Soapbox: How Zelda’s Bad Economy Made Weapon Degradation Great Again

Soapbox: How Zelda’s Bad Economy Made Weapon Degradation Great Again

Over the holiday, we’re republishing choose short articles from Nintendo Life authors and factors as part of our Best of 2023 series. Take pleasure in!

Image: Nintendo Life

Soapbox functions allow our specific authors and factors to voice their viewpoints on hot subjects and random things they’ve been analyzing. TodayKate analyzes how Nintendo discovered financial lessons from previous Zelda video games in Tears of the Kingdom …


Just like me, Hyrule has actually constantly been bad with cash. It’s barely unexpected. In an economy where you can discover cold, tough money in rocks, trees, bushes, pots, turfand even often simply resting on the flooring, you do not need to be an economist to understand that you’re going to experience inflation eventually.

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In a lot of video games, cash is utilized for things that make the video game much better, like upgrades, brand-new weapons, and brand-new abilities, however in Zelda video games, those things are goddess-sent. Why purchase brand-new weapons when you have the Master Sword? Why obtain brand-new abilities when dungeons supply you with all you require? Why buy an upgrade when you can simply roam into a cavern and discover a Great Fairy to do it free of charge?

Therefore, the cash issue is intensified: you ultimately have a great deal of it, and you have extremely little to invest it on, which leaves the bad Rupee sensation underestimated and ineffective. Why have Rupees at all?

The issue is that video games are everything about dopamine. We play video games like mice in a labyrinth, racing towards the tasty cheese reward. We are reward-oriented animals, which indicates we need to have something to lure us into checking out, finding, and excitedly opening chests in the hopes of discovering something brand-new, which in turn implies that the designers require to come up with something to put in those chests that does not break the video game. Rupees– something that isn’t even actually a reward in itself, however a guarantee of having the ability to acquire a higher reward in future through the exchange of cash for products.

Therein lies the rub: Rupees are not rewards in themselves; they need to be worth something, they need to be put towards a purchase, for them to have any worth to the gamer. When Zelda video games battle to use amazing purchases, Rupees in a chest may also be a notepad that states, “You did it, here’s a gold star!”

Past Zelda video games have actually tried to repeat on the Rupee economy to make it a little bit more amazing, however they’ve all stopped working:

  • Ocarina of Time has several Wallet sizes, each with restricted capability, however this seems like a limitation for the sake of limitation; if Link can bring bombs, guards, 3 modifications of tunic, several sets of shoes, and a whole chicken in his pockets, why not a little bit more cash?

  • Majora’s Mask resets your Rupees at the start of each cycle, making them more valuable, however then likewise presents a bank that is in some way causality-proof that can maintain Rupees throughout cycles, nullifying the point of the reset completely

  • The Wind Waker makes you pay Tingle for plot-required products, and in the future presents the Magic Armor, which takes in Rupees rather of hearts for damage– however that simply enhances the uselessness of Rupees, specifically in the late video game

  • Phantom Hourglass presented the Rupoor, which deducts Rupees from your wallet, however you might quickly make that refund from a single treasure haul

You get my point. Opening a chest consisting of Rupees in a Zelda video game started to seem like some cosmic joke being used you, like a Christmas present of socks (once again). Gradually, however, throughout the last couple of Zelda video games, things began to alter.

Skyward Sword presented Treasures — not the very first time they had actually appeared in video games, naturally, however the very first time they existed devoid of the economy. You might offer them, however they were mostly utilized to update weapons and products, like a crafting system. Unexpectedly, a treasure chest was a more luring proposal, since it may consist of an unusual Treasure rather of a cache of cents.

Image: Nintendo Life

In Breath of the Wildthis broadened even more from Treasures into Materials. Once again, you might offer them, or you might prepare with them, craft with them, upgrade armour with them, or develop stat-boosting and survival-encouraging elixirs. Even the product descriptions guided you towards putting these resources to great usage: “You might offer it to a shop,” checks out the description of a dragon’s claw, “however it should have some other usage.”

Weapon destruction provided the designers something to put in the ridiculous variety of chests sprayed throughout Hyrule– the cheese in the open-world labyrinth

The huge modification to Breath of the Wild’s treasure system was a questionable one. Defense would now break after simply a couple of usages, regardless of that being something that swords and guards are particularly developed not to do. The weapon destruction system originated from a location of well-intentioned style, which hoped that gamers would be more happy to experiment, mix things up, and not be too valuable about their sword stockpile; it likewise provided the designers something to put in the outrageous variety of chests sprayed throughout Hyrule– the cheese in the open-world labyrinth.

Gamers didn’t like the weapon destruction system in BOTW, did they? It felt picky, unreasonable, and annoying, specifically when needing to alter weapons in the middle of a tense employer fight. Isn’t the Master Sword expected to be a bit more effective and longer-lasting than a meal sponge? Hasn’t it currently endured through centuries of Zelda tradition? Why has it been nerfed to bit more than a pointy stick that requires naps? Sure, the treasure chests in Hyrule had actually restored function, however just thanks to a system comparable to somebody snapping all your pencils.

Go into Tears of the Kingdomwith its narrative thinking for weapon destruction (bad magic made the weapons rot!) and its Fuse system (stick a chicken leg onto a spear to make a +5 Chicken Spear!). Essentially, they have not altered the variety of products in the video game that much– you can still get Bokoblin Fangs, Rusty Halberds, and dragon scales– however unexpectedly, the combinatorial possibilities turn weapon destruction and treasure searching into an entire brand-new ballgame.

(Drum)stick it to ’em– Image: Nintendo Life

Whatever is now a treasure worth having actually, restricted just by your creativity. Do you like keeping your range from opponents? Integrate a lousy spear with another bad spear to make a DOUBLE CRAPPY SPEAR, which is two times as long! Are you ready to battle a Lynel, and you’re intending to not pass away a billion times? Integrate your Extra Durable wood club with among your rarest products– a Black Bokoblin Horn, perhaps, or a Diamond– to make something that can take pieces out of that Lynel’s health bar in one swipe. Each and every single treasure chest is either an interesting unidentified or an authentic present, something that you can in fact utilize instantly instead of putting it in a pot of cash for some as-yet-undecided function.

isn’t the Master Sword expected to be a bit more effective and longer-lasting than a meal sponge?

Rupees still exist in TOTK’s Hyrule, naturally, and they can still– seldom– be discovered under rocks and in pots, primarily simply as an enjoyable callback to the olden times, however thanks to the universality and range of abject weapons and treasures for fusing, Rupees no longer require to bear the weight of gamer dopamine generation. They are acquired rather as benefits for missions, or through offering products to merchants, and just really sometimes as treasure chest rewards (or as the lifeline of a bad Blupee). You understand, like real cash. It’s nearly like the Rupee has actually been enabled to retire easily after bring the treasure economy of Hyrule on its glittering back for years; enabled to sink back into an economy of currency that makes good sense

Listen, I understand a great deal of you are most likely still up in arms (heh) about weapon deterioration continuing to exist in Tears of the Kingdom. I comprehend– it’s still a little picky, a little annoying, and a little unjust. The compromise is that every single cavern, every chest, every Bokoblin camp, is amazing once again. Cash is more valuable, too, as it ought to be, due to the fact that it has more rewards to take on.

You see, dopamine isn’t in fact about benefits. It’s not about the cheese at the end of the labyrinth. Dopamine is the important things that drives you to go towards those benefits– which suggests that it’s in fact everything about expectationsYou are even more most likely to be thrilled to discover a chest and open the chest than to have what’s inside the chest. That’s the exhilarating part. When you understand that a chest is most likely to include the exact same specific reward as the last 10 chests, that enjoyment is lower, and the dopamine hit is, too.

Image: Nintendo Life

In Tears of the Kingdom, with its hundreds of products, weapons, clothes, guards, bows, arrows, et cetera et cetera, every chest is an unidentified, and even when you have the thing that was in the chest, there’s still the unknown of what it does when merged with other products.

The happiness remains in the not understanding, and Tears of the Kingdom is the most unknowable Zelda video game there’s ever been. I hope I never ever understand all of it. I hope there’s constantly a bit more cheese concealed away because labyrinth someplace.

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