he is like the “atheists” who spend every waking money trying to prove how “atheist” they are and how much they have changed (never for the better) to conform with the world.
In the early game, each fight is a way to get new and stronger weapons. In the late game, each fight is a way to trash the cool stuff you spent a lot of effort trying to get.
It depends, fighting silver/golden lynels give you powerful weapons and things to sell, if you know where weapons respawn, then Is not a big deal if the weapon is gone, if you don't care about losing your weapon as long as you get resourses, then its worth
This is exactly how I felt. When the late game came, I found myself splitting my inventory into weapons I'm fine with using on enemies, and cool weapons that I was saving for god knows what.
@@e-tean-son4146 Except constantly recollecting my weapons when they respawn is WORK, I want to play. If we could eliminate the loss of losing a weapon, there'd be no reason to even keep that loss, it would be pointless.
@@BaldorfBreakdowns Then your point is entirely different to the point of the person I was responding to. Their opinion is "it's not much work, so it's fine", mine is "it shouldn't be work" (and for me, is), yours seems to be "It shouldn't be work, and for me is not."
I really love how Cease's videos starts on a topic, the middle is either existentional crisis, political stuff or psychology tests, and ends on the topic of the beggining like if nothing weird happened
that’s because his excursions into pseudoscience and pseudo intellectualism are unnecessary and amount to nothing in the end. it’s just him trying to cover up base, conventional thinking with “confirmed ideas” and “party line” distractions.
@Mister Magician, if you don’t like his videos then why are you here? Also “excursions into pseudoscience and pseudo intellectualism” is just blatantly wrong. Pseudoscience is a collection of beliefs or practices mistakenly regarded as being based on scientific method. Ceaves research and evidence are based on scienctific fact and therefore are not pseudoscience. In addition, his science and research is a key component of his videos that not only make them fun and interesting but also are essential to proving his point.
One of my favorite things about dark souls (bare with me) is the "self expression" of choosing "my" weapon. As a gamer, this self expression is one of my main joys, and while not universal, I know there are others like me. Breath of the wild falls into an awkward position of offering me a wide range of weapons that seems to fulfill this joy, and then taking them away from me. It's the same reason I don't like to play the "nuzlocke" challenge in pokemon. Thus, if all the cool unique weapons were simply stepping stones to upgrading the same set everyone else has, it would ruin the game for me. So, how's this as an iteration/exploration on your idea of weapon quests/crafting materials: when a weapon breaks, you can choose to either scrap it for crafting materials, or USE crafting materials to repair + upgrade it. That way, in order to upgrade a weapon you would need to use it till it broke so it could be repaired, but you'd also need to use a wide range of other weapons till they broke and could be scrapped for materials!
Lack of self-expression was the big problem for me also: couldn't fight the way I wanted to. But .. I was playing on emu, so I just used a mod to disable durability altogether. It's been great, no regrets.
Especially in master mode. Although, I did raid the castle immediately, and lost almost all of my weapons immediately, but kept pushing forward. That was my best pro-gamer move ever. Period.
You were actually the first person I thought of when this video was published, lol. I enjoyed all of the insights and different perspectives that you both gave.
well I would imagine you do, he seems to want to emulate you know. I see no thinking in your work though, and there has been little in any of ceave’s work recently. I do see two men with childish views, adolescent smugness, and the desire to be taken seriously as an adult without having to actually be one. I also see ceave doing his hardest to deny any and all Personal Responsibility for his life. such is paganism just before it inevitably collapses. you remind me of a quote though, from Venerable Fulton Sheen: “The modern man is no longer a unity, but a confused bundle of complexes and nerves. He is so dissociated, so alienated from himself that he sees himself less as a personality than as a battlefield where a civil war rages between a thousand and one conflicting loyalties. There is no single overall purpose in his life. His soul is comparable to a menagerie in which a number of beasts, each seeking its own prey, turn one upon the other. Or he may be likened to a radio, that is tuned in to several stations; instead of getting any one clearly, it receives only an annoying static.” That is not the full quote, if I find it I will make a new reply with it too.
It is from “Peace Of Soul,” one of the best books ever written. Here’s the full thing: “ The modern man is no longer a unity, but a confused bundle of complexes and nerves. He is so dissociated, so alienated from himself that he sees himself less as a personality than as a battlefield where a civil war rages between a thousand and one conflicting loyalties. There is no single overall purpose in his life. His soul is comparable to a menagerie in which a number of beasts, each seeking its own prey, turn one upon the other. Or he may be likened to a radio, that is tuned in to several stations; instead of getting any one clearly, it receives only an annoying static. If the frustrated soul is educated, it has a smattering of uncorrected bits of information with no unifying philosophy. Then the frustrated soul may say to itself: "I sometimes think there are two of me a living soul and a Ph. D." Such a man projects his own mental confusion to the outside world and concludes that, since he knows no truth, nobody can know it. His own skepticism (which he universalizes into a philosophy of life) throws him back more and more upon those powers lurking in the dark, dank caverns of his unconsciousness. He changes his philosophy as he changes his clothes. On Monday, he lays down the tracks of materialism; on Tuesday, he reads a best seller, pulls up the old tracks, and lays the new tracks of an idealist; on Wednesday, his new roadway is Communistic; on Thursday, the new rails of Liberalism are laid; on Friday, he-hears a broadcast and decides to travel on Freudian tracks: on Saturday, he takes a long drink to forget his railroading and, on Sunday, ponders why people are so foolish as to go to Church. Each day he has a new idol, each week a new mood. His authority is public opinion: when that shifts, his frustrated soul shifts with it.”
Unsure if that was a joke comment. Fortnite does feature loot boxes in the form of loot llamas from the llama shop in fortnite save the world. All issues with loot boxes that were related to the llamas don't exist anymore. You know exactly what you'll get and you can't pay real money for them. It's a win-win situation for both Epic games and the players.
The Pokemon issue is why I loved the games that let you deterministically farm berries. Being allowed to spend a few days (or weeks) farming Lum, Leppa, and Sitrus berries let me completely ignore the feeling of consuming something I might need later, because if I have 50+ of them, and they cost me nothing but time to obtain, then I don't feel like I am wasting a consumable or wasting money on consumables. That's why Sword and Shield removing berry farming is one of the biggest things I hate about the game. There are some cool berry-centric strategies that can do some incredible stuff, but they require super rare berries, so building a team around it is heavily discouraged, as you could easily run out and be unable to do the thing the team is built for.
To avoid losing everything to the Lynel when killing, shoot the face and when you attack it while on it’s back, the weapon you use there doesn’t actually lose durability, knowing this made Lynel hunting pretty fun for me
I mean if you dont wanna lose durability on your weapons including your bow since you still have to shoot it I think its best to take advantage of your creativity than to simply cheese it. Bring a metal box to the lynel fight and kill it with magnesis!, That would be one way to kill the lynel without losing durability in a non cheese way. Of course there's nothing wrong with just killing it the way you did.Its honestly pretty fun to cheese a boss in a video game
I remember back in the day when this channel was dedicated to mario maker. Good times Oh how we all have grown. The quality of this channel is through the roof! Good job ceave.
I agree, but I understand why he stopped doing those. What is there left to do? It's almost impossible by now to come up with a new and creative contraption that nobody knows.
@@ichamsakkar4249 agreed, though I do wish he did a few MM videos once and a while, it was weird that he hyped up MM2 and it's new items so much and then never did any videos showing them off but of course I'm happy with whatever he puts out, whatever he wants to do is what he should do
Love Ceave's solution! My thought was to greatly increase the durability, reduce the drop rate, and have breakage be tied to attack timing: badly timed attacks would do more damage to your weapon than well timed ones. Or maybe the same amount of damage taken, but less given. Killing high-level enemies would give longer lasting weapons, at the cost of several weaker ones. A trade-off rather than a loss, and no longer a complete loss.
Silver enemies where always bullshit, you killed off tons of high level weapons for a mid tier PoS that would die half way through a combat with some mid level enemies.
Good video, although a personal note: My problem is I always manage to lose my weapons on enemies I think are very strong, only to meet another strong enemy that I can't defeat and I don't know how to get a good weapon to defeat it. The game became a bit of a grind for weapons and frustration at not being able to defeat enemies very well. So I never finished. Great game otherwise.
Thats why Hyrule castle exists. Its filled with easy to kill enemies with strong weapons that, unlike chests, respawn every blood moon. Thats a feature just as fundemental as heading to korok forest for the master sword.
@@Deeznuts-gd6lm Why would I think to go to the last area of the game without good weapons to get better ones? I never even thought of that and what I did after around 2 hours of gametime, I avoided all enemies, because why even bother. Enemies are, for me in botw, completely useless to kill
I‘ve gained a bit of a gambling addiction myself because I‘ve played Fire Emblem Heroes since it‘s release (the Fire Emblem series has been one of my faves ever) and at one point I got weak and fell into the gacha hell and spent several hundreds of euros on orbs. I‘ve since deleted the app and I‘m trying to avoid all gacha games (including those like Genshin Impact, not just apps). I’m in my mid 20s and it really scared me how little control I had over myself. So I really appreciate that you touch these kinds of topics as well and your recent content has been so amazing and interesting. Love the deep dives and breakdowns of background information concerning these companies
I found that some knowledge of the underlying psychology of those mechanics, or even just simply awareness of their existence already helps a lot to keep oneself from falling for it, also it can be hella interesting. Keeping track of the amount one has spent and setting it into relation to other things that money could've bought can also be a real eye-opener. Hope you can steer clear 🤞
@@patrickj yeah the thing is that it started out with small amounts like 10€ a month or sth... and then it slowly built up and I was like „another 30€? Okay yeah whatever“ so in the end I spent about a hundred a month :( putting this in relation helped a little but for me personally, deleting everything was what made me feel the safest at that point. Thank you a lot for your words
I really liked the whole explanation of blaming individuals for systematic problems. It's scarily similar, if not the same thing, as arguments used to defend rapists, such as "she was dressing provocatively." It's a very scary and dirty tactic that I'm very happy you explained so well in this video, Ceave. I love that you don't shy away from complex topics and I hope you keep making content this good.
im really happy a bunch of people will see this who otherwise wouldn't be exposed to this kinda, well written and thought out deconstruction it is so monolithically present in our lives, from the way we respond to a car accident (at least where i live) to the,, er, war on drugs I guess it makes me really happy to see someone spreading positive information
Honestly who makes that argument? I hear people saying she shouldn't drink that late, NOT to defend the rapist, but to warn others to protect themselves better. I have only once or twice in a decade seen people actually try to defend rapists this way. Might just be the difference between where we each travel though. I have regularly seen "men can't get raped" arguments and such. Anyone who blames the victim of rape is disgusting, but to warn my own family and those I care about not to endanger themselves by leaving themselves vulnerable I think is an entirely fair thing for me to do, no?
@@pubcle Yeah it's fair to warn people, that wasn't even brought up. As for blaming rape victims, I've seen it a decent amount. It usually comes from the idea that bad behaviour must have been provoked or that rape is the result of someone being aroused and not the obvious violent power grab it actually is. Hence why the the blame then shifts to the victim.
@@some-one-else I just see the statement "you should travel in groups and be careful of getting drunk, don't make yourself vulnerable" as often being equated to defending these atrocious acts. So I wanted to make a note of that. I have almost never seen that but again, might just be the difference in the circles we travel and the places we visit.
If a Lynel sword were durable enough to kill a Lynel, I would have had zero problem at all. I think they just made them too fragile. They should feel like Rupies in OOT. at first you need them, eventually your wallet is always full.
I mean, technically all weapons are durable enough to kill a lynel if you know how and are patient enough, but besides that, lynel bows tend to be pretty dang durable and are one of the best ways to kill lynels and all lynels drop them
Your comparison with rupees is better then the solutions I have seen in all of these video's, simple yet effective. Maybe leaving weapons for permanent use is the way to go, but you can only activate the ability with the monster specific essence or something. So the weapon itself becomes a normal standard weapon a.k.a. the wallet, and the essence are the rupees.
I agree that some weapons should have more durability, but I disagree with the wallet. I personally don’t see any problem with the rupees, if I got that many rupees, that is how many rupees I have. It isn’t overpowered, or anything like that. Also, I find it weird that you find the rupee limit to be like 90000 too high, but getting 9999 of every material is perfectly fine.
I wouldnt mind using the Fairy Fountains to make weapons more durable or to get special verisons of that weapon by turning in a buch of materials for it. Just annoying having to keep stock of Good Weapons and all the "trash" weapons I will use in normal fights.
I wouldnt mind using the Fairy Fountains to make weapons more durable or to get special verisons of that weapon by turning in a buch of materials for it. Just annoying having to keep stock of Good Weapons and all the "trash" weapons I will use in normal fights.
Oh this is far worse than that, he is openly trying to use a ideo game to claim the faults of his past aren’t due to him and that Personal Responsibility is evil.
that’s because his diversions have nothing to do with the topic, he just wants to talk about politics (seemingly his new religion) now, but has a video game oriented fan base. If these were his first videos no one would have watched him.
@@JPX7NGD you do realize he is also analyzing why he changed his mind from the first video right? The "diversions" are relevant because he's comparing his prior and current thinking
I have to be honest here. Breath of the Wild activated some loss aversion to me at first, but it is quickly replaced- because the tougher tbe monster you beat is, the better their weapons are, and the more man-made weapons last a longer while... so beating a group of tough enemies felt like upgrading my weapons, or replacing a bunch of weak weapons for a good one. And if they weren't tough enemies with good weapons, well, bombs would do the trick. The only thing that truly hurt me like that is arrows, due to how expensive and rare they are- and that in itself led me to hunt out bow-wielding enemies stealthily to steal arrows and such- but limited arrows were always something in Zelda, except for some titles like Four Swords Adventures. I hunted out powerful Lynels for their overpowered savage bows, or their massive shields or crushers- said crushers used only against the biggest of enemies, like guardians. So do I understand the point of this video? Yes. Do I agree that BotW's breakable weapons incite "loss" when faced with a challenge? Not really, no! It always felt like a net gain, no matter what encounter I got myself into!
The moment I learned how to overcome loss aversion was the moment that I realized how incredible turn-based JRPG combat systems were. Until then I never used consumables or powerful spells and I’d spend hours grinding to beat a boss with raw power rather than beating the boss in a more fun and clever way with the tools that were already at my disposal
For real. There are many games that have items like Potions, Ethers, Elixirs, or consumables that buff your stats temporarily, but I'd always just prefer to boost my stats permanently and fight a boss rather than immediately fighting it but using a consumable. Which is something that plagues almost all RPG games (and JRPGs).
That works until you get to a boss that you can't beat with good strategy alone and have to painfully grind your stats up against usually chump enemies that just waste your time. Then jrpg turn based combat sucks.
Usage of regular consumables (store-bought or otherwise indefinitely available) is generally just a very basic part of the combat system. However, rare non-restockable (or even worse, unique) consumables are still a different beast - was that boss you used them on really the most clever choice? I don't see how the realization that using items is fun could have helped with this question and thus loss aversion.
Yeah, there have been a few games where I've overcome my fear of using consumable items and have really enjoyed them way more afterwards. The trick for me is convincing myself I'm missing out on part of the experience of the game if I don't use the items more frequently.
@@patrickj Loss aversion is an issue I have. Though I disagree with Ceave and think it falls squarely on my soldiers. This is what I would recommend keeping in mind if it's an issue for you too. Unless you have played the game before you cannot know the perfect time to use it. If I am doing a simple speedrun of DS3 I know to save divine blessings and siegbraus for bosses that are death hotspots for me. On a first time playthrough though that fear is pointless, if you don't know a perfect time, and never use it because of that, you won't be saving it, you are wasting it. Not using something at all is worse than using it at a suboptimal time. I feel that loss aversion is just me fighting my monkey brain. Logically over saving makes no sense. And since I started to think that way it has been easier to avoid.
it's okay! the corruption won't last forever and for a lot of people this can teach important lessons that will help break that corruption down! i hope you feel better though 🥺
Loss aversion only seems irrational if you are thinking in economic terms and not evolutionary terms. In evolutionary terms, a small guaranteed gain is better than gambling on no gain, I.E. it's better to be hungry than to risk starvation. Much the same, if you have to choose between loosing 3/4ths of your tribe vs. a 20% chance for your tribe to survive unscathed and an 80% chance that everyone dies, 3/4ths of the tribe is large enough it might as well be all of them, because if you have to make that choice twice then one option leaves you with 1/16th of your tribe while the other has a 4% chance your entire tribe is alive, and while that chance is small, the odds are good that only having 1/16th of your tribe left is evolutionarily the same as losing the entire tribe, so better to have a 4% chance the tribe survives than a 0% chance. When the stakes are life and death, taking the chance on life is far better than choosing a slightly less bad death.
This is why I used to only fight with remote bombs. I feel like if we had bigger weapon storage it would make the combat better because you could fight and break weaker weapons.
I think for the people that are really risk adverse there should be like a Kokiri sword that you keep the whole game is weak and has a short range but is still usable no matter what. That Or pull a Wind waker where the Master Sword is still usable even without its power, but it's just a lot weaker. Going off of base BOTW stats maybe like 10 attack? At that level the only weaker weapons I can think of are all Wooden, so they'd still retain a use as a torch. And since you can't throw the master sword it means that other weak metal weapons still have uses with Magnesis or stuff like that.
@@Pingunito_ Thing is, 20 isn't some kind of magical number where humans just tend to think it's barely too small to be satisfactory. Even if BotW had 100 inventory slots, your brain would just think 100 is the number of good items you COULD have if you kept all of them and would treat it the exact same way you do 20.
I also think that this is a fine line to walk. For me personally in a game loosing everything and being put into a bad situation that you have to figure out how to get out of somehow is tremendously fun. But I could see how that would be a nightmare for some players. One of my friends hated Breath of the Wild because of this system but only found out about 7 hours in how much he hated it. There was not really great a way for Nintendo to telegraph this to potential customers that this might not be for them.
I feel like it's a sign of just how much thought and insight go into these game design/philosophy videos that I haven't owned Nintendo console since the SNES (and literally played a contemporary Nintendo game on someone else's like three times in the same period), and just knowing *about* those franchises by media osmosis is enough to let me engage with and appreciate the points you're making (and want to recommend them to everyone I know who plays videogames in any context).
Ceave went on the most massive rant about microtransactions in the pikmin section and I, a fan of ceave and things that aren't microtransactions, wouldn't have it any other way.
I've had big loss aversion in the pass but botw didn't trigger it much at all. All you have to do is use your weapons in weakest to strongest order. This ensures your streangth is constantly rising and your not struggling to find weapons. And it eliminates the need to choose to break something specific. I think it can be improved but really I think if most people followed this strat it would not bother them as a significant problem.
I actually had no issue with my weapons with weapons during my playthrough, because i knew that I could alway go kill some ennemies again to get them again, I always had enough and the biggest flaw I found in this system was that I had to throw away good weapons just because I had better ones to collect and my inventory was full.
the problem with it is that it highly encourages you to only use one weapon until it's broken because there's no way to repair weapons there's no reason to keep a half broken weapon, or to even switch off it the system seemingly encourages switching between weapons quickly for advantages, but somehow encourages the complete opposite
The funny thing about this is it happened to me without even realizing what was going on. I'd just keep getting underwhelmed and exhausted from losing my good stuff that I'd just get tired and put the game down and never come back to it. I couldn't really ever put into words why I was feeling that way.
same, I really enjoyed the early game, and then I got to the middle, did a bunch of stuff, and my entire weapon arsenal became situational items like fire and ice, and then those disappeared and I was left with no good weapons or shield, and then I'm just not sure why I stopped playing the game.
same thing for me, exemple in any JRPG I must have at least 10 times the same item lol. I hate odd numbers. Also I did the same thing like him for the Lynel. I didn't want to lose all my weapons, so I don't fight Lynel lol.
@@gamerskingdom4897 that is true, I found it was sometimes cool to feel like I was building myself up from just what i could find. that said, it got tedious and was detrimental imo
I remember when I first played breath of the wild I would use bombs for everything because I was afraid of losing my cool weapons. I eventually got over it but I still ended up only using low tier weapons throughout my first playthrough.
On the other side of the coin, I only used the cool weapons, and then couldn’t use them. It ruined endgame exploration, because I just went where I knew I could get more cool weapons.
@@sumthinorother9615 But you get more cool weapons throughout the game closer towards the end overall so that exploring older areas is still fresh and you can go to whatever area you want in the game in whatever order without it feeling too strong or weak. It's literally designed that way, as there's systems that increase the tier of enemies and weapons they spawn with as you continue to kill more enemies.
Yeah and theres also a third side of the coin ware th3 fact that the basic abilaty to fight is aconomble can lead to vary interesting situations there is a reason survivql horor is a genra
Avoiding combat WAS an intentional consequence of the system, as the developers have said in interviews. Coming up with clever ways to kill enemies, or simply running away, can be fun too.
Me, cheerfully mapping out how to complete every single encounter with my infinite bombs: I dunno what you're talking about, I _love_ the durability system. I wish more things broke, really.
Oh my god, I just realized a lot of stuff due to this video. Maybe it's only because I'm like 14, but this really made me realize how different advertisements work in different places around the world.
that's awesome! that you learned a bunch people don't expect others to know everything! especially young folks! and even when you get older it's okay to not know everything too, as long as you're willing to learn
I think it's more difficult than that. For example: Dark souls difficulty can discourage people from playing it the same way the breaking of the weapons can make you not enjoy Botw. But this doesn't mean that games like this are "bad", it just means that they are a certain type of game that some enjoy and some don't. Because of this I'd say that the people are responsible for not liking it, but that this isn't a bad thing. You wouldn't judge a person that doesn't like pineapple on pizza for not eating a Pizza Hawaii, would you. But that doesn't mean that the pizza is extremely good.
The point Ceave is making is that weapon durability ended up being counter productive to its intended purpose. The devs likely wanted to encourage free flowing creative combat, but if you're avoiding combat in order to save your favorite weapons you won't experience the intended playstyle as often.
For certain pepole for me and many others it made combat by requireimg instead of me just saying ok this weapon have big number me youse oh me win 5000000000 times
Weapons Breaking in BotW actually function like loot boxes. None of the lead up is fun, till X is about to break pops up... then the anticipation for that big flashy colour and loud noise sets in. You think it is fun and enjoyable... but in reality you enjoy the end state. It is a predatory system because it isn't actually fun, it is making you think it is by giving you excitement and anticipating it despite the fact there is no fun prior to it. Like smoking or drinking, the bitter taste and coughing isn't fun... but man that kick it gives you is exciting. Look at Animal Crossing recently, tools breaking isn't fun in any way shape or form... it is just there and annoying. Because tools just casually break with no flash. The act of breaking is no different, use them and they break.
i've kinda not really talked about it, but i really agree on the "great in-spite some of its gameplay choices" nature of breath of the wild. although, one problem i've had that i'm not sure has come up is the effect that that choice with weapons has on the rest of the design, as it limits how they can be used as tools for puzzles, which inturn somewhat lessens how some can be used for combat(especially with regards to bosses), though granted and thankfully the runes exist to alleviate this.
@@simonjourdan3699 Ive never played Zelda but for minecraft, tools breaking is important because if they didn't you would have unlimited resources. I don't know if this applies to Zelda aswell.
@@ExplosivePine You can already have unlimited resources in minecraft actually. You can make iron golem farms and the worlds are so big that they may as well have no limit on the amount of resources. Tools breaking isn't that important in minecraft because if your stone pic breaks, you can just make another one. It's just annoying after a while honestly
@@user-mq1ng6sj7b My bad for the incorrect wording there but what I meant was that minecraft wouldn't work with having unbreakable tools especially early game. Iron farms and stuff are for late game when needing resources doesn't really matter as much as you bassically make everything using farms.
The weapons giving something when they break is a really good idea, be it rupees, or an item required to upgrade some armours (like the barbarian armour) or something else. That would be way better than just freeing a spot in the inventory.
Except for the fact that the reward would probably be useless at best and a reason to grind a ton at worst. As was mentioned in the video, they explicitly want to avoid having meta game reasons to play the game
Honestly, I enjoy systems that cause me some degree of pain and force me to butt heads with my own irrational impulses. For example, Dead Rising's brutal and unfair broke me of my need to play through games "perfectly." Dead Rising and Pikmin's time limits broke me of my need to play purely conservatively. Devil Survivor's fusion system broke me of my need to try to craft The Perfect Team and never stray from them. And BotW's weapon system broke me of the need to engage EVERY single monster I encountered, as well as the need to conserve all my best weapons for a far-off end game. It let me push back against my own irrational sense of loss aversion. It meant that there were painful choices to make and losses to face; but that pain ultimately lead to a more satisfying experience than simply always being able to equip the best weapon for the current challenge. And it let the devs include more powerful, exciting weapons that would've been ridiculous had they been unlimited use: imagine being able to snag an early-game Frost or Thunder Spear and getting to stunlock your way through the rest of the game. On the one hand, it's certainly true that BotW's weapon system may have caused such severe loss aversion in some individuals that they couldn't enjoy it -- that it lead to unfun agonizing decisions instead of fun agonizing decisions, and I'd certainly want Nintendo to consider alternatives because there could very well be a better system out there. My point is just that I think you leap from "invoking loss aversion = invoking pain" to "invoking loss aversion = bad" too quickly, when I think the role of "pain" in games is a nuanced conversation. (It's hard for me to imagine a game that could be fun without SOME kind of pain, honestly...) I do agree that if a player doesn't have fun, that's important even if the barrier comes from their own irrational impulses, and it's worth trying to find alternatives to those systems. But it's also important to realize when you're getting in the way of your own fun and see if you can do something about it; asking yourself if a more fun play pattern is available and what's stopping you from engaging the game that way instead.
A super simple fix for this is to not have the weapon just violently explode and disintegrate when it's durability is used up. Most games that feature durability for weapons and tools have a method of repairing and maintaining them, not just going "oh well, my weapon's broke. Guess I have to throw it away and get a new one." Breath of the Wild not having a way to fix broken weapons made it feel like the mechanic was half-baked. If anything, it's more thematically fitting for the setting of Breath of the Wild that Link, a traveling swordsman and master of the wilderness has to be skilled at keeping his weapons in shape because out in the wild is where they'll be subjected to all the kinds of elements that would realistically make his weapons get rusty and brittle and likely to actually shatter.
The implicit premise here is that weapons in BotW are worth repairing when I think they simply aren’t. It’s not like weapons are rare or so functionally distinct that losing one compromises your ability to continue playing. It’s more like Halo: you pick up a weapon, use it until you no longer can (it breaks or you run out of ammo), pick up a different one and keep going. BotW isn’t an RPG. Combat is supposed to be fast and dynamic. Changing weapons on the fly is a part of that.
or do the New Vegas way, were once it "breaks" you can still use it but with much lower stats now, and combining 2 broken ones together gives you back one full one again, and really rare weapons that don't have many other weapons of the same type to repair with need a rare but renewable consumable special item to repair them, and that repair item can be used on any weapon if you'd like, and the master sword can slowly passively repair itself like i think it does already, and you can use the material to repair it back to new. I feel like this works way better then what they have now while keeping the intent the same but without frustrating anyone.
Alternative proposal for the broken weapons: When a weapon breaks, it leaves behind a unique fragment (unique to said weapon). If you later find a weapon that is the same (or sufficiently similar, same series or so) you can forge the fragment into the weapon, making it stronger. A stronger weapon leaves a stronger fragment, etc. So for instance, a skeleton arm starts as it is, but leaves behind a bone when it breaks. You can forge this into another skeleton arm, making an skeleton arm (+1). When that breaks, you get a bone (+1). Using a bone (+1) or two bones turns an arm into an arm (+2), etc. I think the bonus should be somewhat significant and linear, such that in the end an skeleton arm (+30) is stronger than nearly any other weapon. It still breaks quickly, but that then really motivates you to look for another skeleton arm to get an even stronger weapon. Oh, and get rid of the overly small inventory; if you make weapons breakable then add least allow us to hoard weapons. Nothing feels worse than leaving behind a decent weapon for a better weapon, then not daring to use the better weapon because it may break. At least let me still have the decent weapon then!
Actually, Ironically, there's a hidden EXP system in BoTW, every time you beat a monster, you gain EXP, and weapons slowly get better. After a certain amount of one monster type has been beaten, (Like 15 blue Bokoblins, for example) You'll stop getting EXP from that monster. There's a cool video all about this here: th-cam.com/video/rWFy8v9snfs/w-d-xo.html
@@pokedude583 There are strong arguments to be made for hiding game mechanics. But lets assume for the purpose of this counter argument that it is bad to hide. The game has a number of things that can increase world level. It is effectively impossible to not advance the world. So even if you kill nothing the loot will get better. Though at a slightly slower rate.
@@theloyalwraiths8827 Yes, but the first time player wouldn't know this. They still feel like they're only losing things after a fight. They never feel like they got a reward, even if there is a hidden reward mechanism that makes new weapons better. The experience is shaped by how the player feels, so I would say hiding away reasons for the player to fight is not a great choice.
@@NoGoodNamesToday I would disagree on the basis that you will consistently see all your numbers go up. Once again, even if you only ever use your worse stuff, you will keep progressing easily.
I think it's incredibly rational to make the economical decisions described in the example. I am *prepared* to plan/strategize using the money I already have. If I can handle a $3000, I can probably handle a $4000 loss. The additional $1000 are not worth as much as the first $1000. The same is true when gaining. I can't buy myself anything nice with $0, but I can buy almost anything I want with $3000.
To be clear... you can definitely reach rational conclusions for irrational reasons. And I know firsthand that loss aversion can be easily exploited. I just don't thing this example scenario is purely testing for loss aversion and irrationality.
Regarding the Lynel problem: I'd definitely use up my weapons while fighting him, for several reasons. First, I can find those weapons again rather easily and frequently enough. Second, if I didn't collect the weapons to fight the most powerful enemies, then what did I collect them for to begin with? And third and most important, the Lynel (And other major enemies like a Hinox) drops materials that are needed to upgrade some of my armor gear and clothing. And guess what, as opposed to the weapons that are temporary, armor and clothings are PERMANENT, meaning that you basically exchange your weapons for higher armor levels that don't expire. I do think that this reasoning went into the design of the fighting system just as well.
I'm not so sure about people who pre-order having no blame at all in the system. Video games are made for our entertainment, so of course blaming individuals for their experiences for not being entertained is fallacious, since that's obviously a problem with the game, and people can't choose whether or not they like the game. However, people are choosing to pre-order, and that's making the gaming industry suck as a whole, even though every individual *is* capable of choosing to not to pre-order. This is different from the gambling scenario, because even though people "choose" to open loot boxes, that choice is fueled by a psychological addiction. The only way people can't be blamed for pre-ordering is if there is also some psychological trick that's being used to make people continually pre-order, even though they don't want to. However, when you ask people who pre-order, they always suggest that they actually like pre-ordering, and there's nothing bad about it, but when you ask gambling addicts, they'll say they don't actually like wasting all of their money, and they want to stop, but they can't.
Being able to repair weapons would gut all of the good that comes out of the system and make it inconvenient. You can fix the champion weapons, but they’re not that strong and you need to do the plotline to get to them. Imagine just blowing up a Lynel immediately and then just repairing its weapons for the rest of the game
@@PlatinumAltaria repairing would give rupees meaning as well, you end up with way too many rupees by the end unless you go to the great fairies to max out armor
Gonna have to disagree with Ceave here. Loss aversion isn't a good enough reason to declare that a mechanic is bad. I can agree that the other examples of blaming the individual were not actually solving the problem. But, I don't think it applies here. In the pokemon example, Ceave himself admitted that he was playing the game wrong. I'm guilty of the same thing and I'm sure if I went around claiming that Pokemon is flawed because your Pokemon can faint and loss aversion makes me not want to use potions, people would say my reasoning was bad, tell me to change the way I play the game, and show me that I need to get over my loss aversion and use items. I say the same applies here. The same way hoarding items and never using them is a bad way to play Pokemon, hoarding your favorite weapons instead of using them is a bad way to play BOTW. I do think Nintendo provided other ways to incentivize combat to balance out the loss, like getting MORE weapons, materials to upgrade gear, and just how fun combat is. I do think maybe Nintendo could increase weapon durability to help ease people who feel like the weapons break too easily, but I hope they also lower the amount of weapons you find, because my weapon inventory was usually still, even while constantly fighting.. Great video though Ceave and I would have no issue if Nintendo incorporated your idea for the sequel.
Perfect counter-argument, I wonder if he's getting too carried away with his own imagination to realize he's making lots and less value arguments in his videos
Oh my god I die a little inside every time someone acts like an amount gained is the same as an amount lost .if some one has the opportunity to gain either 3000$ or the chance to gain 4000 the risk calculation is are you willing to lose out on 3000$ for an 80% too gain 1000 your putting high risk for low gains. The logic for the gain side is still fairly reasonable, but the logic for the loss side is for the average person is crazy there for many people an unexpected loss of 3000 dollars could very well be two months rent and food it isn’t simply a loss of 3000$ it could lead to the loss of someone’s place of living or car! If 3000 dollars puts someone at an ultimatum then the risk that 3,000 vs 10,000 becomes irrelevant all that matters is a guaranteed loss or the chance at safety. These numbers don’t exist in a vacuum when you’re playing with numbers large enough to have immediate ramifications on someone’s life min maxing the odds takes second chair too survival.
Thank you for putting some common sense into this mess that that argument in the video was. Allow me to add one thing: The expected long-term gains and losses that he so proudly presents "On average option A will turn out better than option B bla bla bla" are completely meaningless, if get to pick only once. If you pick only once, the perspective of "which option has more impact IF it actually hits" is way more important and impactful
Yes, thank you!! I love Ceave's videos and rarely disagree with the points he makes, but this particular argument just seemed really off. It's not irrational to prefer reliable gains to gambling, and while the loss situation is trickier, there are very valid reasons that can motivate peoples' choice (as you point out).
It's strange but the pokemon scenario and BotW aren't the same at all in my head In Pokemon, the items are optional, I find myself not really using them, often preferring rather long treks to the pokemon center rather than just a potion. But in BotW... Well, they aren't really optional. You get and break weapons from the get-go. I instead often focusing on putting the weapons to as good use as possible, rather than trying to hoard them. I loved getting off a sneak attack and a large amount of damage for only a single strike. I love encountering a lynel or a hinox or a minor guardian or whatever to have something worthy of using the good weapons on, knowing I will usually get an upgrade back. And the large guardians, the only enemy who doesn't replenish the weapons you use, I pretty quickly found out shields were most effective against... I dunno, i really appreciate the broken weapon mechanic and hope it stays in BotW2 when it comes... I also believe it couldn't have that big an impact, even if it was detritmental, as most people I know think BotW has been one of the best gaming experiences of the decade, despite some uttering a dislike for the broken weapon mechanic
I feel like weapon challenges like you suggest kind of throws us back to those “classic progression systems” with skill trees you mentioned earlier, rightfully stating Nintendo wasn’t willing to go for those anymore.
Yeah, but that's the answer. Classic progression systems. Btw, Breath of the Wild is full of that. Korok seeds give inventory space, shrines upgrade your HP and Stamina, you craft permanent armor upgrades at the fairies, etc. Only the weapons are such crap.
@@19Szabolcs91 : Not exactly. Shrines and koroks are a bit of a challenge → reward kind of mechanic. They are a finite set of challenges you can take to get exclusive items you then use as _currency_ to acquire upgrades. The thing is “classic”, hardcore progression systems are built around actions you can repeat indefinitely to farm so-called EXP points which give you upgrades in the form of levels and skill trees. Link doesn’t gain any attack power for playing the game a lot. The EXP system of BotW is actually hidden and only increases the strength of enemies and their weapons. Link can only increase his health or stamina by CHOICE if he does decide to complete shrines. That’s entirely optional and you can play the game for hours without ever increasing Link’s strength because there’s no EXP system for that, no upgrading of Link’s strength unless you really want to invest in that.
I agree. Although I think Ceave's idea for a fix is neat, I think that it would fail quickly in practice. Perhaps weapons having some kind of super-powerful boost just before they break could work, but that'd cause other problems. It's a hard problem to solve.
Honestly, all you need is to have them drop materials when they break, then maybe add a weapon-crafting system and you'd probably fix 90% of the problem. Side-quests should just be universal, not tied to individual weapons.
@@SamWeltzin without any kind of brakes on weapons dropping crafting materials when they break, that might cause players to grind without having fun. Like, chilling out in the first area for 3 hours killing the first enemy, waiting for it to respawn, and killing it again so you can get your weapons to break. Or spending the last several hours of the game grinding to get juuuust enough crafting materials for one more upgrade before fighting Ganon. There's a Game Maker's Toolkit episode about this, I think it's called "How to Protect Players From Themselves" or something. For a lot of players (but definitely not all!), grinding isn't fun, but it's something they feel like they *have* to be able to experience the rest of the game. There's probably a way to have a crafting system based on broken weapons that also avoids turning into a grind, but I'm not creative enough to think of it.
@@NaveTVG I guess it could very well trade one problem for another, true. Clearly the solution is to fix our dumb, flawed, squishy human brains. brb, donning labcoat and becoming mad scientist.
This is pretty funny because I really do think the brittle weapons of BotW did actually enhance the open world exploration in unique ways. Having players adapt and find creative solutions to solve problems. But hey, what do I know right? I think a lot of people give the brittle weapons too harsh of a rap and don't seek to answer for a reason they would design it this way. I feel both sides have valid arguments but I have to side with brittle weapons on this one. If they made craftable weapons a thing I think the design would be practically perfect.
I think they should make more weapons like the master sword that regenerate, so that you can still experiment with new weapons, but not have a permanent setback.
To your point that loss aversion affects everyone differently, is it weird that I literally never minded terribly if my weapons broke throughout my entire BotW experience? Even the rare ones you get during the Devine Beasts quests were weaker than other stuff I was picking up so I was good just grabbing something new and working with it. I liked the video and understand the argument, certainly, but I feel like quite an outlier in the honest truth that I just never cared for all 70+ hours of my BotW playthrough that I was breaking weapons left and right. I must be weird.
I think the reason this happens is that people don’t deem it necessary to use their strongest weapons. In Mother 3, I used items in bosses a lot, because the game was tough and I didn’t want to need to grind more than absolutely necessary. But for regular enemies? I could just avoid them, so why would I use items to fight one? In Legends: Arceus, I used items a lot so I would be able to catch more pokemon in one trip and therefore explore longer. I COULD have just warped back to camp instead, or avoided battles, but I didn’t feel like doing so. In BotW, you only need a weapon that does enough damage to kill the enemy before you either get bored or die. It’s not _that_ hard to avoid attacks, and you can eat a steak to refill your life meter with no repercussions, so the latter is unlikely. But killing a lonely with an infinite supply of mops usually feels like a waste of time, so you definitely can get bored. And more often than not, the worst non-utility weapon you have is going to be enough to fit both criteria. It’s really all about what you deem “necessary.” In the survey you talked about, I bet those who were willing to answer B on the first question were on average more financially stable. To them, it doesn’t matter whether they get the money or not. To others, $3k might be way too important to let slip. If you asked them a similar question but with something more mundane, people would probably be more willing to gamble on the chance to get more.
The only thing that really agitated me about breath of the wild was the fact that in hero mode enemies regen health so quickly. Especially early game it's really annoying and basically removes any sort of cautious play.
Yeah, I think hero mode was a bit of a secondary mode that wasn't fully thought out. Going up against gold level enemies only meant that I would burn through every one of my weapons and in vain because they'd just get the health right back. Enthusiasm gone
Master Mode could've cut that mechanic out and it would've been ten times better. I tried so hard to do a 100% Master Mode run, or at least a 120 Shrine run, but the fact that literally every enemy felt like a damage sponge was just unfun.
@@colmm6964 Tip for Master Mode: Get the Ancient Armor set, it raises Guardian and Ancient weapon damage by 80% which can be stacked with Strength 3 which raises the 180% by 30% of that total. Visit all Major Tests of Strength and you gain god-like powers every blood moon as the guardians inside respawn.
Ceave, regarding your different experiences with loss-aversion between BotW and Pokemon, I wonder if it has to do with having a limited inventory in BotW, versus the effectively-unlimited inventory in Pokemon. Limited inventories wind up providing some degree of counterbalancing to loss-aversion by making items left on the ground lost-opportunities; one type of loss to help keep another in check. To that effect, I had missed finding the inventory-upgrade system through my entire playthrough of BotW, and after watching how people play when they have many more inventory slots, I've found myself very thankful for it! I found I was having to improvise more often since I lacked storage for even an elemental-palette. While the average power and suitability of the weapons I was using were almost certainly lower, I was spending far less time looking at my inventory screen and more time just... doing things! It really has left me wondering what percentage of players might have felt differently about BotW if the inventory slots had been non-upgradeable or even more slightly more restrictive (eg. Halo has done very well with effectively two inventory slots and a mixture of "repairable" and breakable weapons). That said, I do like the idea of finding some way to transform the moment of a weapon breaking into a positive experience, as your proposal would accomplish. P.S. Even though I had no idea what the korok seeds were for during my entire playthrough, I still enjoyed collecting them! I really do wonder if even just some korok-themed aesthetic items could have been a suitable alternative reward.
I hadn't thought of the Halo comparison! Whenever I play Halo, my focus with weapons is picking up ones that are good for the current situation rather than preserving them. I think part of why that is is because Halo's weapons are relatively balanced; every weapon has at least some reason why you might want to use it over others while in Breath of the Wild, there are absolutely weapons that are better than others. Trading a rocket launcher for a shotgun feels much better than trading a Royal Broadsword for a Knight's Broadsword because the former trade makes you worse at dealing with vehicles but better at fighting enemies head-on, while the latter is a downgrade regardless of the situation. Of course, changing that would require the game to have varied situations for combat, which it doesn't, but that's a broader issue. Another part of why Halo's weapon "durability" system works better is probably how swapping weapons works. In Halo, you swap weapons by simply looking at a new weapon and holding X, while in BotW, swapping a weapon before it breaks requires manually throwing your weapon on the ground and then picking up a new one. Because of this, Halo encourages players to switch weapons well before they run out of ammo, and BotW encourages players to hold on to their weapons until they break, which helps make weapons feel a lot more valuable than they really are. A durability system where you swap your weapons low on durability for new ones could alleviate the issues of loss aversion while not completely revamping the game's design - that's basically just a reframing of how the system already works.
Super awesome video as usual! I like the food for thought your videos provide. The way it is framed it sounds as if weapon durability is an evil manipulative scheme, whereas one alternative would be what other open world games are doing, having extrinsic power progression, which imho is equally manipulative (and actually what evil frog costume companies do). Albeit the former stops players from engaging with the game while the latter pushes them to interact with it, but in a very specific way. Your quick fix also goes into that direction, and takes away the "play" character the game set out to be, but is an interesting starting point. I like the weapon juggling the durability system provides to force me into different playstyles, and would like that any new system would keep that. The game sometimes does it even outside the durability system, like you can't use metal weapons during thunderstorms.
Oh wow. When I think of that guy who beat a Lynel with a single tree branch. As hitting a Lynel while riding it doesn’t remove any durability. (yes I know, that’s admittedly not fun)
@@PlatinumAltaria : At least you can try out various methods: two-handed, one-handed, spear, bow, stunning the Lynel with a headshot, dodging and using a Flurry Rush, perfectly parrying, using Urbosa’s Fury, using Stasis+… It’s actual BotW combat with all its complexity. It is arguably much more varied than the one move of climbing on the Lynel’s back, which I occasionally do in the middle of a fight, just not for the entire thing.
@@EnrocaLaRoca : I use my 116-damage Royal Guard Claymore, or I use the 75-damage Ancient Battle Axe+++ with Attack Up and Ancient Proficiency, making it the strongest possible weapon.
The problem with this theory is that the game does have systems in place to reduce and mitigate loss aversion by having systems which ensure that you’re never left back at square one. Health-ups, stamina-ups, armor, armor upgrades, fairy upgrades, shiekah slate upgrades, warp destinations, the four champion powers and their upgrades, and the fact that enemy drops scale based on your completed shrines are all 100% permanent upgrades which further encourage exploration and ensure that even if you break all of your items fighting a lynel, if you’ve made progress toward any of those upgrades, you haven’t actually “lost” your weapons, you’ve spent them on making progress toward more permanent upgrades.
Pre-video take: Honestly never got why so many people dislike the weapon breaking mechanic. More often than not, I have too many weapons and have to shuffle out weaker ones to pick up new ones. Currently playing through the game for the first time in like 3 years and I'm constantly failing to pick up new weapons because I'm out of inventory space. There are so many ways to defeat enemies, from bombs to arrows to various environmental elements (metal boxes, explosive barrels, drowning) that even though most of my combat is done with melee weapons, enough of it isn't that I'm never running out.
“I’ll save this item for an emergency”
*Gets into an emergency*
“What if there’s a BIGGER emergency”
This.
Is this like a personal attack or something
There's always a bigger -fish- emergency
What weapons are to Breath of Wild is the potions to other RPGs
And that's why I can't use an elixir in a Final Fantasy game, even though I'm fighting the final boss and I have 40 megalixirs in my inventory.
Nintendo went so hard on breakable weapons in BotW they even made Joycons part of it!
outch that is a nasty burn
Yes, but you just got dirt in yours from not cleaning. Mine have never had an issue. Oh wait..... I think I did the thing.
@@veneratedmortal4369 can of izopropanol sprayed under the joystick does the trick for a while
@@veneratedmortal4369 if only that was the issue. sigh
Lol, right?
“So does this mean that I am a horrible person?”
“Yes.”
Yes that is what he said, good job
best part of the video imo
That part made me laugh for at least 20 seconds
he is like the “atheists” who spend every waking money trying to prove how “atheist” they are and how much they have changed (never for the better) to conform with the world.
In the early game, each fight is a way to get new and stronger weapons.
In the late game, each fight is a way to trash the cool stuff you spent a lot of effort trying to get.
It depends, fighting silver/golden lynels give you powerful weapons and things to sell, if you know where weapons respawn, then Is not a big deal if the weapon is gone, if you don't care about losing your weapon as long as you get resourses, then its worth
This is exactly how I felt. When the late game came, I found myself splitting my inventory into weapons I'm fine with using on enemies, and cool weapons that I was saving for god knows what.
@@e-tean-son4146 Except constantly recollecting my weapons when they respawn is WORK, I want to play.
If we could eliminate the loss of losing a weapon, there'd be no reason to even keep that loss, it would be pointless.
@@rumpelstiltskin6150 When I collect weapons I'm playing the game.
@@BaldorfBreakdowns Then your point is entirely different to the point of the person I was responding to.
Their opinion is "it's not much work, so it's fine", mine is "it shouldn't be work" (and for me, is), yours seems to be "It shouldn't be work, and for me is not."
How loss eversion made me play half of Breath of the Wild:
Oops, all bombs.
Stalfos, more like, bomb bait amirite.
I went most of the game beating enemies with metal boxes and abusing master sword for me
I'm definitely guilty of this myself.
I don't find using bombs fun in later game
Especially for trees. Its weirdly fun just bombing trees
I really love how Cease's videos starts on a topic, the middle is either existentional crisis, political stuff or psychology tests, and ends on the topic of the beggining like if nothing weird happened
That’s what makes them so fun and interesting!
I really don't, not when the video is a half-hour long
that’s because his excursions into pseudoscience and pseudo intellectualism are unnecessary and amount to nothing in the end. it’s just him trying to cover up base, conventional thinking with “confirmed ideas” and “party line” distractions.
@@JPX7NGD wtf u talk'n about? those words are WEIRD
@Mister Magician, if you don’t like his videos then why are you here? Also “excursions into pseudoscience and pseudo intellectualism” is just blatantly wrong. Pseudoscience is a collection of beliefs or practices mistakenly regarded as being based on scientific method. Ceaves research and evidence are based on scienctific fact and therefore are not pseudoscience. In addition, his science and research is a key component of his videos that not only make them fun and interesting but also are essential to proving his point.
Ceave: I can never use items in Pokemon
"Hey, Pointcrow here, do you ever get collectors anxiety?"
Lol that’s exactly what I was thinking
What is collector's anxiety
@@bookswithbek2702 i think its the thought „oh, thats a cool item, but im not going to use it now, i might need it later“
I don’t think my brain has ever collapsed faster than it did when ceave said “shit”
Holy fuzzy
*Viewer.EXE has stopped working*
I wasnt sure if i heard him right lol i mean not like they arent allowed to cuss but i just wasn’t expecting it
I can’t believe this dude literally shaking rn
I thought I was the only one that heard that, and maybe i was going crazy
Ceave Gaming said a no-no word, I’m shaking and crying, Ceave Gaming would never say a no-no word,
What'd he say again?
@@chamtheman551 *whispers* he said the s word.
@@pranavanand7346 💩?
@@chamtheman551 :O
@@chamtheman551 it’s not a bad word to me, so I’ll type it. Shit
One of my favorite things about dark souls (bare with me) is the "self expression" of choosing "my" weapon. As a gamer, this self expression is one of my main joys, and while not universal, I know there are others like me. Breath of the wild falls into an awkward position of offering me a wide range of weapons that seems to fulfill this joy, and then taking them away from me. It's the same reason I don't like to play the "nuzlocke" challenge in pokemon. Thus, if all the cool unique weapons were simply stepping stones to upgrading the same set everyone else has, it would ruin the game for me. So, how's this as an iteration/exploration on your idea of weapon quests/crafting materials: when a weapon breaks, you can choose to either scrap it for crafting materials, or USE crafting materials to repair + upgrade it. That way, in order to upgrade a weapon you would need to use it till it broke so it could be repaired, but you'd also need to use a wide range of other weapons till they broke and could be scrapped for materials!
Lack of self-expression was the big problem for me also: couldn't fight the way I wanted to. But .. I was playing on emu, so I just used a mod to disable durability altogether. It's been great, no regrets.
Ceave could make a video about how the Iranian hostage crisis relates to the evolution of Link's eyebrows and have it make perfect sense
Merio dark...
It's crazy how he went from crouch jumping, to this
@@moothecow6908 yes 🌈 ❤
@@megamushroom god I am so gay that just seeing a rainbow makes me happy-
@@zatanfromhell7718 GAY IS YAY
“I looked truly terrifying” *nods in approval of his own scariness*
as you do
Loss Aversion is the reason why most of my combat from in Breath of the Wild consisted of me chucking bombs at the enemies.
THIS. THIS IS EXACTLY ME.
Especially in master mode. Although, I did raid the castle immediately, and lost almost all of my weapons immediately, but kept pushing forward. That was my best pro-gamer move ever. Period.
Well, i personally don't find It fun, i find It boring
@@e-tean-son4146 I remember the first time I saw a Moblin, I laided a bomb trap and saw him fly off.
gamer, I like the way you think.
Hi Razbuten I really enjoyed your botw changes video
I like the way you both think
You were actually the first person I thought of when this video was published, lol. I enjoyed all of the insights and different perspectives that you both gave.
well I would imagine you do, he seems to want to emulate you know. I see no thinking in your work though, and there has been little in any of ceave’s work recently.
I do see two men with childish views, adolescent smugness, and the desire to be taken seriously as an adult without having to actually be one. I also see ceave doing his hardest to deny any and all Personal Responsibility for his life.
such is paganism just before it inevitably collapses.
you remind me of a quote though, from Venerable Fulton Sheen:
“The modern man is no longer a unity, but a confused bundle of complexes and nerves. He is so dissociated, so alienated from himself that he sees himself less as a personality than as a battlefield where a civil war rages between a thousand and one conflicting loyalties. There is no single overall purpose in his life. His soul is comparable to a menagerie in which a number of beasts, each seeking its own prey, turn one upon the other. Or he may be likened to a radio, that is tuned in to several stations; instead of getting any one clearly, it receives only an annoying static.”
That is not the full quote, if I find it I will make a new reply with it too.
It is from “Peace Of Soul,” one of the best books ever written. Here’s the full thing:
“ The modern man is no longer a unity, but a confused bundle of complexes and nerves. He is so dissociated, so alienated from himself that he sees himself less as a personality than as a battlefield where a civil war rages between a thousand and one conflicting loyalties. There is no single overall purpose in his life. His soul is comparable to a menagerie in which a number of beasts, each seeking its own prey, turn one upon the other. Or he may be likened to a radio, that is tuned in to several stations; instead of getting any one clearly, it receives only an annoying static.
If the frustrated soul is educated, it has a smattering of uncorrected bits of information with no unifying philosophy. Then the frustrated soul may say to itself: "I sometimes think there are two of me a living soul and a Ph. D." Such a man projects his own mental confusion to the outside world and concludes that, since he knows no truth, nobody can know it. His own skepticism (which he universalizes into a philosophy of life) throws him back more and more upon those powers lurking in the dark, dank caverns of his unconsciousness. He changes his philosophy as he changes his clothes. On Monday, he lays down the tracks of materialism; on Tuesday, he reads a best seller, pulls up the old tracks, and lays the new tracks of an idealist; on Wednesday, his new roadway is Communistic; on Thursday, the new rails of Liberalism are laid; on Friday, he-hears a broadcast and decides to travel on Freudian tracks: on Saturday, he takes a long drink to forget his railroading and, on Sunday, ponders why people are so foolish as to go to Church. Each day he has a new idol, each week a new mood. His authority is public opinion: when that shifts, his frustrated soul shifts with it.”
0:43 "So with Breath of the Wild´s sequel around the corner..."
Top 10 jokes that went too far
Speaking of games just around the corner, when do we get Metroid prime 4.
hey guys this aged well
@@ragnareikrem3197 indeed.
Alternate title: Ceave talks about frog gambling for 15 minutes
Better than Fortnite's lootboxes
@@RGC_animation umm well I mean fortnite doesn’t have loot boxes?... so ummmmmmm
Shit
Unsure if that was a joke comment. Fortnite does feature loot boxes in the form of loot llamas from the llama shop in fortnite save the world. All issues with loot boxes that were related to the llamas don't exist anymore. You know exactly what you'll get and you can't pay real money for them. It's a win-win situation for both Epic games and the players.
Ceave: *looks in a mirror* I'm about to end this boy's whole career.
If the mirror is two light years away
Nice maths
@@Soverthe 2+2=4
mAtH
Me every day.
: (
@@josenobi3022 the light has to travel twice becquse its a mirror
Ah, yes, after looking at the timestamps, I've found my number one favorite part of Breath of the Wild discussions, *_"How to Fail at Pikmin"_*
found ya!
top of the comment section.
Oh hey your back. Nice. Now we just need justin y.
“Leaving Slowpoke Paralyzed” is also great
That sounds like something Filmento would say.
The Pokemon issue is why I loved the games that let you deterministically farm berries. Being allowed to spend a few days (or weeks) farming Lum, Leppa, and Sitrus berries let me completely ignore the feeling of consuming something I might need later, because if I have 50+ of them, and they cost me nothing but time to obtain, then I don't feel like I am wasting a consumable or wasting money on consumables.
That's why Sword and Shield removing berry farming is one of the biggest things I hate about the game. There are some cool berry-centric strategies that can do some incredible stuff, but they require super rare berries, so building a team around it is heavily discouraged, as you could easily run out and be unable to do the thing the team is built for.
To avoid losing everything to the Lynel when killing, shoot the face and when you attack it while on it’s back, the weapon you use there doesn’t actually lose durability, knowing this made Lynel hunting pretty fun for me
I mean if you dont wanna lose durability on your weapons including your bow since you still have to shoot it I think its best to take advantage of your creativity than to simply cheese it. Bring a metal box to the lynel fight and kill it with magnesis!, That would be one way to kill the lynel without losing durability in a non cheese way. Of course there's nothing wrong with just killing it the way you did.Its honestly pretty fun to cheese a boss in a video game
@@Deeznuts-gd6lmpretty sure they break those. Plus in master mode they regen if not hit in a little bit
I remember back in the day when this channel was dedicated to mario maker. Good times
Oh how we all have grown. The quality of this channel is through the roof! Good job ceave.
I do wish he did MM stuff again, but these are also very good
I agree, but I understand why he stopped doing those. What is there left to do? It's almost impossible by now to come up with a new and creative contraption that nobody knows.
Nintendo killed Mario. It was only normal for reasonable people to move on
I found his channel because of MM but I love all his videos since he talks about other major Nintendo games
@@ichamsakkar4249 agreed, though I do wish he did a few MM videos once and a while, it was weird that he hyped up MM2 and it's new items so much and then never did any videos showing them off
but of course I'm happy with whatever he puts out, whatever he wants to do is what he should do
Hold up
Are you telling me that Steve the Pikmin isn’t the cause for every death ever?
Lunacy
This is why I hate Steve. It happens all the frickin' time!
fricking steve
Whilst this is interesting, we need to discuss more important matters;
We need to see ceave's terrifying halloween costume.
I think he already showed it, it was the headband + two spiders painted on his cheeks
It may be a fuzzy
And his pan collection!
It was shown in the face reveal or in one video after it.
Love Ceave's solution!
My thought was to greatly increase the durability, reduce the drop rate, and have breakage be tied to attack timing: badly timed attacks would do more damage to your weapon than well timed ones. Or maybe the same amount of damage taken, but less given.
Killing high-level enemies would give longer lasting weapons, at the cost of several weaker ones. A trade-off rather than a loss, and no longer a complete loss.
Silver enemies where always bullshit, you killed off tons of high level weapons for a mid tier PoS that would die half way through a combat with some mid level enemies.
the problem with breaking at all is that it encourages you to only use a single weapon until it breaks
which your idea would actually worsen 💀
Good video, although a personal note: My problem is I always manage to lose my weapons on enemies I think are very strong, only to meet another strong enemy that I can't defeat and I don't know how to get a good weapon to defeat it. The game became a bit of a grind for weapons and frustration at not being able to defeat enemies very well. So I never finished. Great game otherwise.
Thats why Hyrule castle exists. Its filled with easy to kill enemies with strong weapons that, unlike chests, respawn every blood moon. Thats a feature just as fundemental as heading to korok forest for the master sword.
@@Deeznuts-gd6lm Why would I think to go to the last area of the game without good weapons to get better ones? I never even thought of that and what I did after around 2 hours of gametime, I avoided all enemies, because why even bother. Enemies are, for me in botw, completely useless to kill
@@frobbel9643 worst part is that i highly doubt nintendo has put in any effort to actually fix breath of the wild's problems
I promise _I_ wont break your weapons in Breath of the Wild's sequel, Mr. Gaming
This is when nintendo announces PVP in BOTW 2, and the punishment for losing a battle is a random one of your weapons breaks.
he won't have to worry about breaking weapons because Nintendo will break his kneecaps for speaking out against their gamedesign
@@fabiii9954 But what if breaking his kneecaps breaks the weapon they use to break his kneecaps; should he be worried about breaking weapons then?
@@ShalakorWould Nintendo breaking their weapons would prevent them from breaking the law?
@@fabiii9954 Everyone always forgets that the weapons do bonus damage when they break.
I‘ve gained a bit of a gambling addiction myself because I‘ve played Fire Emblem Heroes since it‘s release (the Fire Emblem series has been one of my faves ever) and at one point I got weak and fell into the gacha hell and spent several hundreds of euros on orbs. I‘ve since deleted the app and I‘m trying to avoid all gacha games (including those like Genshin Impact, not just apps). I’m in my mid 20s and it really scared me how little control I had over myself. So I really appreciate that you touch these kinds of topics as well and your recent content has been so amazing and interesting. Love the deep dives and breakdowns of background information concerning these companies
:) I hope you are able to keep yourself healthy and can avoid those impulses
@@bloodydoll5897 thank you a lot ❤️
I found that some knowledge of the underlying psychology of those mechanics, or even just simply awareness of their existence already helps a lot to keep oneself from falling for it, also it can be hella interesting. Keeping track of the amount one has spent and setting it into relation to other things that money could've bought can also be a real eye-opener.
Hope you can steer clear 🤞
@@patrickj yeah the thing is that it started out with small amounts like 10€ a month or sth... and then it slowly built up and I was like „another 30€? Okay yeah whatever“ so in the end I spent about a hundred a month :( putting this in relation helped a little but for me personally, deleting everything was what made me feel the safest at that point. Thank you a lot for your words
I'm proud of you!!
I really liked the whole explanation of blaming individuals for systematic problems. It's scarily similar, if not the same thing, as arguments used to defend rapists, such as "she was dressing provocatively." It's a very scary and dirty tactic that I'm very happy you explained so well in this video, Ceave. I love that you don't shy away from complex topics and I hope you keep making content this good.
im really happy a bunch of people will see this who otherwise wouldn't be exposed to this kinda, well written and thought out deconstruction
it is so monolithically present in our lives, from the way we respond to a car accident (at least where i live) to the,, er, war on drugs I guess
it makes me really happy to see someone spreading positive information
Honestly who makes that argument?
I hear people saying she shouldn't drink that late, NOT to defend the rapist, but to warn others to protect themselves better. I have only once or twice in a decade seen people actually try to defend rapists this way. Might just be the difference between where we each travel though. I have regularly seen "men can't get raped" arguments and such. Anyone who blames the victim of rape is disgusting, but to warn my own family and those I care about not to endanger themselves by leaving themselves vulnerable I think is an entirely fair thing for me to do, no?
@@pubcle Yeah it's fair to warn people, that wasn't even brought up. As for blaming rape victims, I've seen it a decent amount. It usually comes from the idea that bad behaviour must have been provoked or that rape is the result of someone being aroused and not the obvious violent power grab it actually is. Hence why the the blame then shifts to the victim.
@@some-one-else I just see the statement "you should travel in groups and be careful of getting drunk, don't make yourself vulnerable" as often being equated to defending these atrocious acts. So I wanted to make a note of that.
I have almost never seen that but again, might just be the difference in the circles we travel and the places we visit.
Eh; still not that simple. Equally as usable in the other direction. Kinda why it's "rhetoric" in the first place.
I am back from 2023:
weapons break
If a Lynel sword were durable enough to kill a Lynel, I would have had zero problem at all. I think they just made them too fragile.
They should feel like Rupies in OOT. at first you need them, eventually your wallet is always full.
I mean, technically all weapons are durable enough to kill a lynel if you know how and are patient enough, but besides that, lynel bows tend to be pretty dang durable and are one of the best ways to kill lynels and all lynels drop them
Your comparison with rupees is better then the solutions I have seen in all of these video's, simple yet effective.
Maybe leaving weapons for permanent use is the way to go, but you can only activate the ability with the monster specific essence or something.
So the weapon itself becomes a normal standard weapon a.k.a. the wallet, and the essence are the rupees.
I agree that some weapons should have more durability, but I disagree with the wallet. I personally don’t see any problem with the rupees, if I got that many rupees, that is how many rupees I have. It isn’t overpowered, or anything like that. Also, I find it weird that you find the rupee limit to be like 90000 too high, but getting 9999 of every material is perfectly fine.
I wouldnt mind using the Fairy Fountains to make weapons more durable or to get special verisons of that weapon by turning in a buch of materials for it.
Just annoying having to keep stock of Good Weapons and all the "trash" weapons I will use in normal fights.
I wouldnt mind using the Fairy Fountains to make weapons more durable or to get special verisons of that weapon by turning in a buch of materials for it.
Just annoying having to keep stock of Good Weapons and all the "trash" weapons I will use in normal fights.
24:52
RED ALERT CEAVE JUST SWORE THIS IS NOT A DRILL WE REPEAT THIS IS NOT A DRILL OUR WHOLESOME MARIO MAKER BOY SAID “SHIT”
Why is no one else talking about this?!!
Only Ceave is able to make me invested in a philosophical and emotional train of thought regarding a mechanic in a video game.
That I don’t even play lol
@Ivelios Xilosient in that order 👌
Thats why ceave is top nintendo channel
lach, then why are his views declining with this being one of the least viewed in a while?
Oh this is far worse than that, he is openly trying to use a ideo game to claim the faults of his past aren’t due to him and that Personal Responsibility is evil.
How can one Single man upload this many creative and informative yet entertaining and funny videos so often
We must protect him at all costs!
I was so entertained halfway through and learning about stuff that I completely forgot it was about the weapon breaking system
that’s because his diversions have nothing to do with the topic, he just wants to talk about politics (seemingly his new religion) now, but has a video game oriented fan base. If these were his first videos no one would have watched him.
@@JPX7NGD So saying loss aversion is the reason many people don't enjoy BotW weapons breaking is not a legit point?
@@JPX7NGD you do realize he is also analyzing why he changed his mind from the first video right? The "diversions" are relevant because he's comparing his prior and current thinking
@@hummusdragon7518 I always thought he was for personal responsibility, but maybe the comments were wrong and he still is.
I have to be honest here. Breath of the Wild activated some loss aversion to me at first, but it is quickly replaced- because the tougher tbe monster you beat is, the better their weapons are, and the more man-made weapons last a longer while... so beating a group of tough enemies felt like upgrading my weapons, or replacing a bunch of weak weapons for a good one. And if they weren't tough enemies with good weapons, well, bombs would do the trick. The only thing that truly hurt me like that is arrows, due to how expensive and rare they are- and that in itself led me to hunt out bow-wielding enemies stealthily to steal arrows and such- but limited arrows were always something in Zelda, except for some titles like Four Swords Adventures. I hunted out powerful Lynels for their overpowered savage bows, or their massive shields or crushers- said crushers used only against the biggest of enemies, like guardians.
So do I understand the point of this video? Yes.
Do I agree that BotW's breakable weapons incite "loss" when faced with a challenge? Not really, no! It always felt like a net gain, no matter what encounter I got myself into!
The moment I learned how to overcome loss aversion was the moment that I realized how incredible turn-based JRPG combat systems were. Until then I never used consumables or powerful spells and I’d spend hours grinding to beat a boss with raw power rather than beating the boss in a more fun and clever way with the tools that were already at my disposal
For real. There are many games that have items like Potions, Ethers, Elixirs, or consumables that buff your stats temporarily, but I'd always just prefer to boost my stats permanently and fight a boss rather than immediately fighting it but using a consumable. Which is something that plagues almost all RPG games (and JRPGs).
That works until you get to a boss that you can't beat with good strategy alone and have to painfully grind your stats up against usually chump enemies that just waste your time. Then jrpg turn based combat sucks.
Usage of regular consumables (store-bought or otherwise indefinitely available) is generally just a very basic part of the combat system.
However, rare non-restockable (or even worse, unique) consumables are still a different beast - was that boss you used them on really the most clever choice? I don't see how the realization that using items is fun could have helped with this question and thus loss aversion.
Yeah, there have been a few games where I've overcome my fear of using consumable items and have really enjoyed them way more afterwards. The trick for me is convincing myself I'm missing out on part of the experience of the game if I don't use the items more frequently.
@@patrickj Loss aversion is an issue I have. Though I disagree with Ceave and think it falls squarely on my soldiers. This is what I would recommend keeping in mind if it's an issue for you too.
Unless you have played the game before you cannot know the perfect time to use it.
If I am doing a simple speedrun of DS3 I know to save divine blessings and siegbraus for bosses that are death hotspots for me.
On a first time playthrough though that fear is pointless, if you don't know a perfect time, and never use it because of that, you won't be saving it, you are wasting it. Not using something at all is worse than using it at a suboptimal time.
I feel that loss aversion is just me fighting my monkey brain. Logically over saving makes no sense. And since I started to think that way it has been easier to avoid.
This went way deeper than I expected to explain a weapon breaking system, well done.
I just wanted funny mario maker contraptions not lessons in existential societal corruption 😭
it's okay! the corruption won't last forever and for a lot of people this can teach important lessons that will help break that corruption down!
i hope you feel better though 🥺
"And now, it's time for our ongoing series... what is the most complicated way to trigger a Pswitch?"
Funny? I was there for the mega brain stuff about giant gaps and x=9
the problem is that he is wrong about the problems and his solutions are even worse than his misinterpreted problems.
Loss aversion only seems irrational if you are thinking in economic terms and not evolutionary terms. In evolutionary terms, a small guaranteed gain is better than gambling on no gain, I.E. it's better to be hungry than to risk starvation. Much the same, if you have to choose between loosing 3/4ths of your tribe vs. a 20% chance for your tribe to survive unscathed and an 80% chance that everyone dies, 3/4ths of the tribe is large enough it might as well be all of them, because if you have to make that choice twice then one option leaves you with 1/16th of your tribe while the other has a 4% chance your entire tribe is alive, and while that chance is small, the odds are good that only having 1/16th of your tribe left is evolutionarily the same as losing the entire tribe, so better to have a 4% chance the tribe survives than a 0% chance.
When the stakes are life and death, taking the chance on life is far better than choosing a slightly less bad death.
I loved the 15 minute praxis detour in the middle. Keep up the amazing work
Yes
Me listening to this while I play Pikmin 3, looking down at my phone and seeing Pikmin 3 characters: Am I stroking out?
This is taking proving myself wrong to a whole new level.
This is why I used to only fight with remote bombs. I feel like if we had bigger weapon storage it would make the combat better because you could fight and break weaker weapons.
I mean then you would just use weaker weapons for every fight because of not wanting to break the stronger weapons
I think for the people that are really risk adverse there should be like a Kokiri sword that you keep the whole game is weak and has a short range but is still usable no matter what. That Or pull a Wind waker where the Master Sword is still usable even without its power, but it's just a lot weaker. Going off of base BOTW stats maybe like 10 attack? At that level the only weaker weapons I can think of are all Wooden, so they'd still retain a use as a torch. And since you can't throw the master sword it means that other weak metal weapons still have uses with Magnesis or stuff like that.
nope, you would just fill the inventory with a larger quantity of whatever you have in your inventory now and nothing would change.
@@bokocop5725 I would use more weapons
@@Pingunito_ Thing is, 20 isn't some kind of magical number where humans just tend to think it's barely too small to be satisfactory. Even if BotW had 100 inventory slots, your brain would just think 100 is the number of good items you COULD have if you kept all of them and would treat it the exact same way you do 20.
I also think that this is a fine line to walk. For me personally in a game loosing everything and being put into a bad situation that you have to figure out how to get out of somehow is tremendously fun. But I could see how that would be a nightmare for some players. One of my friends hated Breath of the Wild because of this system but only found out about 7 hours in how much he hated it. There was not really great a way for Nintendo to telegraph this to potential customers that this might not be for them.
I feel like it's a sign of just how much thought and insight go into these game design/philosophy videos that I haven't owned Nintendo console since the SNES (and literally played a contemporary Nintendo game on someone else's like three times in the same period), and just knowing *about* those franchises by media osmosis is enough to let me engage with and appreciate the points you're making (and want to recommend them to everyone I know who plays videogames in any context).
28:22 "hooray-ka" made my day
i feel so old from the fact that the first video is 4 years old
Ceave went on the most massive rant about microtransactions in the pikmin section and I, a fan of ceave and things that aren't microtransactions, wouldn't have it any other way.
I've had big loss aversion in the pass but botw didn't trigger it much at all. All you have to do is use your weapons in weakest to strongest order. This ensures your streangth is constantly rising and your not struggling to find weapons. And it eliminates the need to choose to break something specific. I think it can be improved but really I think if most people followed this strat it would not bother them as a significant problem.
Same here, BotW wasn't as unbearable as people make it seem
I actually had no issue with my weapons with weapons during my playthrough, because i knew that I could alway go kill some ennemies again to get them again, I always had enough and the biggest flaw I found in this system was that I had to throw away good weapons just because I had better ones to collect and my inventory was full.
the problem with it is that it highly encourages you to only use one weapon until it's broken
because there's no way to repair weapons there's no reason to keep a half broken weapon, or to even switch off it
the system seemingly encourages switching between weapons quickly for advantages, but somehow encourages the complete opposite
The funny thing about this is it happened to me without even realizing what was going on. I'd just keep getting underwhelmed and exhausted from losing my good stuff that I'd just get tired and put the game down and never come back to it. I couldn't really ever put into words why I was feeling that way.
same, I really enjoyed the early game, and then I got to the middle, did a bunch of stuff, and my entire weapon arsenal became situational items like fire and ice, and then those disappeared and I was left with no good weapons or shield, and then I'm just not sure why I stopped playing the game.
same thing for me, exemple in any JRPG I must have at least 10 times the same item lol. I hate odd numbers. Also I did the same thing like him for the Lynel. I didn't want to lose all my weapons, so I don't fight Lynel lol.
Just dont agree some of my favorite parts were win i wad low on weapons ans had to scrounge for survival
Also makes getting the master sword feel so coolq
@@gamerskingdom4897 that is true, I found it was sometimes cool to feel like I was building myself up from just what i could find. that said, it got tedious and was detrimental imo
I remember when I first played breath of the wild I would use bombs for everything because I was afraid of losing my cool weapons. I eventually got over it but I still ended up only using low tier weapons throughout my first playthrough.
On the other side of the coin, I only used the cool weapons, and then couldn’t use them. It ruined endgame exploration, because I just went where I knew I could get more cool weapons.
@@sumthinorother9615
But you get more cool weapons throughout the game closer towards the end overall so that exploring older areas is still fresh and you can go to whatever area you want in the game in whatever order without it feeling too strong or weak. It's literally designed that way, as there's systems that increase the tier of enemies and weapons they spawn with as you continue to kill more enemies.
Yeah and theres also a third side of the coin ware th3 fact that the basic abilaty to fight is aconomble can lead to vary interesting situations there is a reason survivql horor is a genra
SAME
I USED BOMBS SO MUCH BECAUSE OF THAT AT FIRST
@@gamerskingdom4897 ...you good?
“Around the corner” Laughs in silksong
Pain*
Laughs in Metroid, Silksong, Kid Icarus and pain
Avoiding combat WAS an intentional consequence of the system, as the developers have said in interviews. Coming up with clever ways to kill enemies, or simply running away, can be fun too.
Me, cheerfully mapping out how to complete every single encounter with my infinite bombs: I dunno what you're talking about, I _love_ the durability system. I wish more things broke, really.
Oh my god, I just realized a lot of stuff due to this video. Maybe it's only because I'm like 14, but this really made me realize how different advertisements work in different places around the world.
that's awesome! that you learned a bunch
people don't expect others to know everything! especially young folks!
and even when you get older it's okay to not know everything too, as long as you're willing to learn
Firstly, *God
Secondly, it appeals to you because you are childish, just like most of his arguments are.
I don't think I came here to be insulted.
I want a frog costume now >:)
I think it's more difficult than that. For example: Dark souls difficulty can discourage people from playing it the same way the breaking of the weapons can make you not enjoy Botw. But this doesn't mean that games like this are "bad", it just means that they are a certain type of game that some enjoy and some don't. Because of this I'd say that the people are responsible for not liking it, but that this isn't a bad thing. You wouldn't judge a person that doesn't like pineapple on pizza for not eating a Pizza Hawaii, would you. But that doesn't mean that the pizza is extremely good.
The point Ceave is making is that weapon durability ended up being counter productive to its intended purpose. The devs likely wanted to encourage free flowing creative combat, but if you're avoiding combat in order to save your favorite weapons you won't experience the intended playstyle as often.
For certain pepole for me and many others it made combat by requireimg instead of me just saying ok this weapon have big number me youse oh me win 5000000000 times
Weapons Breaking in BotW actually function like loot boxes.
None of the lead up is fun, till X is about to break pops up... then the anticipation for that big flashy colour and loud noise sets in. You think it is fun and enjoyable... but in reality you enjoy the end state.
It is a predatory system because it isn't actually fun, it is making you think it is by giving you excitement and anticipating it despite the fact there is no fun prior to it. Like smoking or drinking, the bitter taste and coughing isn't fun... but man that kick it gives you is exciting.
Look at Animal Crossing recently, tools breaking isn't fun in any way shape or form... it is just there and annoying. Because tools just casually break with no flash. The act of breaking is no different, use them and they break.
i've kinda not really talked about it, but i really agree on the "great in-spite some of its gameplay choices" nature of breath of the wild. although, one problem i've had that i'm not sure has come up is the effect that that choice with weapons has on the rest of the design, as it limits how they can be used as tools for puzzles, which inturn somewhat lessens how some can be used for combat(especially with regards to bosses), though granted and thankfully the runes exist to alleviate this.
You’ll never guess what the weapons do in the Breath of the Wild Sequel…
Hooray count: 3.5
(kHooray-ka count: 1)
Total so far: 389.5
You're doing god's work
Minecraft had weapons and tools that break, until 1.9 when they added mending. Best enchant ever
Yes
@@simonjourdan3699 dying has nothing to do with durability system
@@simonjourdan3699 Ive never played Zelda but for minecraft, tools breaking is important because if they didn't you would have unlimited resources. I don't know if this applies to Zelda aswell.
@@ExplosivePine You can already have unlimited resources in minecraft actually. You can make iron golem farms and the worlds are so big that they may as well have no limit on the amount of resources. Tools breaking isn't that important in minecraft because if your stone pic breaks, you can just make another one. It's just annoying after a while honestly
@@user-mq1ng6sj7b My bad for the incorrect wording there but what I meant was that minecraft wouldn't work with having unbreakable tools especially early game. Iron farms and stuff are for late game when needing resources doesn't really matter as much as you bassically make everything using farms.
The weapons giving something when they break is a really good idea, be it rupees, or an item required to upgrade some armours (like the barbarian armour) or something else. That would be way better than just freeing a spot in the inventory.
Except for the fact that the reward would probably be useless at best and a reason to grind a ton at worst. As was mentioned in the video, they explicitly want to avoid having meta game reasons to play the game
Honestly, I enjoy systems that cause me some degree of pain and force me to butt heads with my own irrational impulses. For example, Dead Rising's brutal and unfair broke me of my need to play through games "perfectly." Dead Rising and Pikmin's time limits broke me of my need to play purely conservatively. Devil Survivor's fusion system broke me of my need to try to craft The Perfect Team and never stray from them. And BotW's weapon system broke me of the need to engage EVERY single monster I encountered, as well as the need to conserve all my best weapons for a far-off end game.
It let me push back against my own irrational sense of loss aversion. It meant that there were painful choices to make and losses to face; but that pain ultimately lead to a more satisfying experience than simply always being able to equip the best weapon for the current challenge. And it let the devs include more powerful, exciting weapons that would've been ridiculous had they been unlimited use: imagine being able to snag an early-game Frost or Thunder Spear and getting to stunlock your way through the rest of the game.
On the one hand, it's certainly true that BotW's weapon system may have caused such severe loss aversion in some individuals that they couldn't enjoy it -- that it lead to unfun agonizing decisions instead of fun agonizing decisions, and I'd certainly want Nintendo to consider alternatives because there could very well be a better system out there. My point is just that I think you leap from "invoking loss aversion = invoking pain" to "invoking loss aversion = bad" too quickly, when I think the role of "pain" in games is a nuanced conversation. (It's hard for me to imagine a game that could be fun without SOME kind of pain, honestly...)
I do agree that if a player doesn't have fun, that's important even if the barrier comes from their own irrational impulses, and it's worth trying to find alternatives to those systems. But it's also important to realize when you're getting in the way of your own fun and see if you can do something about it; asking yourself if a more fun play pattern is available and what's stopping you from engaging the game that way instead.
A super simple fix for this is to not have the weapon just violently explode and disintegrate when it's durability is used up. Most games that feature durability for weapons and tools have a method of repairing and maintaining them, not just going "oh well, my weapon's broke. Guess I have to throw it away and get a new one." Breath of the Wild not having a way to fix broken weapons made it feel like the mechanic was half-baked.
If anything, it's more thematically fitting for the setting of Breath of the Wild that Link, a traveling swordsman and master of the wilderness has to be skilled at keeping his weapons in shape because out in the wild is where they'll be subjected to all the kinds of elements that would realistically make his weapons get rusty and brittle and likely to actually shatter.
The implicit premise here is that weapons in BotW are worth repairing when I think they simply aren’t. It’s not like weapons are rare or so functionally distinct that losing one compromises your ability to continue playing. It’s more like Halo: you pick up a weapon, use it until you no longer can (it breaks or you run out of ammo), pick up a different one and keep going. BotW isn’t an RPG. Combat is supposed to be fast and dynamic. Changing weapons on the fly is a part of that.
22:36 "So does this mean that I'm a horrible person?"
*Yes.*
The suggestion I heard was to provide materials when a weapon breaks, rarer the weapon, rarer the materials.
Man losing pikmins also sucks. I just 1v1 all the bugs and monsters with olimar
or do the New Vegas way, were once it "breaks" you can still use it but with much lower stats now, and combining 2 broken ones together gives you back one full one again, and really rare weapons that don't have many other weapons of the same type to repair with need a rare but renewable consumable special item to repair them, and that repair item can be used on any weapon if you'd like, and the master sword can slowly passively repair itself like i think it does already, and you can use the material to repair it back to new. I feel like this works way better then what they have now while keeping the intent the same but without frustrating anyone.
Alternative proposal for the broken weapons:
When a weapon breaks, it leaves behind a unique fragment (unique to said weapon).
If you later find a weapon that is the same (or sufficiently similar, same series or so) you can forge the fragment into the weapon, making it stronger.
A stronger weapon leaves a stronger fragment, etc.
So for instance, a skeleton arm starts as it is, but leaves behind a bone when it breaks. You can forge this into another skeleton arm, making an skeleton arm (+1). When that breaks, you get a bone (+1). Using a bone (+1) or two bones turns an arm into an arm (+2), etc.
I think the bonus should be somewhat significant and linear, such that in the end an skeleton arm (+30) is stronger than nearly any other weapon. It still breaks quickly, but that then really motivates you to look for another skeleton arm to get an even stronger weapon.
Oh, and get rid of the overly small inventory; if you make weapons breakable then add least allow us to hoard weapons. Nothing feels worse than leaving behind a decent weapon for a better weapon, then not daring to use the better weapon because it may break. At least let me still have the decent weapon then!
"BOTW II around the corner" this will not age well, I swear it will still be in development in 2023
Actually, Ironically, there's a hidden EXP system in BoTW, every time you beat a monster, you gain EXP, and weapons slowly get better. After a certain amount of one monster type has been beaten, (Like 15 blue Bokoblins, for example) You'll stop getting EXP from that monster. There's a cool video all about this here: th-cam.com/video/rWFy8v9snfs/w-d-xo.html
Yeah, meaning they're actively hiding one of the reasons to fight enemies XD
....What!
@@pokedude583 There are strong arguments to be made for hiding game mechanics. But lets assume for the purpose of this counter argument that it is bad to hide.
The game has a number of things that can increase world level. It is effectively impossible to not advance the world. So even if you kill nothing the loot will get better. Though at a slightly slower rate.
@@theloyalwraiths8827 Yes, but the first time player wouldn't know this. They still feel like they're only losing things after a fight. They never feel like they got a reward, even if there is a hidden reward mechanism that makes new weapons better. The experience is shaped by how the player feels, so I would say hiding away reasons for the player to fight is not a great choice.
@@NoGoodNamesToday I would disagree on the basis that you will consistently see all your numbers go up. Once again, even if you only ever use your worse stuff, you will keep progressing easily.
I think it's incredibly rational to make the economical decisions described in the example. I am *prepared* to plan/strategize using the money I already have. If I can handle a $3000, I can probably handle a $4000 loss. The additional $1000 are not worth as much as the first $1000. The same is true when gaining. I can't buy myself anything nice with $0, but I can buy almost anything I want with $3000.
To be clear... you can definitely reach rational conclusions for irrational reasons. And I know firsthand that loss aversion can be easily exploited. I just don't thing this example scenario is purely testing for loss aversion and irrationality.
Regarding the Lynel problem: I'd definitely use up my weapons while fighting him, for several reasons. First, I can find those weapons again rather easily and frequently enough. Second, if I didn't collect the weapons to fight the most powerful enemies, then what did I collect them for to begin with?
And third and most important, the Lynel (And other major enemies like a Hinox) drops materials that are needed to upgrade some of my armor gear and clothing. And guess what, as opposed to the weapons that are temporary, armor and clothings are PERMANENT, meaning that you basically exchange your weapons for higher armor levels that don't expire.
I do think that this reasoning went into the design of the fighting system just as well.
I'm not so sure about people who pre-order having no blame at all in the system. Video games are made for our entertainment, so of course blaming individuals for their experiences for not being entertained is fallacious, since that's obviously a problem with the game, and people can't choose whether or not they like the game. However, people are choosing to pre-order, and that's making the gaming industry suck as a whole, even though every individual *is* capable of choosing to not to pre-order.
This is different from the gambling scenario, because even though people "choose" to open loot boxes, that choice is fueled by a psychological addiction. The only way people can't be blamed for pre-ordering is if there is also some psychological trick that's being used to make people continually pre-order, even though they don't want to. However, when you ask people who pre-order, they always suggest that they actually like pre-ordering, and there's nothing bad about it, but when you ask gambling addicts, they'll say they don't actually like wasting all of their money, and they want to stop, but they can't.
It would be one thing if you could repair your weapons like 99% of other rpgs
Being able to repair weapons would gut all of the good that comes out of the system and make it inconvenient. You can fix the champion weapons, but they’re not that strong and you need to do the plotline to get to them. Imagine just blowing up a Lynel immediately and then just repairing its weapons for the rest of the game
You don't need to repair them, they constantly respawn and the game throws hundreds of them at you.
@@PlatinumAltaria it would be better if the game gave you much less weapons and you could repair them imo
@@PlatinumAltaria repairing would give rupees meaning as well, you end up with way too many rupees by the end unless you go to the great fairies to max out armor
@@thatlonzoguy I disrespectfully disagree.
Gonna have to disagree with Ceave here. Loss aversion isn't a good enough reason to declare that a mechanic is bad. I can agree that the other examples of blaming the individual were not actually solving the problem. But, I don't think it applies here. In the pokemon example, Ceave himself admitted that he was playing the game wrong. I'm guilty of the same thing and I'm sure if I went around claiming that Pokemon is flawed because your Pokemon can faint and loss aversion makes me not want to use potions, people would say my reasoning was bad, tell me to change the way I play the game, and show me that I need to get over my loss aversion and use items.
I say the same applies here. The same way hoarding items and never using them is a bad way to play Pokemon, hoarding your favorite weapons instead of using them is a bad way to play BOTW. I do think Nintendo provided other ways to incentivize combat to balance out the loss, like getting MORE weapons, materials to upgrade gear, and just how fun combat is.
I do think maybe Nintendo could increase weapon durability to help ease people who feel like the weapons break too easily, but I hope they also lower the amount of weapons you find, because my weapon inventory was usually still, even while constantly fighting..
Great video though Ceave and I would have no issue if Nintendo incorporated your idea for the sequel.
Perfect counter-argument, I wonder if he's getting too carried away with his own imagination to realize he's making lots and less value arguments in his videos
I love ceaves unique style. It makes me look forward to every video he releases
I agree
Definitely
Oh my god I die a little inside every time someone acts like an amount gained is the same as an amount lost .if some one has the opportunity to gain either 3000$ or the chance to gain 4000 the risk calculation is are you willing to lose out on 3000$ for an 80% too gain 1000 your putting high risk for low gains.
The logic for the gain side is still fairly reasonable, but the logic for the loss side is for the average person is crazy there for many people an unexpected loss of 3000 dollars could very well be two months rent and food it isn’t simply a loss of 3000$ it could lead to the loss of someone’s place of living or car! If 3000 dollars puts someone at an ultimatum then the risk that 3,000 vs 10,000 becomes irrelevant all that matters is a guaranteed loss or the chance at safety.
These numbers don’t exist in a vacuum when you’re playing with numbers large enough to have immediate ramifications on someone’s life min maxing the odds takes second chair too survival.
Yep, I really don't like when people try to act like a smartass using probabilities as situational as these
Thank you for putting some common sense into this mess that that argument in the video was.
Allow me to add one thing: The expected long-term gains and losses that he so proudly presents "On average option A will turn out better than option B bla bla bla" are completely meaningless, if get to pick only once. If you pick only once, the perspective of "which option has more impact IF it actually hits" is way more important and impactful
Yes, thank you!! I love Ceave's videos and rarely disagree with the points he makes, but this particular argument just seemed really off.
It's not irrational to prefer reliable gains to gambling, and while the loss situation is trickier, there are very valid reasons that can motivate peoples' choice (as you point out).
It's strange but the pokemon scenario and BotW aren't the same at all in my head
In Pokemon, the items are optional, I find myself not really using them, often preferring rather long treks to the pokemon center rather than just a potion.
But in BotW... Well, they aren't really optional. You get and break weapons from the get-go. I instead often focusing on putting the weapons to as good use as possible, rather than trying to hoard them. I loved getting off a sneak attack and a large amount of damage for only a single strike. I love encountering a lynel or a hinox or a minor guardian or whatever to have something worthy of using the good weapons on, knowing I will usually get an upgrade back. And the large guardians, the only enemy who doesn't replenish the weapons you use, I pretty quickly found out shields were most effective against... I dunno, i really appreciate the broken weapon mechanic and hope it stays in BotW2 when it comes... I also believe it couldn't have that big an impact, even if it was detritmental, as most people I know think BotW has been one of the best gaming experiences of the decade, despite some uttering a dislike for the broken weapon mechanic
Same here, it's surprising seeing how he really believes those scenarios to be the same
I feel sorry for him
You've been absolutely killing it since your comeback!
I feel like weapon challenges like you suggest kind of throws us back to those “classic progression systems” with skill trees you mentioned earlier, rightfully stating Nintendo wasn’t willing to go for those anymore.
Yeah, but that's the answer. Classic progression systems. Btw, Breath of the Wild is full of that. Korok seeds give inventory space, shrines upgrade your HP and Stamina, you craft permanent armor upgrades at the fairies, etc. Only the weapons are such crap.
@@19Szabolcs91 : Not exactly. Shrines and koroks are a bit of a challenge → reward kind of mechanic. They are a finite set of challenges you can take to get exclusive items you then use as _currency_ to acquire upgrades. The thing is “classic”, hardcore progression systems are built around actions you can repeat indefinitely to farm so-called EXP points which give you upgrades in the form of levels and skill trees. Link doesn’t gain any attack power for playing the game a lot. The EXP system of BotW is actually hidden and only increases the strength of enemies and their weapons. Link can only increase his health or stamina by CHOICE if he does decide to complete shrines. That’s entirely optional and you can play the game for hours without ever increasing Link’s strength because there’s no EXP system for that, no upgrading of Link’s strength unless you really want to invest in that.
@@nouche But that's not what Ceave means by progression systems. It's simply permanent upgrades that make your character stronger.
@@19Szabolcs91 : Well his suggestion falls under that.
Not gonna lie, making every weapon a little sidequest feels like something that would get tiring VERY fast.
I agree. Although I think Ceave's idea for a fix is neat, I think that it would fail quickly in practice. Perhaps weapons having some kind of super-powerful boost just before they break could work, but that'd cause other problems. It's a hard problem to solve.
Honestly, all you need is to have them drop materials when they break, then maybe add a weapon-crafting system and you'd probably fix 90% of the problem.
Side-quests should just be universal, not tied to individual weapons.
@@SamWeltzin without any kind of brakes on weapons dropping crafting materials when they break, that might cause players to grind without having fun. Like, chilling out in the first area for 3 hours killing the first enemy, waiting for it to respawn, and killing it again so you can get your weapons to break. Or spending the last several hours of the game grinding to get juuuust enough crafting materials for one more upgrade before fighting Ganon. There's a Game Maker's Toolkit episode about this, I think it's called "How to Protect Players From Themselves" or something. For a lot of players (but definitely not all!), grinding isn't fun, but it's something they feel like they *have* to be able to experience the rest of the game. There's probably a way to have a crafting system based on broken weapons that also avoids turning into a grind, but I'm not creative enough to think of it.
@@NaveTVG I guess it could very well trade one problem for another, true.
Clearly the solution is to fix our dumb, flawed, squishy human brains. brb, donning labcoat and becoming mad scientist.
@@SamWeltzin
aw yeah
*synth time*
This is pretty funny because I really do think the brittle weapons of BotW did actually enhance the open world exploration in unique ways. Having players adapt and find creative solutions to solve problems. But hey, what do I know right? I think a lot of people give the brittle weapons too harsh of a rap and don't seek to answer for a reason they would design it this way. I feel both sides have valid arguments but I have to side with brittle weapons on this one. If they made craftable weapons a thing I think the design would be practically perfect.
These videos are always so detailed and really set the tone to make them super understandable. Excellent job.
17:20 I got up and started clapping in real life. *insert michael scott thank you gif here*
New 'people are different' merch confirmed?!?! 😱
the irony being his hostility to people that actually are different from him in any way that actually matters.
I think they should make more weapons like the master sword that regenerate, so that you can still experiment with new weapons, but not have a permanent setback.
Or just let us have some that are repairable. RPGs solved this issue long ago while still letting us have weapon varieties.
To your point that loss aversion affects everyone differently, is it weird that I literally never minded terribly if my weapons broke throughout my entire BotW experience? Even the rare ones you get during the Devine Beasts quests were weaker than other stuff I was picking up so I was good just grabbing something new and working with it. I liked the video and understand the argument, certainly, but I feel like quite an outlier in the honest truth that I just never cared for all 70+ hours of my BotW playthrough that I was breaking weapons left and right. I must be weird.
Yeah same lol. Every time I’d break a weapon I know I’d immediately get a better replacement so it never bothered me
Me to
I think the reason this happens is that people don’t deem it necessary to use their strongest weapons. In Mother 3, I used items in bosses a lot, because the game was tough and I didn’t want to need to grind more than absolutely necessary. But for regular enemies? I could just avoid them, so why would I use items to fight one? In Legends: Arceus, I used items a lot so I would be able to catch more pokemon in one trip and therefore explore longer. I COULD have just warped back to camp instead, or avoided battles, but I didn’t feel like doing so.
In BotW, you only need a weapon that does enough damage to kill the enemy before you either get bored or die. It’s not _that_ hard to avoid attacks, and you can eat a steak to refill your life meter with no repercussions, so the latter is unlikely. But killing a lonely with an infinite supply of mops usually feels like a waste of time, so you definitely can get bored. And more often than not, the worst non-utility weapon you have is going to be enough to fit both criteria.
It’s really all about what you deem “necessary.” In the survey you talked about, I bet those who were willing to answer B on the first question were on average more financially stable. To them, it doesn’t matter whether they get the money or not. To others, $3k might be way too important to let slip. If you asked them a similar question but with something more mundane, people would probably be more willing to gamble on the chance to get more.
The only thing that really agitated me about breath of the wild was the fact that in hero mode enemies regen health so quickly. Especially early game it's really annoying and basically removes any sort of cautious play.
Yeah, I think hero mode was a bit of a secondary mode that wasn't fully thought out. Going up against gold level enemies only meant that I would burn through every one of my weapons and in vain because they'd just get the health right back.
Enthusiasm gone
Master Mode could've cut that mechanic out and it would've been ten times better. I tried so hard to do a 100% Master Mode run, or at least a 120 Shrine run, but the fact that literally every enemy felt like a damage sponge was just unfun.
@@colmm6964 Tip for Master Mode: Get the Ancient Armor set, it raises Guardian and Ancient weapon damage by 80% which can be stacked with Strength 3 which raises the 180% by 30% of that total.
Visit all Major Tests of Strength and you gain god-like powers every blood moon as the guardians inside respawn.
“It sadly doesn’t take into consideration if the particular system in question happened to turn out to be...well.....shit”
Brilliant. I've always wanted to know how to fail at pikmin, I've been finding it rather hard since I played the pik 3 deluxe demo.
Ceave, regarding your different experiences with loss-aversion between BotW and Pokemon, I wonder if it has to do with having a limited inventory in BotW, versus the effectively-unlimited inventory in Pokemon. Limited inventories wind up providing some degree of counterbalancing to loss-aversion by making items left on the ground lost-opportunities; one type of loss to help keep another in check.
To that effect, I had missed finding the inventory-upgrade system through my entire playthrough of BotW, and after watching how people play when they have many more inventory slots, I've found myself very thankful for it! I found I was having to improvise more often since I lacked storage for even an elemental-palette. While the average power and suitability of the weapons I was using were almost certainly lower, I was spending far less time looking at my inventory screen and more time just... doing things!
It really has left me wondering what percentage of players might have felt differently about BotW if the inventory slots had been non-upgradeable or even more slightly more restrictive (eg. Halo has done very well with effectively two inventory slots and a mixture of "repairable" and breakable weapons).
That said, I do like the idea of finding some way to transform the moment of a weapon breaking into a positive experience, as your proposal would accomplish.
P.S. Even though I had no idea what the korok seeds were for during my entire playthrough, I still enjoyed collecting them! I really do wonder if even just some korok-themed aesthetic items could have been a suitable alternative reward.
I hadn't thought of the Halo comparison! Whenever I play Halo, my focus with weapons is picking up ones that are good for the current situation rather than preserving them. I think part of why that is is because Halo's weapons are relatively balanced; every weapon has at least some reason why you might want to use it over others while in Breath of the Wild, there are absolutely weapons that are better than others.
Trading a rocket launcher for a shotgun feels much better than trading a Royal Broadsword for a Knight's Broadsword because the former trade makes you worse at dealing with vehicles but better at fighting enemies head-on, while the latter is a downgrade regardless of the situation. Of course, changing that would require the game to have varied situations for combat, which it doesn't, but that's a broader issue.
Another part of why Halo's weapon "durability" system works better is probably how swapping weapons works. In Halo, you swap weapons by simply looking at a new weapon and holding X, while in BotW, swapping a weapon before it breaks requires manually throwing your weapon on the ground and then picking up a new one. Because of this, Halo encourages players to switch weapons well before they run out of ammo, and BotW encourages players to hold on to their weapons until they break, which helps make weapons feel a lot more valuable than they really are. A durability system where you swap your weapons low on durability for new ones could alleviate the issues of loss aversion while not completely revamping the game's design - that's basically just a reframing of how the system already works.
Super awesome video as usual! I like the food for thought your videos provide.
The way it is framed it sounds as if weapon durability is an evil manipulative scheme, whereas one alternative would be what other open world games are doing, having extrinsic power progression, which imho is equally manipulative (and actually what evil frog costume companies do). Albeit the former stops players from engaging with the game while the latter pushes them to interact with it, but in a very specific way. Your quick fix also goes into that direction, and takes away the "play" character the game set out to be, but is an interesting starting point.
I like the weapon juggling the durability system provides to force me into different playstyles, and would like that any new system would keep that. The game sometimes does it even outside the durability system, like you can't use metal weapons during thunderstorms.
"On average people are different"
Thanks for your wise words 🙂
This deserves more likes
Oh wow. When I think of that guy who beat a Lynel with a single tree branch. As hitting a Lynel while riding it doesn’t remove any durability.
(yes I know, that’s admittedly not fun)
Is spamming the Y button with a weapon that never breaks more fun to people?
@@PlatinumAltaria : At least you can try out various methods: two-handed, one-handed, spear, bow, stunning the Lynel with a headshot, dodging and using a Flurry Rush, perfectly parrying, using Urbosa’s Fury, using Stasis+… It’s actual BotW combat with all its complexity. It is arguably much more varied than the one move of climbing on the Lynel’s back, which I occasionally do in the middle of a fight, just not for the entire thing.
I have a 108 damage Savage Lynel Crusher that I keep around specifically for that.
@@EnrocaLaRoca : I use my 116-damage Royal Guard Claymore, or I use the 75-damage Ancient Battle Axe+++ with Attack Up and Ancient Proficiency, making it the strongest possible weapon.
The problem with this theory is that the game does have systems in place to reduce and mitigate loss aversion by having systems which ensure that you’re never left back at square one. Health-ups, stamina-ups, armor, armor upgrades, fairy upgrades, shiekah slate upgrades, warp destinations, the four champion powers and their upgrades, and the fact that enemy drops scale based on your completed shrines are all 100% permanent upgrades which further encourage exploration and ensure that even if you break all of your items fighting a lynel, if you’ve made progress toward any of those upgrades, you haven’t actually “lost” your weapons, you’ve spent them on making progress toward more permanent upgrades.
if you never spent it, it was never any vaudeville you to you in the first place
Pre-video take: Honestly never got why so many people dislike the weapon breaking mechanic. More often than not, I have too many weapons and have to shuffle out weaker ones to pick up new ones. Currently playing through the game for the first time in like 3 years and I'm constantly failing to pick up new weapons because I'm out of inventory space. There are so many ways to defeat enemies, from bombs to arrows to various environmental elements (metal boxes, explosive barrels, drowning) that even though most of my combat is done with melee weapons, enough of it isn't that I'm never running out.
...Which defeats the purpose of having brittle weapons in the first place; after a small while, getting new weapons doesn't feel like a reward anymore