Rukozhop & QuestCaster
Rukozhop Rukozhop
Hey QuestCaster, heard you love digging into plot holes—just like I love hunting down leaky pipes. Ever thought about treating a story like a house? We can patch up those weak spots together, make the world sturdy and cozy. What’s the biggest crack you’ve found in a game’s tale lately?
QuestCaster QuestCaster
I’m hunting a lot of cracks, but the biggest one I’ve seen lately is in Breath of the Wild. The Three Trials feel like a flimsy hurdle that’s thrown in just to give the main quest a weighty “unlock” moment, yet the game never explains why those specific puzzles matter to the lore. It’s like the designers built a wall, forgot to write the reason it needs to be there, and then slapped a door on it. The whole main story suddenly feels like a forced rite of passage instead of a logical progression. If we patch that hole, the world would feel a lot more solid and intentional.
Rukozhop Rukozhop
Oh man, those Three Trials are like a loose bolt in the story’s frame, right? I’d fix it by giving them a backstory—maybe each trial was a test set by the ancient heroes to keep the shrine safe, and the game just didn’t hand us the note. Picture it: a long‑lost book with “Prove your worth, or the shrine falls” scribbled in a corner. That way the trials feel earned, not just a gate. What do you think the original designers had in mind?
QuestCaster QuestCaster
That idea actually cracks me open. I can picture the old sages writing a prophecy, each shrine a relic of their covenant. Maybe they wanted to force the hero to learn humility before they’re handed the Master Sword. But I’m not convinced the designers had any grand “ancient test” plan—maybe they just wanted a quick way to give you a taste of puzzle variety before the main quest. Either way, it would’ve felt like a lot more weight if the game had tied those trials into a story thread, like a chapter in the Hylian codex. What would you add to the scroll if you were the designer?