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Topic: Breath of the Wild Successor Ideas (Let's Brainstorm)

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Dark11Void

After putting 325+ hours into Breath of the Wild, I'd say it's no surprise I'm absolutely enthralled with the game. I had no idea how much enjoyment there was to be had here. Frankly, I was a bit pessimistic over the years about whether this game would truly live up to Nintendo's promises. The hype wasn't all that real for me. That is until late 2017 when I got a Switch, got the very last copy of Breath of the Wild at my local Walmart (along with Odyssey and Mario Kart 8), got home and popped in Zelda. I lost myself in the world not even 3 hours in. In a way I've never quite known with any game (let alone Zelda). No other Zelda game even existed to me after immersing myself in Breath of the Wild — or any other game for that matter. This game became my life for a while. Don't get me wrong, I have played MK8 and Odyssey, it's.. just this: "Maybe I should put more hours into Odyss-- Oh hey look, Zelda!", "I've only completed two 150cc cups in MK8, I should really get — sees Zelda on dashboard but Zelda", "I've got quite a lot of games I haven't played on my Steam, Uplay, Origin, and GoG libraries. Arkham Asylum looks fun. sees Zelda jewel case next to TV Wait, what was I just about to do? I know, play Zelda!". Okay, I've got problems. 0_o

For me, the hype has been immeasurably exceeded. That's not to say there weren't issues. But man, I hadn't the faintest clue what I was getting myself into. But now, as I believe I'm approaching the wall of interesting and/or unique things to do, I've started coming up with a list of things I think would make a sequel just that much more engaging and enjoyable.

Certainly, I want to keep Breath of the Wild's approach to freedom and creativity-inspired gameplay, but with added physics manipulation. Being able to build things (using resources like bundles of wood), such as houses, and being able to paint them, et cetera, would serve for potentially amazing game sessions. You could even be contracted by the Gerudo, Gorons, Zora, and the like to build new town fixtures, buildings, and/or bring resources and have their AI's make things of their own, such as: buildings that conform to town codes (and/or with a smart algorithm for generating new home layouts), schools, irrigation system, water springs, public lighting, signs, advertisements, a giant, golden toilet statue as the main centerpiece in town square for apparently no reason whatsoever... hey, if you can find the model somewhere, whether it's a sword, random object, or person, you can have a replica statue made of it. In any color, size (got the materials?), and with any decorations. Do as you please. Or don't. Golden toilet... Hmm.. What about..? Tingle reading The Great Fairy Newsletter whilst on the golden throne? "Kooloo-LimPAH!!!" Never mind.

Cities. Surely, having small towns or isolated domains in Zelda are all too common now. Let's up the ante! Why not work to make new cities (or towns) in-game? Get the help from whatever races you wish, and build, build, BUILD! Spread the word to others around Hyrule. Travelers from all over surely wouldn't mind visiting — or maybe even buy a home!

Set up shops with your interests in mind to sell to folk across the land. Did you create a new, amazing sword that you think would sell like hot-cakes? Go for it! Just remember each shop will need the required resources for what you're selling. Definitely hire people to run your shops, to get resources, and to craft your goods. Of course, they won't work for free. You better have that sweet, sweet moolah. It's a business, after all. If you're good with managing your shops around Hyrule, you'll surely reap the benefits. Of course, you can always run them to the ground too!

Blacksmiths are amazing! Find an extremely rare Supersword somewhere? Take it to a blacksmith and they just might know how it is made (excluding the Master Sword, of course). The experience of the blacksmiths are vital here. They could reproduce the sword with some minor (or major, deal-breaking) defects that ultimately bring down the damage and/or durability, or they could find some key points to expand upon. You can level-up the experience of these blacksmiths by contracting them to make weaponry of various complexities. Start simple, and before too long, you just might have blacksmiths capable of reliably producing god-tier weaponry (for a substantial fee). I wouldn't, however, expect them to tell you how to craft one of these babies yourself.

Extensive cave systems to explore (that may turn out to be a side-quest dungeon in disguise). Water droplets in the background, the echoes of the distant enemy banter or of settling keese. Dungeon-styled caves may have hidden traps or secret shafts that reveal valuable treasures, or even access to maps that reveal the location of hidden dungeon caves that you may literally need to dig your way into.

Enemy factions that develop over the course of the game and that pose a threat to nearby towns (that could very well be destroyed without your intervention — that is, unless they have a trained militia ready). Many more, and varied Yiga-like tribes to infiltrate, and perhaps, even negotiate with. OoOoOoh, maybe even change them for the good? Who knows!

More enemy variety: Re-dead type enemies. Aquatic monstrosities and ocean-floor-hiding opportunists. Expanded elemental enemies such as those that can ride bolts of lightning like a wave, even changing the direction of the bolt to suit their travel (Link, take some pointers). Intelligent enemies: enemies will learn new strategies and fighting techniques as the game progresses. If enemies survive to communicate with their tribes, they just might talk about what you did to them and form countermeasures the next time you decide to frequent them — watch out! Also, it wouldn't hurt to have a few friendly bokoblins or something. Perhaps even using them as a guise around towns to fool passing faction troopers. Oh, one important thing! Those shops you might have set up to sell swords and other merchandise? Yeah, not off-limits to baddies! Remember that.

Keep shrine-like mini-dungeons but also expand upon the main dungeons and make them more plentiful. I liked the dungeons in Breath of the Wild, I just thought they were too short and far too simple. More Hyrule Castle-like areas — I loved the labyrinthine layout of the castle with secret paths to uncover, and the looming danger around every corner! Main dungeons could even have secret, hidden entrances to complementary mini-dungeons or treasures (you can find a map to their whereabouts around Hyrule). Actual water dungeons. Breath of the Wild doesn't truly have any of them. Really, the game only superficially touches on the concept of water-based puzzles and dungeons, All that ocean water and rivers across Hyrule? You can't dive under and explore. None of it. That's a shame.

Continuing with the topic of the sea, rivers, and water in general: let's allow Link to traverse under the water surface. From underwater caves, dungeons, to unique aquatic habitats fostering diverse life, there is all kinds of opportunities to explore. Just give Link the ability to make breather elixirs for underwater travel, and tunics to enhance underwater maneuverability. Beautiful under water paradise cities, anyone? Also, boat races. Lots of 'em. Submarines? Wind Waker had them. You just couldn't use them.

More Sheikah Slate Functions. Creating a magnesis rod and attaching it to a metalic rock to act as some kind of horrific morning star to whip about at enemies would be fun. Or destroying structures like a wrecking ball. Though, obviously the rock would need some durability system as to not be completely overpowered. Building functionality similar to how Garry's Mod treats the gravity gun: rotation, pinning of matter together and whatnot. More elemental manipulation. Allow Link to manipulate the air to propel the paraglider in any direction, effectively allowing Link to fly (expandable energy limit for this and similar abilities). There are surely other implementations for the Sheikah Slate that may be worth looking into.

Exploring the sky? We know from Skyward Sword that the sky once housed a civilization — and so did Twilight Princess. Interesting prospects for adventure I thing.

You can pick up any weapons from enemies, but why not their clothing? Yeah, let's do that. Nothing is off-limits for Link to wear. A revamped customization for gear (and crafting) goes a long ways.

Far more random travelers across the land on foot, horseback, climbing mountains, exploring underwater, sleeping in caves, fighting enemies, and whathaveyou.

How about story? We know Breath of the Wild takes place 10,000 years after the Divine Beasts and the guardians were first used, along with Link and Zelda to seal away Calamity Ganon. What exactly happened here? This couldn't have been the events of Ocarina of Time as that wouldn't make any sense. The Sheikah were playing with some incredibly advanced technology and I want to know all about it. So many questions left unanswered that'd no doubt make for a very interesting prequel.

This might be reaching: A Master Mode that literally requires absolute (or near absolute) mastery of game mechanics just to stand a chance (and with extensive additional rewards during and post-game). Not impossible, but enough to make many believe it is impossible... unless you're a master at the game. Making it rewarding would be a challenge, but is an exciting prospect in of itself. Truly, Master Mode in Breath of the Wild left me craving for more.

Significant post-game rewards and the ability to continue on after the story conclusion and form a cohesive story of your own — adaptive AI, jobs to do. Also, wouldn't it be amazing to have a presence during the rebuilding of Hyrule? Imagine being able to work alongside with Zelda and Hyrule's inhabitants instructing the layout of a new castle (from the ground up or from the existing castle), housing, laws, et cetera. Heck, this could be expanded into some kind of Zelda MMO, but focused mostly in singleplayer.

And, while on the topic of online. Imagine having something similar to Mario Maker, where you can create your own dungeons and share them online with the Zelda community, accessible through a search function and menus, or having a large, procedural world where these dungeons can be found in caves, on land, sea, et cetera. Perhaps having mini-Hyrules that players work on that are linked together to form a gigantic world from all contributing players (this would really put to good use Nintendo's up-coming online infrastructure).

There are so many possibilities it's mind-boggling! How about you guys?

Edited on by Dark11Void

Dark11Void

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