One of the most fascinating tools Nintendo has offered to players in the last few years is the "Maker system," utilized in both Mario Maker titles, as well as the Legend of Zelda: Link's Awakening remake. While Mario Maker 2's world builder and new mechanics from the original are a huge improvement, the Zelda dungeon maker is arguably bare bones at its limit, but could be improved in Breath of the Wild 2.
Building dungeons in Link's Awakening was originally promoted as one of the remake's major selling points, offering the potential for players to come back and find new fan-made content. However, Nintendo could use the simpler tools and mechanics of Breath of the Wild 2, to work on enhancing the potential of player-made dungeons with custom-built shrines.
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The Chamber Dungeons mode looked like an exciting concept that could have added a whole new layer to the Link's Awakening remake, with the community adding a complex and difficult end-game. Unfortunately, the final result didn't quite live up to the fan expectations that had been set by the quality of the Mario Maker series that had come before it. Now, players have even chosen to make Zelda-inspired dungeons in Minecraft instead of using the limited tools available in Link's Awakening.
Simple additions like custom enemy placements could have gone a long way, but the current build of Chamber Dungeons is too restrictive and only really makes for linear adventures. It's a fun and simple mode to play on its own, but disappointing when put into the scope of the massive success of Super Mario Maker 2, having already enhanced the tools of its predecessor. Fans have been hoping for a new update improving the mechanic, but working with a simplified toolset may be a better way to move forward than trying to tweak the current version.
One of the strongest aspects of the original Breath of the Wild's design is the way that the entire game works based on four tools used through the Shiekah Slate. While previous games had players cycling through a list of boots, bows, and Hookshots, the recent open world title streamlined equipment usage, making the shrines and Divine Beats shine. This is exactly the type of thing that might make for a strong Maker-style setting, similar to how Mario Maker is more limited to Mario's base moveset, with players pushing minor features to their limits.
Considering Nintendo was able to make 120 unique shrines based on the four Runes of Magnesis, Stasis, Remote Bombs, and Cryonis, opening the game up to building mechanics could mean thousands of new shrine-like puzzles. On top of that, the ability to mix and match enemies, some of which that fight each other, could make for complex challenges on the level of Trial of the Sword. This could turn into players making entire dungeons like Breath of the Wild's Vah Ruta, but it might work best if a Maker system is instead kept simple with building shrines.
The bulk of the content in Breath of the Wild comes from a combination of hidden Koroks and the 120 shrines that have been scattered across the open world. Focusing a new Zelda Dungeon Maker on Sheikah shrines could be the best way to keep the scope of each individual level down, while still maintaining the flexibility of the first game. Additionally, the nature of how the shrines pop out of the ground in Breath of the Wild could contextualize player-made challenges being placed anywhere around Hyrule.
In the same way that the Mario Maker series has become a major teaching tool for players to become creators in a 2D space, Breath of the Wild 2 could push 3D puzzle designers to improve. It would certainly make for more difficult builds, but considering what modders have done with Breath of the Wild to add new worlds and mechanics, there is a market for handing the tools over to players. On top of giving players new tools, adding a Maker system could increase the longevity of the next Zelda title with player-created content.
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With a game like Breath of the Wild, there's presumably a lot of pressure on the developer to fill the world with hours of content, something that Nintendo accomplished with little treasures dotted around the map. However, once players have figured out how a puzzle works, or where a hidden item is located, there's little in the way of replay value without the sense of discovery as a guide. New features, like Breath of the Wild's Master Mode, could give players reasons to jump back into the game for the new challenges that would be sprinkled through the world.
Giving players the ability to create and share their own shrines with each other could extend the longevity of Breath of the Wild 2, especially if the community transitions from Mario Maker to Zelda. Considering the impressive milestones Super Mario Maker 2 has already reached, Nintendo has already seen the successes of giving Maker-style tools to players. In addition to expanding on what Link's Awakening started, introducing a Shrine Maker could also prepare for a whole new series of Mario Maker titles that give access to 3D Mario-like tools.
One request that has been made from Super Mario Maker players for some time is for Nintendo to introduce Mario 64 worlds into the roster. It's admittedly a much more difficult task than the simpler 2D style that already exists, but players are still excited to be given the tools to work with Super Mario 3D All-Stars titles. Of course, it shouldn't be discounted that Nintendo may be worried about adding a new dimension to the series, making the whole process too complicated for general audiences.
This is why starting smaller with Breath of the Wild shrines could be the best way to test out the system in a new realm, before stepping all the way into letting players build open worlds. With everything that players already expect to find in the upcoming game, adding the Maker tools as a separate addition, could be a side feature that the community turns into a runaway success. At that point, expanding on the concept would be the logical next step for more of Nintendo's franchises.
The Legend of Zelda: Breath of the Wild 2 is currently in development by Nintendo.
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