• Captain Aggravated@sh.itjust.works
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    11 months ago

    I can see making a Mario level with very player friendly tools because the game is so conceptually simple.

    A Zelda game on the other hand is much more conceptually complex. The complexity of the editor you’ll need to build a Zelda dungeon is either going to be very simple, but you then get a “shuffle the pre-made challenge rooms in the order YOU want” or maybe a mediocre maze editor, or you’ll basically have to ship a copy of Godot with the tile sets and enemies and such already made.

    There’s also the fact that a single Zelda dungeon isn’t as interesting by itself. Without the context of the overworld, the dungeons that came before, the overworld puzzles, a given dungeon is “solve a maze and fight a boss.” Whee.

    • Socsa@sh.itjust.works
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      11 months ago

      I suspect it’s more about the difficulty of generalizing a bug-free experience. Nintendo likely has internal tools which do this in a relatively reasonable and user friendly way, with the major caveat that it relies on a QA stage for production viability. The complexity is just too high to not have that safety net, so turning users loose on it would just make the experience too unstable to be viable.