KillerTravis
Banned
I want a Zelda game made by Nintendo, not a shitty fan dream with no structure. What the OP wants is Skyrim, so play that instead, we don't need another copycat game.
Put an e-manual on the game's Pause screen. That way if you forget what a blue rupee does every five seconds, you can pause the game and check yourself, and the rest of us can continue playing uninterrupted! Ditto for core game mechanics. Pepper the landscape with signposts explaining shit you can read if you want, and cover it all in the e-manual on the Pause screen, but don't -force- anyone to read it, because 99 percent of people will figure things out just fine all their own.Are you trying to say that this stuff shouldn't be included in the game because it can be put in the manual? That shit doesn't fly anymore, and rightly so. It's only excusable in such old games because of the extreme technical limitations they faced.
I want a Zelda game made by Nintendo, not a shitty fan dream with no structure. What the OP wants is Skyrim, so play that instead, we don't need another copycat game.
So now any nonlinear game with a sword is Skyrim. Get off it.I want a Zelda game made by Nintendo, not a shitty fan dream with no structure. What the OP wants is Skyrim, so play that instead, we don't need another copycat game.
Put an e-manual on the game's Pause screen. That way if you forget what a blue rupee does every five seconds, you can pause the game and check yourself, and the rest of us can continue playing uninterrupted! Ditto for core game mechanics. Pepper the landscape with signposts explaining shit you can read if you want, and cover it all in the e-manual on the Pause screen, but don't -force- anyone to read it, because 99 percent of people will figure things out just fine all their own.
Nope.
So now any nonlinear game with a sword is Skyrim. Get off it.
I know, I was basically saying the same thing as you, just in a different way.Optional tutorials are fine, as is the existence of reference manuals if you miss something. I'm not defending the ludicrous handholding that appears in 3D zelda games, I'm just saying that games can't be designed the same way that LoZ NES was.
Optional tutorials are fine, as is the existence of reference manuals if you miss something. I'm not defending the ludicrous handholding that appears in 3D zelda games, I'm just saying that games can't be designed the same way that LoZ NES was.
ALL dungeons accessible at any moment sounds like a terrible idea.
ALL dungeons accessible at any moment sounds like a terrible idea.
He can't imagine it, ergo it must be bad.What would be bad about it?
It would work like Zelda 1, going through trial and error to find out which dungeon you gotta run first.ALL dungeons accessible at any moment sounds like a terrible idea.
Yeah, by that logic LoZ was a new IP from OoT, OoT from MM, MM from SS, etc. On paper they have some fundamental differences. But at the core they're still Zelda... as is the idea in the OP.at a certain point you stop making changing to a series and start just throwing a familiar coat of paint over what's basically a new IP.
you've reached that point.
No, I can easily imagine it. AND it would be bad.He can't imagine it, ergo it must be bad.
No, I can easily imagine it. AND it would be bad.
Zelder Scrolls!Legend of Zelda Scrolls.
Nah, it's pretty seamless in Wind Waker. OOT is much worse than WW in that regard with its shit-shit rupee hunt and boulder maze.LTTP, OOT and MM were fine. It got worse with WW. Then much worse with TP. Then ungodly bad with SS.
I'm not even saying you shouldn't be able to enter them, but to able to handle them in any order, having all the necessary tools from the start? Sounds bad, it takes away much of what is the charm of these "metroidvania" action adventures: becoming more strong (almost a side effect) *and* versatile (the key point) while progressing through the game.What would be bad about it?
Yeah, I'm not sure why OoT's tutorial is always spared from criticism, when it was unbearably tedious.OOT is much worse than WW in that regard with its shit-shit rupee hunt and boulder maze.
You fail yet again to say -why-, but that's OK, I'll just tell you why you're wrong.No, I can easily imagine it. AND it would be bad.
No, I didn't, read the thread.You fail yet again to say -why-
You are preaching to the choir. I'm not a Piranha Bytes fan by chances.There's a definite thrill to games that let you explore freely and stumble into dangerous territory, and that are open enough for you to explore elsewhere -- and make progress elsewhere -- when you realize you've in over your head. Blending such elements into the Zelda formula would bring back the sense of skill-based adventuring inherent in the older Zelda games.
Read my edit. You wrote what you did while I responded, then I saw what you wrote and edited accordingly. Judging from the partial quote you didn't even read -my- whole post, lol. Oh Tuco!No, I didn't, read the thread.
Now Zelda has become a series of circle-shaped corridors with backtracking and fetch quests and the occasional optional minigame.I want an old fashioned 2D Zelda. Heck yeah!
I also want a Zelda game where you play as Zelda, and instead of getting tools, you accumulate all kinds of badass magic.
It's funny how Zelda basically started the idea of an "open world game", but now...
I love minigames, but the modern Zelda games don't have a reason to do them. Okami was awesome at providing reasons to go off and do sidequests. Twilight Princess was like "hey, catch bugs! We'll give you..." - and I don't even remember, because it was so pointless.Now Zelda has become a series of circle-shaped corridors with backtracking and fetch quests and the occasional optional minigame.
Let's start over, respectfully. I grew snarky at your original dismissive one-line reply and you grew irked at my snark. It's late, I'm tired, and I apologize.You are praching to the choir. I'm not a Piranha Bytes fan by chances. But this has NOTHING to do with having immediate access to all dungeons.
Zelder Scrolls!
Nah, it's pretty seamless in Wind Waker. OOT is much worse than WW in that regard with its shit-shit rupee hunt and boulder maze.
A Zelda that has plenty of other items to find, and gives you the starting toolset to enable you to actually forge a path and access more than one dungeon at a time?DON'T give me the core items from the start. That's babies. What kind of Zelda game GIVES you items to begin with beyond a sword and a shield? NO.
What would be bad about it?
twilight princess was dripping with Ghibli influenceAtmosphere in Zelda has always been Disney, but the fans want Ghibli.
In most Zelda games, the dungeons only use the dungeon's special item, plus a fraction of the bow/bomb/boomerang/hookshot/lantern toolset I suggested. So in other words, by default these dungeons would have more complexity in terms of potential item usage. Giving the player a lot of basic items from the start, and then keeping each dungeon fresh with heavy usage of its own special item -on top- of those, makes each dungeon mechanically sound on its own merits, regardless of what items you obtain beforehand. The progression then comes down to the player: what they can handle, skill-wise, at any given time, which will be different for each player -- some will leave a tough dungeon for the time being and explore elsewhere, conquering other dungeons and coming back more experienced for a second try; others will keep at it and conquer the harder dungeon when they first encounter it. I think it could work, and it's perhaps the best way to bring back real, meaningful exploration to the series.Because then you couldn't make puzzles based off other items to be obtained in other dungeons without inadvertently forcing a liner progression system to obtain said items to be able to complete said dungeon.
The item design, I would argue, is one of the staples to the dungeon/puzzle element in Zelda, and I think it would be bad not to design the dungeons on them, because then you either force a progression, or you make all dungeons void of them. The sense of progression for me would be gone.
Again, for the hundredth time, by "tutorial" I mean anything in the game that explains mechanics, I.E. a fetch quest to get a cat off the roof "teaching" you how to climb, etc. Basically, the first three hours of a modern-day Zelda game would be skippable in this situation.How about no tutorial?