So you were forced to pick and choose when to engage with the game and when it was best to simply run around and do nothing?
That's putting the game in a no-win position and I distinctly suspect you know it. Finding ways around monsters via alternate routes that usually involve climbing, using the game's rudimentary stealth mechanics, and exploring and using map knowledge to avoid encounters that are time- and resource-prohibitive, are not engaging with the game, now?
I suppose that puts basically the entire Metal Gear, or supposing you don't like lengthy cutscenes the Splinter Cell, series on particularly precarious ground, doesn't it.
I mean, Skyrim's come up here. Remember when everyone was pissed about Todd Howard making this huge fracking deal about climbing mountains in a
mountainous province of Tamriel and the exploration/traversal options that could open up, and it turned out not only could you
not do it but the game didn't re-introduce levitation while also "nerfing" athletics and acrobatics from even Oblivion? I mean, in retrospect that must be one hell of a paradox for so many players to bemoan ways to "not engage with the game", right?
Let's not get started with Last of Us, Thief, Amnesia, Silent Hill, or certain select installations of the Resident Evil series and "not engaging with the game". If that's the metric we're using, Alien Isolation certainly ranks right up there with Gone Home in terms of being one of the worst walking simulators ever made, right?
Right?
It's an open world in which the player can do anything, but doesn't actually encourage the player to do anything.
I mean other than that you just described basically any sandbox game ever designed, sure.
Otherwise you can take on the big four dungeons and Ganon.
Let's put a pin in that last one for a sec. Because really, we should ask ourselves precisely what we must to in BotW to accomplish
only those activities.
This doesn't include the environmental effects that require tedious prep to deal with.
Surely you don't mean tedious prep like climbing to one of a
few dozen handful key locations near Hyrule castle, and gliding straight to the tower to skip basically the entire castle? Or just swimming up the waterfalls and dipping straight into Ganon's location?
Not that anyone would ever find those locations, what with environments discouraging exploration and all. Not that there's any incentive to do it in the first place. Right?
Right?
But none of that's "engaging with the game", right? Is the
only way to engage in the game to walk straight through Hyrule Castle's front doors, sword a-swingin'? But I mean, all the prep to make that work is just
so tedious and
so disincentivized.
Just everything hinders the player's fun imo that I don't know why the game ended up being so appealing. Maybe just blind devotion to Zelda games.
Right, so any way to do anything in BotW you don't like is "not engaging with the game", any way to do anything in BotW to which you have no objection is "tedious" and has "no reward", and anyone with a viewpoint different from yours is blindly devoted. You're pretty much just looking for reasons to shit on the game, here.
...Crafting annoys me for the sheer, stupid grindiness of going and finding shit and fiddling around with anvils and gunsmith tables, and then if you're unlucky also have to unlock various forms of magic / tech powerups into them too. Yeah, you might be able to turn that crap into high level kit. But aside from that, it's a colossal load of arse. I would prefer to just have a supersmith quest mission to get a few things and he'll turn me out something awesome.
It gets even worse (Bethesda) with the nerfing of unique, legendary items. You go off and kill the Great Demon Lord Kabazagh to recover the legendary, fabled Mighty Swword of Dobbah! that was wielded by the kingdom's founder two thousand years ago and blessed by the gods themselves. You check out the Swword's stats and... seriously guys? I could make these. I could go back home grab some ore from my chest and some other doodads and turn out 20 of them by the end of the month...
Well, that's rather the razor-thin tightrope game designers have to walk in a nutshell, isn't it.
Make crafted items not powerful enough and developers just added an entire mechanic players won't engage with. Make them as powerful or more powerful than loot, and loot loses its purpose since players will just craft their way to victory. Make crafting too easy and players just do that and engage in minimal looped gameplay; make crafting too hard and it becomes an exercise in tedium.
Classic WoW is pretty much the pitch-perfect example of how not to nail balance on player crafting. Ton of crafting options, nobody wanted crafted gear other than leveling gear because the five-man dungeon shit was always better than the best crafted gear. The only professions that were actually useful at 60 were engineering (for a handful of PvP goodies) and alchemy (for grinding out progression consumables), and mining and herbalism to support engineering and alchemy.
A handful of tailoring, leatherworking, and smithing options were moderately appealing for certain pre-raid gear -- because MC needed fire resistance and AQ needed nature resistance -- but world drop green resist gear was better than the crafted options. There was never even an option for crafted shadow resist gear for Naxx, to the best of my recall. There was all of one crafted piece of gear with consistent demand that was universally useful, and that was Arcanite Reaper, without a doubt
the biggest pain in the ass to craft in the entire game's seventeen-year history. And it was a stopgap until getting Blackblade, Treant's Bane, or TUF.
TBC had BoP crafted gear that was
supposed to be comparable to tiered loot, but in practice it failed because the mats were stupidly hard to get and often required getting those tiers on farm status to begin wtih.