The games should at least have optional tutorials. The game has to be accessible and optional tutorials are the best way of doing that without dumbing down the game. The alternative is making the game accessible by lowering the skill-level requirement, which is essentially what ALBW did. I'm afraid that's what's going to end up happening here. I don't want another Tomb Raider style reboot dumbing down a beloved franchise. How is it more insulting to the player to give the option of having tutorials than it is for the developer to just assume all of the players are stupid and make the game easier?
I was refering to Skyward Sword. Twilight Princess was hours upon hours of tutorials. Skyward Sword trimmed almost all tutorials. They made the environments between dungeons actually challenge the player rather than the awful tear-hunting tours of Twilight Princess.
At least Skyward Sword made the world more than an empty hallway between dungeons. These are equivalent areas in OoT, TP, and SS:
Death Mountain (OoT):
Death Mountain (TP):
Eldin Volcano (SS):
Huge jump in complexity. Lots of fun to explore.
Does not happen. There are 2 examples in the whole game where Fi MIGHT spoil a simple puzzle but she gives you a chance to figure it out on your own first.Fi made me hate skyward sword. It was so hard to find any satisfaction when completing puzzles when she just tells you what to do most of the time. I'm really excited for this potentially new direction, if its like A Link Between Worlds but with harder dungeons, then the game could be the perfect 3D Zelda for me.
The tears in TP were awful and part of the "tutorialization" of TP. The tears in SS, however, were amazing. They were a very fun and terrifying challenge.Next thing :
Don't included something like tears from tp or ss
Skyward Sword does respect the player. They don't even force you to learn how to use the sword ffs. The game is fairly hands off. It just has some minorly annoying interruptions that it could stand to get rid of that make no impact on the difficulty of the game.Beginners should rtfm or gtfo.
Don't bog down the actual game's pacing with condescending tutorials. Not like Zelda is super complex in the first place, controls can be figured out by pressing buttons and experimenting a little bit.
Respect the player.
Not really a fan of hands-off world-building, I suppose. It's all the same sort of white-noise. Kind of a trite point to make in a Zelda thread, nowadays, but in a sentence: my actions are the world.
I was refering to Skyward Sword. Twilight Princess was hours upon hours of tutorials. Skyward Sword trimmed almost all tutorials. They made the environments between dungeons actually challenge the player rather than the awful tear-hunting tours of Twilight Princess.
Does not happen. The rupee thing was Twilight Princess. The treasures interupted you for 1 second the first time you picked up each in a new play session, which is unfortunate, but not that big a deal.Exactly this. Preach it, brother.
My nephew got really annoyed and rolled his eyes every time we picked up a bigger rupee/insect/regular drop in a new game session in SS. Finding a new item for the first time was always great and exciting. But popping up the text for the most mundane items every fucking time.... my god Nintendo, why didn't you listen to your playtesters?
YOU FOUND A BLUE RUPEE! ITS WORTH FIVE RUPEES. BETTER DROP IT IN YOUR WALLET FOR NOW
YOU FOUND A BLUE RUPEE! ITS WORTH FIVE RUPEES. BETTER DROP IT IN YOUR WALLET FOR NOW.
YOU FOUND A BLUE RUPEE! ITS WORTH FIVE RUPEES. BETTER DROP IT IN YOUR WALLET FOR NOW.
YOU FOUND A BLUE RUPEE! ITS WORTH FIVE RUPEES. BETTER DROP IT IN YOUR WALLET FOR NOW.
YOU FOUND A BLUE RUPEE! ITS WORTH FIVE RUPEES. BETTER DROP IT IN YOUR WALLET FOR NOW.
YOU FOUND A BLUE RUPEE! ITS WORTH FIVE RUPEES. BETTER DROP IT IN YOUR WALLET FOR NOW.
Zelda was already linear before SS. In OoT you cannot do things out of order before you get the master sword, and even then you are very limited on that. You need to talk to Zelda to enter Death Mountain trail. You have to talk to Saria to get Saria's Song to get the Goron Bracelet from Darunia to get into Dodongo's Cavern. You need to get the bombs from Dodongo's Cavern to enter Zora's Domain. You can't enter Gerudo Valley at all. Majora's Mask is one of the most linear games in the series. Wind Waker forces you along linear paths for more than half the game. Twilight Princess blocks you from visiting areas in the order it doesn't want you to visit them in with gates and stuff.I don't think it's true that SS was a step in the direction that people want. SS extended an unpopular trend of locking most of the "overworld" behind plot gates, and the game's most famous structural innovation was to turn overworld areas into linear obstacle courses. Now, most fans probably prefer puzzles to nothing in the overworld, but when fans complain about linearity in SS, they're not talking about a flaw arising from half-steps or technical limitations: they're talking about a core design feature. And here I will speak just for myself: I have been clamoring for a compact overworld for a long time. I'd be happy with a world no larger than MM's if it were densely layered with content. But one of the reasons I want a compact world is because I think it works better for the kind of un-guided, fast-paced exploring and backtracking that makes the early games (and ALBW) so much fun. SS largely eliminates this aspect of the series. It is not a model I want EAD to follow.
At least Skyward Sword made the world more than an empty hallway between dungeons. These are equivalent areas in OoT, TP, and SS:
Death Mountain (OoT):
Death Mountain (TP):
Eldin Volcano (SS):
Huge jump in complexity. Lots of fun to explore.
Link's Awakening? You mean the game the won't shut up about telling you with v e r y s l o w textboxes that you don't have the correct item equipped whenever you touch a pot, rock, skull, or crystal and where every boss repeatedly interrupts their battles with v e r y s l o w textboxes to tell you what their weaknesses are? And heaven forbid you pick up a guardian acorn or a piece of power. That's a gold standard for tutorials? Even Skyward Sword's interruptions and Twilight Princess' long tutorials aren't that annoying.ALTTP or LADX are still the gold standard for me, though. Minimal story intro where the cutscene before it is skippable, then it immediately thrusts you into the world and intuitively teaches you about having to explore in this game (to search for your uncle at first, your immediate motivation). At the same time, it teaches you about secret pathways right from the get-go by making the main way to progress one of them, which you are gently shepherded into finding by the environment design alone. You then get the sword immediately, along with further cause to push on. In the very next room, it teaches you about combat by gently introducing tough but not unbeatable enemies. For the beginner, they are tough enough to run from in higher numbers, which leads most people to running towards the entrance of the castle as soon as they're outside. It then again very gently shepherds you along to your first mini-boss encounter, Zelda's prison guard. And so on and so on.
All this without interrupting your play at all, really. It's genius how it actually teaches you about the whole game in the escape tutorial until the sanctuary, gradually raising the difficulty to a challenging but comfortable level. As much as SMB1 has books written about its design, the same way ALTTP works. In-context, non-text-heavy tutorial design for a difficult-to-explain, hybrid open-world/item-progression-based system. It still amazes me so much every time I play it. That's how they need to do it.
OoT isn't complicated apart from the ending because of the timeline split. Wind Waker and its sequels, Twilight Princess, and Skyward Sword are all much more complicated.The only thing that anyone should have "trouble" explaining is the triforce and the three timelines BS which is talking about the series at large rather than each individual game.
SS is the only one I haven't played yet but I'd say the most complicated games where MM and OoT and even then it's only complicated when you start talking about the sequels/prequels.
Really story isn't a big thing in the series, the dungeons and exploration are. Your goal is to stop bow--I mean Ganon and this usually involves either saving or working with pea--I mean Zelda.