Sketchnote: Loops & Arcs – Kai Ssempa

 

Breath of the Wild is a game that mixes two different types of gameplay. It has a sandbox-style part where you can explore and do whatever you want, and it also has tight, skill-based parts where you have to use your abilities to progress. The core gameplay loop involves navigating through the world, gathering resources, solving puzzles, and fighting monsters. All of these things are repeatable and give you feedback through rewards like materials, weapons, or map progress. These loops are designed to give you a lot of freedom and experimentation, so there are many different ways to play. At a higher level, the game’s story is about finding out what happened to Hyrule, getting Link’s memories back, and beating Ganon. This gives the game a sense of purpose and direction for your open-ended journey. These arcs unfold in a non-linear way, so you can choose your own path through the world by exploring, surviving, and progressing.

The game’s design is based on Dan Cook’s idea of “fractal game structures.” This means that each part of the game has its own loops and arcs that are similar in complexity and length. For example, climbing a mountain might involve a loop of managing your stamina and choosing a path, but this also contributes to the overall arc of reaching a new area, finding a tower, or completing a shrine. This fractal design keeps the game engaging for many hours while still giving you a sense of accomplishment for both short-term skills and long-term story progress. It also encourages you to create meaning through exploration and interaction rather than following a strict linear path. This shows how well modern open-world games use loops and arcs to create a complex and engaging experience.

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