Here lies Firedorn, a hero in bed,
He once was alive, but now he's dead,
The last woman he bedded, turned out a man,
And crying in shame, off a cliff he ran
@holidaypunk1225 decrease product size, increase product size and price, rinse and repeat. result: product continually gets smaller, price slowly creeps up but not enough to immediately be noticable.
@holidaypunk1225 they knew that everyone knows about jacking up the prices. What they realise is that if they alternated between jacking up the prices and reducing the sizes, they could occasionally look like they were offering a deal despite constantly making more money.
@RansomArsom@Insomnia__ig That's what i mean, they had the whole trick already worked out, so why not just use it again on Skyward as an accessibility option?
@Dustybubo Nintendo, if you're listening: Give those variations their own tunic colours and you can reuse them the next time you make a Zelda multiplayer game
@DBZYuYuYasha@MichaelFKane The original Zelda more or less allows you to go anywhere and it's very possible to get lost and encounter dungeons in an order that makes them uncompleteable: LTTP carefully structures it, and OOT uses that same structure.
@DBZYuYuYasha@MichaelFKane Actually, the overworld is a prime example of how they used the same structure: Not just in Zelda, but also Metroid to an extent. You can theoretically go anywhere, but important parts of the world are progression gated requiring certain items. Also true in OOT.