Tobold's Blog
Thursday, June 19, 2025
 
Link's weird progression

Since I got the Switch 2, I have mostly been playing Legend of Zelda: Tears of the Kingdom again. As I had already played through the main story twice when the game was released two years ago, this time I was more concentrating on everything else. And that led me to realize how different the progression system in the Legend of Zelda: Breath of the Wild and Tears of the Kingdom is to other role-playing games.

In very many analog and digital role-playing games, your character progresses by gathering experience points, which give levels, and gaining levels makes you stronger. Then a higher level character can tackle higher level enemies. Depending on the game, the higher level enemies either just appear as you level up, or you have different zones of different levels, and gaining levels gives you access to these higher level zones. The Legend of Zelda games work completely different: If you kill a lot of monsters, especially bigger ones and boss monsters, a secret, hidden xp score goes up. That xp score levels up the monsters all over the world. But *not* your hero. Meanwhile many of the activities that would make your hero stronger, like doing shrines or gathering materials to make better weapons, are not directly linked to monster fights and the xp score.

As I don't enjoy action combat all that much, I am avoiding combat as much as possible. So the first thing I did in this Tears of the Kingdom run was to unlock all the sky towers. That not only reveals all of the surface level map, but also gives a convenient network of fast travel points. Use the sky towers to launch up into the sky, and you can both reach various sky islands, and fly very far on the surface level to reach shrines and other points you want to go. With very little walking comes very little combat. Which means that my hero is now rather strong, due to having gathered a lot of stamina and hearts from shrines, and having gathered good armor and weapons. But my hidden xp score is probably still extremely low, and the monsters haven't evolved much. So when I do get into a fight, it isn't much of a problem.

The only flaw in this strategy is that a bunch of features are locked behind doing at least one of the four regional boss fights. So sooner or later I'll have to go to Rito Village and do a part of the main quest there. Other than that I have effectively decoupled my progress from the monster scaling mechanic.

Comments:
The weapon system also hurts the feeling of progression. In Breath of the Wild I learned you could run to the castle early on and get access to infinitely respawning end game weapons that you didn't need to fight anyone for. So I tried the same thing with Tears and it also works.

Once you discover a reliable flying machine that also trivializes many of the puzzles and temples. I'm actually kind of surprised the developers didn't seem to think about this as so many puzzles didn't seem to account for the player just flying up and getting to the end point. Even some of the shrines didn't have things to prevent this.

I know someone might say I ruined the game for myself but the lack of progression really did make the game feel weird and I had no urge to replay it like I did with Breath of the Wild.
 
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