The real question then must become why a series that originally had less than two dozen words of required text and that became famous for letting the player wander around a vast (but basic) world killing monsters and fighting through dungeons is suddenly now so bloated with "mechanics" that we need to be told how to do everything.
Since it gave proper exploration (see: player-driven world-building) and combat (see: challenges overcome by the player's willingness to master the game's mechanics rather than be told the proper way to do things) a backseat? I don't think Groose saving the day made SS a better game, as amusing a character as he was.
Now if only people would stop trying to make 3D Zelda into a Souls title derivative, instead of letting it be it's own thing.
Oh I can agree with you on that point, having NPCs tell you exactly where to go with the important words bolded/coloured is pretty annoying, but both can exist side by side.
If they let you explore and find out things about the world on your own terms everyone could be happy. I doubt there are that many who play Zelda to be spoonfed information about everything. (As evidenced by Fi)
Obligatory:Who thought it was a good idea to put the "no" option on top?
The real question then must become why a series that originally had less than two dozen words of required text and that became famous for letting the player wander around a vast (but basic) world killing monsters and fighting through dungeons is suddenly now so bloated with "mechanics" that we need to be told how to do everything.
Obligatory:
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Well, I don't think it's any great mystery that moving the series to 3D meant that formerly intuitive mechanics (e.g. shooting an arrow at an enemy) would become more complicated.
Other new mechanics arrived in response to player demand for larger worlds (e.g. Epona) or more sophisticated combat (counters in WW, special moves in TP, ~1:1 sword control in SS).
"Casuals" are, if anything, even more turned off by tutorials than anyone else.
See: the immense popularity of Wii Sports, 2D Mario being preferred to 3D Mario, the dramatic sales decline of Zelda the more hand-holding, tutorials, and story are added in.
I didn't think the tutorials bothered me as much in Zelda games until Skyward Sword. Twilight Princess I had fun going through the supposed "tutorial area" in Hyrule Castle and so forth. Skyward Sword's biggest failing for me though was a really irritating, uninteresting, thoroughly patronising companion that would tell you really inane stuff several hours into the game still. I'm in the fourth dungeon dear, I don't need to be reminded there's a possible bossfight behind that big door, for God's sake.
I hope they take a good look at how Link Between Worlds handled it, which was pretty much the perfect amount. Tell me what button does what, give me my sword, then away you go and work out how the puzzles work from there. Bish bash bosh. To be fair there are fewer mechanics in ALBW than there are in the average 3D Zelda, so I do wonder how practical it is to limit it to that amount in the Wii U Zelda. One thing for definite, though, is that Skyward Sword was completely the wrong way to deal with it. Stay well away from that game for tutorial inspiration!
They really do exaggerate how bad Fi was. Fi steps back and performs tasks similar to what Midna would do. I watched playthroughs of the game and noted every time that Fi appears in the first 3 surface areas:i agree TP had a worse start, far less enjoyable.
But at some point during TP you reach a stage where you can play the game without being tutored by a sidekick.
All the forward steps that skyward sword achieved, and there were lot's, it was all for nothing because someone at nintendo decided to ruin all their hard work by having Fi interrupt the player at least once every five minutes and she doesn't stop until the game is over.
so your telling me that the irritating sound she made constantly until you listened to her was ignorable.
I love skyward sword, beautiful art style, mostly great world and characters, i even loved the motion controls but people really don't exaggerate just how bad Fi was.
It just won't be a Zelda game without an annoying side character to yap at you and tell you what you already know.
Souls is just what 3D Zelda would have been if they kept on the trajectory of Zelda II.
Obligatory:
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SS's sword tutorial was great in that you had a space where you could practice if you wanted, but you could skip it and move on if you didn't. OoT was similar, in that you could perform most of the basic in-game actions from the start, but (outside of targeting) you didn't have anyone stopping you to explain them - you could read the signs in the training area or talk to NPCs if you wanted to find stuff out.
People really have some warped ideas about SS, did half the people talking about excruciatingly long tutorials in that game even play it? And FI was a bit annoying but some of the hyperbole is silly, I think she is being used as a proxy by some people who didn't get the awesome controls and quit.
The tutorial section was skippable and optional, and even so it only took about 15 minutes if you bothered with it. Its TP, which seems to be entering it's nostaligic longing phase with alot of people that has the excruciatingly long mandatory tutorial phase.
I see this SS criticism has reached points of pure parody.
There is NO metric by which it takes 4-5 hours for one to "start playing" SS.
[*]Once you find all 3 she tells you to return to the dial. If you fail to figure out the puzzle in your first try she gives you a hint.[/list].
I don't quite think the correlation you made in the last one works out too well
TP has the worst intro of the series yet is 2nd best selling
SS was at the end of the Wii's life, the 2nd Zelda on the console, at a time when it was being retired
I was responding to your suggestion that "mechanic bloat" might be the real issue here. I completely agree that even the more-complicated mechanics of recent games can be learned without forced tutorials or frequent intervention from NPCs (see my first few posts in the thread).
It happened already a long time ago. SS definitely has a shorter intro than TWW and TP and I'm pretty sure MM intro is about the same length if not longer, yet somehow SS gets blasted with "FIVE HOUR TUTORIAL" so often that I sometimes ponder if I played the same game.
It would be awesome if the game started like this.
How are you supposed to learn how to play now????
The real question then must become why a game that became famous for wandering around a vast (but basic) world killing monsters and fighting through dungeons is suddenly now so bloated with "mechanics" that we need to be told how to do everything.
Except TP failed. I didn't care for any of the inhabitants, I was annoyed by them. If someone didn't know what to expect from Zelda games, that opening segment in TP did a really poor job of explaining the appeal, or rather what's fun about them. "Walk the horse over here. YAAAYYYY. Go talk to this person. YAAYYY. Now go talk to this person. YAAAYYYY. Aw shucks, the kids ran off into the woods. Go get 'em! YAAAAYYY." Those characters may be...umm... "important" from a story perspective, but they meant nothing from a gameplay perspective. Your Majora's Mask comparison doesn't work here, as getting to know those characters, seeing their timetables etc. is part of the gameplay and questing. Outside of cutscenes, these characters don't play into the game at all, and are completely replaceable.
Twilight Princess' tutorial DOES introduce new mechanics, but it spaces them out too far, and does a poor job of contextualizing them in an engaging way. Something both Ocarina, Majora's Mask, and even Wind Waker did better.
While I can appreciate that Fi pushed players well beyond breaking point, Aonuma's comments regarding Zelda U are starting to sound a liiiiiitle bit too much like an internet forum whinger's wishlist, which I'm not sure is a good thing.
But it's not a bad thing yet, either.
I remember a brief sword and slingshot tutorial at the beginning of Twilight Princess, but not much else. Am I missing something?
Because the series has evolved into 3D, become more complex, tried to innovate as a 28 year running series and I guess nintendo broadening their audience in the wii gen maybe had an impact. They couldn't just keep making zelda 1 and 2 sequels for 28 years without much change.
You're still fighting monsters
and the world was designed differently only in SS as a result of the reception to the vast but empty feeling TP's overworld as well as other zelda's.
Gyro aiming owns.I wonder what the annoying Gamepad gimmick with be (and you know there will be one)? Gyro aiming?
How are you supposed to learn how to play now????
'You got a Red Rupee. It is worth 20 Rupees! Don't spend it all in one place!'
I can't even play the bastard game let alone spend my rupees because everytime I run into a non green diamond I get a text box on my screen stopping me from doing anything until ie acknowledged something I knew 15 bastard hours earlier into the game!!!!!!!!!!!!!!!!
See, but I often don't feel like I'm fighting monsters, even when I am. I feel more like I'm a lab monkey who's forced to do the same trick (respond to the same weak spot) over and over again. The combat today is more like a puzzle (or a KH-style attack spamfest) than the dynamic, challenging combat of previous Zeldas.
Would it be too much to ask for the option to move the HUD to the Gamepad as well?
I want to immerse myself completely in this masterpiece in the works.