Breath of the Wild: Nothing Lasts Forever
Gaming reflections from the pause menu of life
There’s a sound you hear often in Breath of the Wild: The snap of a weapon breaking.
No matter how many times I’ve heard it, that sound never fails to sting. You finally find a weapon that feels just right. Its swing is balanced, its power reliable—and then it’s gone. You’re left holding broken shards of a weapon that is no more.
Weapon durability is one of Breath of the Wild’s most controversial mechanics. Every weapon, no matter how legendary, will eventually break – save for the Master Sword if you successfully complete a specific trial. Yet, that’s a game mechanic that I can respect and appreciate.
In a game that’s all about freedom and experimentation, durability teaches you to let go.
Many games reward you for hoarding your best gear. You stockpile rare weapons and save special items for the “right moment.” But in Breath of the Wild, the right moment is now.
Your favorite sword can shatter mid-battle. Your bow can break when you need it most. The game forces you to adapt—to look around, improvise, and use whatever’s in reach.
The name of the game isn’t about what you’ve saved. It’s about what you’re willing to use.
By accepting that small design choice, it changes the way you play. Through that acceptance, you stop clutching your inventory and start moving through the world with creativity and courage. You fight with a mop if that’s what you’ve got. You fling a rusty sword at an enemy and laugh when it works. You learn to trust your instincts more than your items.
The game becomes less about preservation, and more about presence.
We do this outside the game, too.
We save the good things for later—our best energy, our most honest words, our favorite ideas—thinking we’ll use them when the time is right. But “later” rarely announces itself, and if it does at all, it isn’t how we imagined it would be.
Projects get delayed. Conversations get postponed. Opportunities pass.
Just like in Breath of the Wild, our personal durability systems run out over time. Our patience, motivation, and courage all wear down if left unused.
The real trick is learning to swing with what we’ve got, even if it’s not perfect.
Use the words while you have them. They’ll come to you.
Start the project before you feel ready. You’ll figure it out.
Offer kindness even when you’re tired. You still have some left in you.
Every tool, every season, every version of us has a limit, and that’s what gives it meaning.
Nintendo could have made unbreakable weapons. They didn’t, because durability is what turns simple combat into creativity.
Likewise, the impermanence in our own lives: The friends that change, the people who move on, the plans that fall apart, are all what push us to adapt and grow.
If everything lasted forever, we wouldn’t have much to worry about.
So, the next time something breaks, whether it’s a sword or a plan, try seeing it differently: as proof that you used it fully. That it mattered enough to wear out.
That is a subtle message Breath of the Wild offers us: Don’t save your best for later. Use it now. That’s how you grow.
💬 You’re Turn: What’s the weapon, tool, or mechanic you always hold onto too long in a game?
And what does it remind you of in real life?
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Disclaimer:
This post contains commentary on The Legend of Zelda: Breath of the Wild, a game developed and published by Nintendo. This newsletter is not affiliated with or endorsed by Nintendo. All trademarks and game content referenced are the property of their respective owners. This article reflects personal commentary and analysis, and is transformative in nature, aligning with fair use/fair dealing copyright law guidelines. Image created using DALL·E by OpenAI (2025). Not affiliated with or representative of any official game assets. I do not claim any copyright ownership of the game’s content.


There were several things in Breath of the Wild I had to get used to after breezing through other Zelda games of the past, but facing my very first enemy with nothing more than a tree branch was a bit of a shock. I realise now it was all part of the initial training - to use anything you could find as a weapon, and to use your imagination and creativity with what you could find.
Breaking weapons also could be annoying, especially at an inopportune moment, but it's also part of the game. I accidentally broke a glass the other day - something I rarely do - and that was annoying too, but we deal with it and move on, like you said.