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Conclusions

My analysis of Rob's experience with Tears of the Kingdom has illustrated a few through lines. First, the game is completely reliant on self-regulated learning. There is nearly too much going on all at once for a player to keep track of without their own intrinsic motivation and self-paced learning. This is a design feature that comes from the open world game format. Nintendo first explored this in Breath of the Wild, and based on observations it appears as though Breath of the Wild was more successful in having a stronger direction for the player to pursue.

 

Additionally, the game places a large amount of extraneous cognitive load on the player. From game mechanics to controls utilized to quests to adventure on, the player has a lot to keep track of–and it can become almost too much all at once. The structure and format of the game require the player to take on additional tasks and note-taking (like the icons Rob placed on his map as a reminder) that detracts from the overall experience.  And with so many abilities available, simply keeping track of the available controls is incredibly difficult.

 

As a result of this analysis of Rob's experience with Tears of the Kingdom, I have three major recommendations:

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(1) The tutorial section of the game needs to be more robust, and include more of the tools the player might find throughout the game.

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​(2) More of the side quests need to be locked behind levels or interactions, and others need to have quest log entries.

 

(3) Controls should be improved for some of the main abilities available to the player.

Tutorial Changes

A number of abilities are available to the player in the tutorial section–but not all of them, and certainly not all of the available building blocks for "Ultra-Hand." Since the goal of the tutorial section is for players to learn new abilities, the act of seeking out abilities is intrinsic cognitive load; however, since the game deprives players of the opportunity to learn about every available ability and building block, the game places extraneous cognitive load on the player to engage in learning during the rest of the game when it could have been included in the tutorial instead. 

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There are some abilities this should not apply to, like those that are rewarded at the end of each of the four major temples; however, the player's experience would improve if all the basic tools are explained ahead of leaving the tutorial section.

Quest Logging and Discovery

Side quests are discoverable all across the fictional land of Hyrule. The player will almost certainly stumble into a quest just by walking around or exploring on their horse. As a result, there is a lot of information to keep track of regarding these quests. Almost too much information. As an example, there is a quest to find all the wells in Hyrule. Why? I'm not exactly sure, but there is a quest log for it that keeps track of how many the player finds and where to go for a reward.

On the other hand, there are a series of activities across Hyrule in which you can assist a man in setting up a sign–a sign for a business owned by a character the player might have met previously in Breath of the Wild, Hudson. Despite the ties to both games and the fact that there is a reward system for each sign posted, there is no quest log for it. It is up to the player to keep track of where they see the sign worker and if they want to interact with them. With some quests utilizing the quest log, and others relying on player memory, the extraneous cognitive load on the player in this matter is high.

Furthermore, the Hudson signs scattered throughout Hyrule are an example of an incredible distraction. Every time Rob encountered one, he would always get off track from the objective he set himself. To reduce the number of distractions and increase attention and focus on other objectives, keeping these items locked behind an interaction with Hudson himself would be for the best. After speaking with him, a quest should become active and then, only then, would the poor sign worker start to appear across the map. This would reduce the number of distractions around Hyrule.

 

At the time of publishing this, Rob is unsure if such a quest exists because he hasn't encountered Hudson yet in this game. 

 

This strategy is already in play in other aspects of the game. There is one activity that neither Rob or myself are familiar with. We don't know what it is or what it does–and we intend to keep it that way until either one of us discovers it on our own. The game suggests that the stone tablet below is in an ancient text that Link doesn't understand–and that's all it offers when the player interacts with it. As a result of this, Rob has stopped going up to each of those pedestals when he finds them because he knows he cannot engage with it yet. 

Controls to Decrease Cognitive Load

Remember the picture of the controls of the game? Take a look below. 

The minus symbol on the controller brings up the "Purah Pad." Named after the scientist character who created it, the Purah Pad includes a map as well as an encyclopedia the player creates by taking pictures of creatures and items in the game (referred to as a "compendium"). In the photo below, you can see the radial display of the various base abilities Link has (after completing it yourself outside of the tutorial of course). Notice anything?

It also has access to the map (see the compass symbol next to the highlighted one). This is a bit superfluous, especially when other portions of the controls are so cumbersome. In the two photos below, two different Sage abilities are available ("Sages" are the spirits of Link's friends that give you an ability at the end of each of the four main temples in the game). You'll notice that they each use the same button. The only way to toggle between the two if they are both active is to be facing the correct one.

This can prove difficult in combat situations when things move so quickly that it is hard to keep track of which Sage ability the "A" button will activate. To improve the controls and keep interest in utilizing these abilities while also reducing extraneous cognitive load, the Sage abilities should be added to the existing radial menu in place of the superfluous map button

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