James Burns
1 min readNov 26, 2021

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I absolutely love this story. This concept of "space in between" is something I think about a lot when I play open world games.

In particular, it leads me to wonder why Breath of the Wild is such a great example of the principles you're describing here. I mean, setting aside the optional Korok seeds, there's something about the world itself that creates meaning without necessarily relying on a particular mechanical event.

There are many open world games that, while beautiful, are not interesting to explore or "exist in". Even when they populate the world with things to do, everything can feel kind of rote - like you're mechanically doing an action, but you aren't really breathing in the environment itself.

I think your quote about "void should be void and substance should be substance" is the key. In BotW, the "void" moments are impactful because they are so contrasted with the "substance" moments. But that doesn't mean the "void" moments are not interesting. I've come to think of BotW's world as being something like a garden dotted with play equipment. Even when you aren't swinging on the monkey bars (i.e. a Shrine or equivalent), you are still admiring the vivid richness of the flowers, or the playful reflection of the sun on shallow pools of water that form across the plains.

My comment is way too long and rambly at this point (and I'm writing it while tired, which isn't a great idea). But, suffice it to say, your story made me think and reflect. Job well done. ⭐️

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