"Struggled" probably isn't the optimal word but going by what has been said by Hidemaro Fujibayashi during GDC I imagine that the team found many of the LTTP/OoT traditions completely incompatible with and/or harmful to BotW's goals of limitless freedom and experimentation.I don't think the developers struggled with how to include traditional Zelda elements. It seems clear based on what they have said that they intentionally abandoned many traditions and reinterpreted others.
Seems an obvious idea to me, seeing as Nintendo were never really happy with how the technology restricted their vision of the great sea.Not alot of people will follow my thought, but I could totally go for a modern Wind Waker.
Imagine a massive sea that is filled with islands. Some are really tiny, some are as big as a region in BotW.
Zelda was often seen as stale, so it's intriguing that people are asking for those traditional elements back.
This is really in-depth, creative, and well thought out. I both love and hate when fans come up with great ideas like this - it's fantastic that the game has affected them in a way that inspires them to think up their own ideas, but it's also going to sit on the internet, with Nintendo oblivious to it forever.I'd want them to continue and evolve the path they went in with BotW. Here is just a way I could see them doing it:
Game releases Holiday 2019 giving it a 2-3 year development time. Reuses a lot of overworld assets as well as enemies, items, animals, food, etc. from BotW. More polish and slight redesigns for assets, especially textures and tree models. Retain a lot of the same enemies but greatly increase variety. Enemies and varients such as Rocs, Orcs, Miniblins, ReDeads, Darknuts, Poes, Deku Scrubs, Gohma, etc. Most enemy varients also have a boss form that are uncommon throughout Hyrule like Hinoxes and Stone Talus are in BotW. Phantoms are this versions guardians. would all be welcome. Artstyle is similar to BotW but not the same. Has a more Steampunk design to it.
Game is set 2000 years after WW in the new Hyrule discovered in ST. The world is designed and structured with a similar open world design to BotW. The sea levels have lowered significantly since WW. New Hyrule has 1/2 the map as one continues continent while the right half is the sea. However, since it's been draining there are large islands/ sub continents you can explore. The overworld map also includes WW's overworld but sea levels much lower. Steam Trains, Zeppelins, Steam boats, etc. are in the world they were created by Spirit Technology. This Hyrule is much more active and growing than BotW's Hyrule. You can encounter a lot more small towns or one off homes through out the world. The various Spirit powered vehicles can provide travel to unexplored areas as well as NPCs to interact with on your journey there.
Conflict is that the Spirit Realm is in distress and impacting Hyrule. Spirits are all over the world more common in rural settings some you can talk to, they can be enemies that attack, some act more animal like and others have more like a diety presence. This causes many issues with spirits attacking or causing problems for all people in Hyrule. There are multiple antagonists with different motives that have different storylines you can follow depending on where you explore. Final Boss and main antagonist is unclear but if you explore the world enough you will be able to figure it out before facing them. Initially when you first encounter a new region there will only be dark spirits that attack you. To restore peace you have to activate the Spirit Tower in the region and as you activate Spirit Outposts that can also reduce on the amount of dark spirits. After activating you will encounter more friendly and animal like spirits. Link and Zelda are both playable but no co-op in the overworld. You can switch between the two anywhere and meet them at Spirit Outposts/Towers. The world is broken up into 15 Spirit Towers and 60 Spirit Outposts. Spirit Outputs have similar structure to the Shrines. There are about 40 Spirit Outpost quests. Some Spirit Towers require(unless you get enough stamina upgrades) that you enter and traverse through the tower instead of climbing but they function similarly to Towers in BotW. There is one big difference.
There are 50 Spirit trials that can be played and accessed from Towers once activated. As you activate Spirit Towers a portal to the Spirit Realm opens up and you can enter the Spirit realm. The Spirit Realm has Online/multi-player features. You go to a small hub location which can best be described as an inkopolis x WW in terms of mimicking the Miiverse functionality. From there you can take on missions with 1-4 players online or local, missions are more open and have varied locations but have specific linear progression and tasks. Think of MH x Zelda for the Spirit Realm and their missions/structure.
There are six a bit more traditional dungeons closest thing on BotW was Hyrule castle. They can only be accessed from specific locations though and there is one warp point midway through the dungeon. There is both a mini-boss, new special power when you beat the miniboss and then a final boss in each dungeon. Some dungeons may require you to have specific powers you get from other dungeons to fully complete them.
Instead of Runes, Spirit Magic is the replacement. Performs similarly to the Runes offering some of the same abilities such as bombs, magnesis, stasis but includes other special powers. Powers such as calling on animals for help to attack, travel or ride on; control time of day, weather control, Snake whip that functions like the clawshot but with similar functionality to the snake whip in terms of combat: Full Restoration, Temporary Hover ability, etc. Varying degrees of recharge for abilities some taking an hour to fully recharge. After defeating a miniboss you inherit a Lokomo's Spirit that allows you to make a MM esque transformation for Link or Zelda. Ritos, Gorons, Gerudos, Zoras and Koroks return some of which have updated/different appearances. Gerudos have become pirates travelling the seas while having their town as a Pirate Bay that also leads into a Sand Sea. Anouki return with a much better revision on this reindeer/Eskimo concept with more centaur like inspiration. There are 6 Lokomo one for each of the 6 dungeons. They are a steampunk cyborg each one being a different race. After you beat the miniboss you inherit the Lokomo's Spirit which allows you to take on that form. There are 20 Magic abilities to obtain. You start with 6 magic abilities, get 6 from the dungeons, and get the other 8 from completing special Spirit Outpost Quests.
Still lots of side quests throughout the world. In addition to a usual reward you would usually get from side quests on BotW. You also get a force gem. These allow you to upgrade your magical abilities. Completing Spirit Outposts or Spirit Realm Quests gives you Spirit orbs. There are also still Korok seeds for inventory upgrades.
Weapon system still work and perform mostly the same. However, there should be more variety in kinds of weapons such as the ball and chain from TP. Also a recipe book would be great.
I want the 100 and 10,000 years before BotW prequels.
I'd also like to see what a remake of Zelda 1 would look like in the BotW engine. I can't let that go after seeing the "Zelda Maker" testing game from GDC.
I want the 100 and 10,000 years before BotW prequels.
I'd also like to see what a remake of Zelda 1 would look like in the BotW engine. I can't let that go after seeing the "Zelda Maker" testing game from GDC.
I think I could go another 30 years of Zelda games using the BotW formula.
I was of the impression that the "10,000 years before BotW" prequel would be Ocarina of Time...
As for the 100 year prequel: I'm hope that we will get to see this with the story DLC at the end of this year.
Probably. Aonuma said there's a definite possibility for a 2D game on the Switch from the other Zelda team.
If you can explore under water too this sounds great.Not alot of people will follow my thought, but I could totally go for a modern Wind Waker.
Imagine a massive sea that is filled with islands. Some are really tiny, some are as big as a region in BotW.
Thanks for the input. I understand. After playing AlBW I made a similar detailed post of what I wanted. Saying I wanted an open world that could be completed in any order. The weapon crafting and stamina meter to return from SS. For the story, I had suggested that Link had amnesia from battling Ganon before lost most of his equipment and strength and that Zelda had the key to returning his memories. Most of the story being about learning what happened before.This is really in-depth, creative, and well thought out. I both love and hate when fans come up with great ideas like this - it's fantastic that the game has affected them in a way that inspires them to think up their own ideas, but it's also going to sit on the internet, with Nintendo oblivious to it forever.
I don't mean to be a downer, sorry. But I really like your idea. I'm not on board with it 100% (not sure about the multiple antagonist or MM transformation ideas) but I think it's definitely a cool concept, especially the return to a steampunk inspired New Hyrule.
Sequel to BOTW, not in Hyrule, no Ganon.
Yep. I love Ganon, but he's played his part. Vaati, Onox, Veren, Ghirahim, etc. all felt so refreshing because they allowed a new story to be told.That would be dope.
Seriously, the few non-Ganon games have been some of the highlights of the series to boot.
While I want the next game to have bigger, differently themed dungeons scattered throughout the world, I don't think I want them to be "traditional".
I want Nintendo to implement BOTW's freeform puzzles and exploration in a more realized, grander scale. Maybe add 2 or 3 more runes and build the puzzles around your whole arsenal (including climbing, gliding and the ability to cut down things, for example). For a sense of progression, ramp up the difficulty of the puzzles and combat after every 3 to 4 dungeons, offering more complex scenarios.
If we absolutely must go back to the previous formula, then at the very least discard the "this boss has an obvious weakness to this dungeon's item in this 3 phase battle" formula for the more organic approach taken by BOTW. Also, less puzzles centered around a dungeon's item. Exploration/puzzles built around a bigger set of tools are better.
Also, a complete revamp of themes would be appreciated. I don't need Forest-Fire-Water Temple 5.0 electric boogaloo. They don't even need to be temples. Be more creative with the dungeon's templates, like a city in the skies and snowpeak mansion kinda deal. Maybe a Zelda equivalent of Sen's Fortress/Tower of Latria/Duke's Archives/Anor Londo. I don't know, not that we're not limited by formulas, go wild.
I agree with this.
Going with Link to the Past as an example, say they did the same thing in BotW. You beat the divine beasts, go to Hyrule Castle, beat the boss there, and then head to an inverted version of Hyrule with harder dungeons and enemies. It keeps the "do whatever you want" aspect but offers an increase in difficulty to keep the player feeling like they are progressing in the story and earning their way past "the gate."