MDA and 8 types of Fun – BotW

The Legend of Zelda: Breath of the Wild (BotW) is one of my all-time favorite games. I can think of two examples where the game’s fundamental mechanics create dynamics and fun for me.

The first example is actually the lack of mechanics. BotW diverges from traditional Zelda games by removing the mechanic of linear progression. Previous installments in the franchise typically progressed along a main storyline, which enforces a strict order on the places you visit. For example, in Legend of Zelda: Skyward Sword, you begin at Skyloft, then travel to Faron Woods, then Eldin Volcano — you cannot traverse the world in any other order. BotW removes this mechanic – and just gives you a massive open landmass free for you to explore however you wish. This enables players to roam free however they want, creating an immense fun of discovery and submission.

The second example I’d like to point out is the stamina and climbing system. Link, the main character can climb any steep wall at the cost of stamina. However, the trick is that a slope must a certain steepness threshold to be considered a wall – otherwise, Link can stand on it and replenish Stamina. In game, many of the natural cliffs have bumps like these that Link can stand on, so even early in the game — when players are limited to a single stamina ring — experienced players can climb over surprisingly high walls by finding small rocky bumps to rest on mid-climb. This creates a dynamic of actively scanning walls for hidden resting spots, which generates a satisfying sense of challenge and discovery. In my own experience, I often found myself looking for clever climbing routes to reach regions intended for later in the game — and when it worked, it gave me an immense sense of satisfaction.

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