Idea on how to incorporate modern Zelda values with the classic item system
Its pretty clear at this point that the Zelda team is sticking with the "Open Air" format of Zelda. I wanted to discuss how to bring classic elements back into this but staying with their idea of going anywhere at anytime. The core of this concept is a two-tier inventory system that bridges the gap between the "Open Air" era and traditional "Metroidvania" progression. Here's my idea:
**1. The Swap-Out Items**
In the overworld, Link finds "Tool Items" as pickups (e.g., Bows, Boomerangs, Gust Jars). Much like FS/FSA pedestal items.
* **The Restriction:** You can only carry **one** at a time. * **The Gameplay:** This maintains the "scavenge and improvise" loop. If you find a tool you need for a specific puzzle or enemy, you have to decide what to drop. This forces you to engage with the environment and prevents the player from becoming an "all-in-one" Swiss Army Knife too early. This allows the developers to make it possible to complete the game with just swap-out items.
**2. The Permanent Transition**
The traditional "Item Get" moment occurs in major Labyrinths. When you find the **Permanent Version** of a Field Tool, the inventory logic changes:
* **Graduation from the Swap Slot:** Once you own the "Master" version of a tool, it no longer occupies your single "Swap" slot. It moves to a dedicated permanent slot, always available for use. * **The Power Curve:** Early-game Link is limited by a single handheld tool; late-game Link becomes a walking arsenal as his permanent collection grows, freeing up his "Swap" slot for experimental or niche environmental tools.
**3. Unique Categories: Tool vs. Gear**
To keep the design cohesive, not all items exist in both states:
* **Permanent-Only Gear:** Certain heavy-duty items (e.g., **Power Gauntlets, Iron Boots**) have no "Field Tool" equivalent. They are too complex or "heavy" for the swap system and are only found as permanent rewards in major dungeons. * **Swap-Only Tools:** Some niche items found in the world are designed *only* to be temporary. These might be highly specialized or "unstable" tools that solve a specific regional puzzle but never become a permanent part of your belt.
By using the **FSA Swap System**, we maintain the freedom to sequence-break. You can find a temporary Bow in the woods to bypass a puzzle early, but you will still want to conquer the Forest Labyrinth to "own" that Bow forever. It restores the value of the Dungeon without locking the Overworld behind hard gates.
**TL;DR** Integrating the FS/FSA items system into the Botw/Totk design philosophy.
Thoughts?