stabilizer as a weird-shaped block, and managed to solve the puzzle without turning the stabilizer on (though it was much harder that way). It never occurred to me to try turning it on because like its a ladder, how are you gonna turn on a ladder.
      I think it takes an extra portion of desire to experiment with the build system to figure out how to use the devices that only function in conjunction with other devices (like steering sticks, stabilizers, constructs heads, etc), and those are the things that the game least tutorializes imo.

  • @asterix19991
    @asterix19991 6 หลายเดือนก่อน +2

    And you didnt even mentioned that even if you make an amazing machine to traverse it simply disappears after 90 seconds. Like i spent at least five minutes making this triple fan powered wing and it just disappears mid air. If it wasnt for that i dont think i would have used the hover bike so much.

    • @TheNukes
      @TheNukes 6 หลายเดือนก่อน +2

      Omg, Sam wanted to add a section about that and I talked her out of it. That weird wing/balloon/stake contraption that I built in the depths was an attempt to design something to get Hay out of the depths without fast travel. The idea was that the flame emitters would turn off when my battery died, and then the wing would stick itself into the wall with the stake while my battery recharged. The design would never have worked anyway because stakes don’t work like that, but once I actually tried to build it it became obvious that it didn’t matter because the balloons despawned before I got anywhere close to the chasm wall.

    • @asterix19991
      @asterix19991 6 หลายเดือนก่อน +1

      @@TheNukes Exactly, they give us ballons and dont even let we use it to get out of the depths. Most of the time we have to just fast travel, which undermines the potential of the creations.
      I wish you would keep that in the video but nevertheless its a good video.
      I love the dynamic where two person can disagree and still have a conversation, keep up the good work loving to see!

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +1

      Yessss we had a long conversation about why machines need to despawn. The consensus was "because it might break the game / break some of the puzzles," but people are already finding amazing ways to break the game with the systems that are in place NOW haha. It'd be really difficult to put all of these particular systems in an open world game and totally prevent players from using them to break things, so... I say go big! haha

  • @dirtywhitellama
    @dirtywhitellama 6 หลายเดือนก่อน +1

    I didn't get super into weird creativity with the build system, but it worked fine for me once I got the hang of its behavior. The only thing I found particularly egregious about it was the interaction with horses. One, putting the towing harness on your horse was a whole thing that couldn't be done on the fly, only at a stable. And two, connecting that to a contraption, especially correctly, was NOT EASY, between the contraptions wanting to roll away and the horse getting scared of them and the harness wanting to glue to a wheel instead of the yoke or whatever......

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +1

      Ok legit I didn’t even realize you could do that, AND I PUT THE FOOTAGE IN that shows someone doing exactly that

  • @champagnesupernova1839
    @champagnesupernova1839 5 หลายเดือนก่อน +1

    according to homestuck, the most generic object in all of existence is a green cube, the so-called "perfectly generic object". following this logic we can thus conclude that this is the most generic *glue* in existence, which also explains why it seems to work on anything.

    • @Afterthoughts
      @Afterthoughts  5 หลายเดือนก่อน +1

      ahhhhh this is what makes the most sense

  • @PhonyLyzard
    @PhonyLyzard 5 หลายเดือนก่อน +1

    Simple answer for the green gloop. It fits the Zonai's main color. I honestly don't know how people thought it was something else. It just makes sense to me.
    Ok, Zonai magic green, gloop Zonai magic, gloop green. It makes sense!

    • @portpebble
      @portpebble 5 หลายเดือนก่อน +1

      True, although the Zonai being green in the first place is also a decision the team makes in itself.

  • @aidanclark196
    @aidanclark196 6 หลายเดือนก่อน

    4:00 I felt this exactly! But I LOVED it. the feeling of not remembering how to push controls to go the way i wanted was frustrating to start, then it all of the sudden clicked and I was doing it automatically. Hell, the thought patterns that I feel when I go into rotation mode will sometimes activate in real life when I'm trying to get the orientstion right. I feel like through ultrahand my sense of persepctive and angles has improved greatly. To the point of it rewiring the vrain, I feel the same say about ascend. It was clunky at first and I was slow to realize 'oh right I don't have to waste time climbing this' after I was already halfway up something, but when it clicked in my head, suddenly it was like I could feel myself navigsting through the world as intuitively as walking in the real workd. It's kind of hard to put into words. It's similar to how magnesis and stasis felt in botw but turned up to 11 and I love it

  • @metaKnightSpamer777
    @metaKnightSpamer777 6 หลายเดือนก่อน +1

    on the topic of tutorializing the builds...
    I don't think I've even SEEN a SINGLE one of those Hooks anywhere other than tutorial island

    • @mictony999
      @mictony999 6 หลายเดือนก่อน +1

      you can see it on some sky islands and the fire temple. it makes sense cause its a zonai thing.

  • @ChangedFigure
    @ChangedFigure 5 หลายเดือนก่อน

    I'm only half way into the video but I felt compelled to agree with the sentiment that I never felt like building things was a needed aspect to progression. In fact, I went the entire game without building things for the most part because, as stated, a horse, paragliding or even a rocket shield would do just fine. By the time I actually implemented building contraptions, I had already beaten the game and was just trying to complete all the shrines and light roots.

  • @quilavabucket
    @quilavabucket 5 หลายเดือนก่อน

    i think the build mechanic would be fun as a separate thing from the rest of the game. at its core, the system is meant to explore new and creative so,utions, but nintendos crackdown on anything outside of their predestined story path kneecapped any synergy the mechanic would have with the story pretty early on and it often ends up being fun in spite of itself which is never ideal.
    i think yall hit the biggest nail on the head too, the guy in charge of the tarrey tram can be bixed in a hudson zone to sneak thru, but calip can see you fall from the heavens above thru the back of his skull. the inconsistency really points out the railroading that this story had attached to it and made it difficult to want to find creative solutions because sometimes the game just flat out refused them.

  • @Octoo88
    @Octoo88 6 หลายเดือนก่อน

    Visually they could have made the glue solidify (kinda how a stake looks in the ground) after like 15 seconds and disappear completely after another 15 seconds until you pull out ultra hand again.

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน

      I can only imagine how many choices they explored while making this! I understand why they wanted players to be able to very easily conceptualize what they have attached and where, so they can troubleshoot easily (and so they can see that no decision is permanent!)

  • @Pikrass
    @Pikrass 6 หลายเดือนก่อน

    It's weird to mention the ring ruins again when there are actual puzzles that require building. I had a ton of fun making Addison's signs stand up in multiple different ways. The log fetching quest after you free Lurelin also made me want to build a stupidly complicated horse cart to bring ten logs at a time. I think with all these you realize that building was not intended purely as a traversal mechanic.

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +1

      I loved the signs as well! I cut a line from the video mentioning that it felt to me like a lot of the bits that required building were "side-quest-y." I still stand by the statement that, for my introductory experience with the game, I was underwhelmed by what the game was encouraging me to do with the build system.

    • @Pikrass
      @Pikrass 6 หลายเดือนก่อน

      @@AfterthoughtsUnderstandable! They're more used in the main quest but way later (after the ring ruin quest), where they have a mini-dungeon where the puzzles all involve building. Otherwise I'd just mention maybe the climb to the Ark, where you're encouraged to build since upward traversal, especially with the ice and stuff, is harder there otherwise.
      There's probably a missed opportunity in the Zora domain, where there could have been areas encouraging you to build a vehicle with a hydrant to traverse the goop (I mean, the bad goop).

  • @CrasherLIX
    @CrasherLIX 6 หลายเดือนก่อน

    I think it is ok to think of master hand as just a magnesis on steroids. You don't have to be creative to beat the game and that is okay, ultra hand is only 1 of 4 abilities they give you at the start, so you focus on whichever you want.
    I have a lot of fun trying to make the best land vehicle and saving it to my favorites, so I apreciate the building aspect in that sense. But I know I would not have as much fun if I had to stop and waste 30 minutes making a contraption to solve every little puzzle I encounter.
    Totk is more sandbox than Botw in the sense that you have way more options to solve problems, so you don't need to feel bad if you don't feel like using one of them.

  • @rinofthemill
    @rinofthemill 6 หลายเดือนก่อน

    If the crafting system is right, i love sinking my teeth into it and seeing what i can create. Thats normally menu crafting though, im not the most dextrous and failing because i cant get the wheel to attach at the right angle does not feel good in the slightest.

  • @ghoma8336
    @ghoma8336 6 หลายเดือนก่อน

    worst part is I did engage with the gloop pretty heavily and those where my favorite parts of the game but then every time it felt like either I had been given a problem not worth a silly solution or I had been given a problem too big for a silly solution, which is exactly the experience I had trying to have fun with breath of the wild and being forcefully reminded that fun is resource-based and boredom is free

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน

      “Fun is resource-based and boredom is free” YO 🔥🔥

  • @ThatDangDad
    @ThatDangDad 5 หลายเดือนก่อน +1

    Justice for Gloop

    • @Afterthoughts
      @Afterthoughts  5 หลายเดือนก่อน

      Am I bout to fight with That Dang Dad over the tears of the kingdom gloop
      Put em up 🤛🤛

    • @TheNukes
      @TheNukes 5 หลายเดือนก่อน

      Sam tried repeatedly to bring the gloop to justice, but the cops just keep saying "it's just pixels on a screen, there are no laws against that."

  • @thelastwindwaker7948
    @thelastwindwaker7948 5 หลายเดือนก่อน

    I imagine if the gloop was in BOTW it would have been colored blue, cause that was the theme color of that game.
    My biggest issue with the Zonai devices is that it ruins puzzles because of how open it is. A lot of the shrines for example let you take objects you worked with in the previous room over to the next one, so by the third room you can have a huge stack of logs or boards that you can just use to skip over whatever the intended solution was. Why build something to get you up in the air when the rocket you already had fused to your shield will do it instantly? Why build a contraption to launch a ball at a green button when a bomb arrow can activate the button just as easily? Pretty much what you guys said about "optimizing the fun out" except the thing you're doing wasn't fun to begin with.
    18:56 I felt the same way about BOTW too tbh. If you like exploring and discovering for its own sake, it's the perfect game. But I kept trying to find the fun that I had in other Zelda games and just couldn't.

  • @GwydionAE
    @GwydionAE 6 หลายเดือนก่อน

    YES! I am fine if the crafting is the point of the game - I love building things in Minecraft! But making weird contraptions just because the option is there in a Zelda game just does not appeal to me in the slightest (and it doesn't help that the green goop bugs me too, lol). Had they removed the paraglider and forced me to use it, I likely would have quit ages ago. As it is, I only make stuff when it really is the best way to get somewhere (like someplace super high or that "4 crates" scenario, which, yes, I did just drag a simple flying machine around to each spot in order to fly over everyone lol). I'm glad people are having fun with it, and it's fun to watch said people, but it just was too much of a chore for me to ever want to use regularly.

  • @jarrellfamily1422
    @jarrellfamily1422 6 หลายเดือนก่อน +1

    The shrines were pretty good

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน

      They had a lot of fun challenges for sure!

    • @jarrellfamily1422
      @jarrellfamily1422 6 หลายเดือนก่อน

      @Afterthoughts they used the building systems especially well

  • @Its_Squiddd
    @Its_Squiddd 5 หลายเดือนก่อน

    its green because thats the color of the zonai, as for why its so gloopy yea low key just part of the charm

  • @nikk-named
    @nikk-named 5 หลายเดือนก่อน

    I love that this video is framed as a dialogue. If it was just one person, presenting the opinion that green gloop bad, I'd probably immediately jump to the defense just because it's a silly goofy feature I enjoyed. But through the framing of two perspectives, one for and one against the gloop and it's faults and successes, well... I stayed. and enjoyed it. And, yeah. I get your point now.
    It's whacky, it's meant to be, but it also kinda stands in an awkward spot between supposed to be useful and supposed to be wonky.
    Also, I believe the reason the colour for the gloop is green is because all the other colours are already taken. This gleam on it is because it's zonai/ghostly/magical. And yellow is rewind, red is 'magnets', (and there's the others I forgot, lol). so yeah. Green was green.

  • @InsidiousClouds
    @InsidiousClouds 6 หลายเดือนก่อน +2

    Great video!

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +2

      Thank you!! :) :)

  • @kikosawa
    @kikosawa 6 หลายเดือนก่อน +1

    Well, that's a weird complaint.

  • @gavroch3vod
    @gavroch3vod 6 หลายเดือนก่อน +1

    Love your videos

  • @zaidlacksalastname4905
    @zaidlacksalastname4905 6 หลายเดือนก่อน +1

    The lack of internal motivation you mentioned is why I only play singleplayer games these days. Only a really good game like elden ring can make me want to mees around

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน

      Right I don't know why that went away as I got older, I'm kind of sad about it :')

  • @mr.f716
    @mr.f716 5 หลายเดือนก่อน +1

    Its kind of annoying that Tears of the kingdom is so universally loved for some reason that whenever you have a complaint about it, it cant be „this was a bad design choice“ no you have to phrase it and carefully correct your wording to „For me personally as an indipendant human that is different from other humans who can have opinions i might have a teeny tiny gripe with the way they designed it“. The game isn‘t perfect by a long shot. People shouldnt have to feel bad for thinking its not good just because others love it.

  • @SuperiorBeing
    @SuperiorBeing 5 หลายเดือนก่อน

    The goop is now my favorite this in the game. Why? Because its goofy for how goofy the entire concept of building A giant machine in a Zelda game

  • @SaltyIsaac
    @SaltyIsaac 6 หลายเดือนก่อน

    I don't know if I would really pin the "blame" on the absence of intrinsic motivation. Personally, I can absolutely have fun just doing weird/fun stuff, and I actually did, I spent several hundreds of hours in this game because I regularly did build various contraptions for all kinds traversal problems. I refused to build a hoverbike. And it *was* fun. But, it still absolutely felt like something was lacking. I couldn't help but remind myself that I was just taking the more complicated route for the sake of a bit more stimulation in my brain. I felt less engaged that I would like, like I was just finding ways to make chores feel less like a chore.
    Personally I think the lack of meaningful rewards is to blame here. I can absolutely have fun in the process of doing something, but without a big boom at the end, it feels like constant buildup with no payoff. I *am* having fun, but there's also an increasing feeling of frustration that rises with it. And that's what the game feels like in my brain today: tons of hours spent, a ton of fun and a ton of frustration, and I can't accurately remember any of the fun moments I had because there was no payoff to remember them by. So unfortunately all that I have left today is the frustration.

  • @ienjoyoranges
    @ienjoyoranges 2 หลายเดือนก่อน

    because the zamboni or whatever stuff i green (usually)

  • @JosephShemelewski
    @JosephShemelewski 5 หลายเดือนก่อน +3

    Link should see a doctor...

    • @Afterthoughts
      @Afterthoughts  5 หลายเดือนก่อน +1

      Wait why!? haha

    • @JosephShemelewski
      @JosephShemelewski 5 หลายเดือนก่อน

      @@Afterthoughts Uh let's keep this for general audience youtube will get mad

    • @Afterthoughts
      @Afterthoughts  5 หลายเดือนก่อน

      Oh god haha ok I will forget what I have seen

  • @hdjir
    @hdjir 6 หลายเดือนก่อน

    I really enjoyed playing TotK and didn’t complain too much about its flaws.
    It’s a good thing people bring up the issues it has, it’s clear that Nintendo heard the complains we had with BotW and tried to make TotK a more complete game.
    Considering they’re moving away from this world and play style they built, I’m sure they will make something totally different and better.

  • @prettymucheverything1033
    @prettymucheverything1033 6 หลายเดือนก่อน +1

    The best way they could’ve handled adding the new traversal mechanics was by removing the old one. Remove the paraglider. It allows link too much of a crutch. Too easy to access bullet time, saves you from any amount of fall damage, and it just doesn’t have the significance as botw did. It’s not even the same one I don’t think as the one the king gave you. THIS DOESNT MEAN I DONT LOVE THE PARAGLIDER YOU HOOLIGANS!

    • @Afterthoughts
      @Afterthoughts  5 หลายเดือนก่อน

      Yeah I totally agree with you there! I would've missed it haha but at least I would've forced myself to try to build cool airplanes.

    • @prettymucheverything1033
      @prettymucheverything1033 5 หลายเดือนก่อน

      @@Afterthoughts exactly. They put so much effort in a mechanic that is an afterthought in execution. The biggest downside of totk was losing all relation to the sheikah tech, and that included Robbie as a super cool character. Not having him transfer his study over to Zonai tech and learning how to upgrade it or create new weapons out of it was criminal! CRIMINAL I SAY! Also, hiiiii

  • @Seloliva1015
    @Seloliva1015 6 หลายเดือนก่อน +1

    I don't think the goop looks bad, or gross, it looks like a lot of glue

    • @Afterthoughts
      @Afterthoughts  5 หลายเดือนก่อน

      Much gloopy gloo

  • @prayingatheist7177
    @prayingatheist7177 6 หลายเดือนก่อน +3

    Glory to the sticky mountain dew stuff!

    • @Afterthoughts
      @Afterthoughts  6 หลายเดือนก่อน +1

      Hurrah! It sure was… a decision that was made!! 😂

  • @crumpchump
    @crumpchump 6 หลายเดือนก่อน +1

    I think the point is to play how you want
    fuck calip though

  • @Tony-p4g1y
    @Tony-p4g1y 5 หลายเดือนก่อน

    I totally agree with 3:54 to 4:30 I have had major issues as well.❤

  • @krunkusmunkus1681
    @krunkusmunkus1681 6 หลายเดือนก่อน

    I never consciously noticed it until you pointed it out.