• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Miyamoto on Zelda Wii and Zelda ST

Llyranor said:
'Don't take the heart containers' is a cop-out. Reward is an integral aspect of exploration and progression. It isn't the players' job to self-cripple themselves to make up for the devs' inability to implement proper challenge.
That's a great way of putting it.

If a game is too easy, don't blame the player; blame the people who made the game that way.
 
EmCeeGramr said:
Well if Nintendo doesn't historically do something, it must be bad to want it.
As long as we're making up hidden meanings in to each other's posts, I do not agree that Easy Mac is just as good as regular mac and cheese.
 
The translated fiscal thing is up : http://www.nintendo.co.jp/ir/en/library/events/091030qa/index.html

The important part :

''And the new Zelda for Wii is beyond that. On developing the recent Zelda for DS, I found out that one of Zelda's core appeals is its uniqueness. Of course we are preparing gorgeous graphics for the sake of users' anticipation for a grand role-playing adventure. But what I believe is very important is the realistic, actual feeling players have experienced themselves; the feeling to have really been on an adventure, to have explored the unknown terrains, to have solved the puzzle through trial and errors, to have themselves grown through various experiences! In that sense, a personal sense of creativity is becoming important among us. We have assembled one of the most creative team for the recent Zelda for DS, and we want to be as creative as possible for upcoming Wii Zelda.''
 
the feeling to have really been on an adventure, to have explored the unknown terrains, to have solved the puzzle through trial and errors

I'm hoping this translates to "Yes. We will try and focus on exploration, with puzzles integrated with the environment. Everything is non-linear!"

If so, DAY MOTHER EFFING ONE.
 
Blackbird| said:
The translated fiscal thing is up : http://www.nintendo.co.jp/ir/en/library/events/091030qa/index.html

The important part :

''And the new Zelda for Wii is beyond that. On developing the recent Zelda for DS, I found out that one of Zelda's core appeals is its uniqueness. Of course we are preparing gorgeous graphics for the sake of users' anticipation for a grand role-playing adventure. But what I believe is very important is the realistic, actual feeling players have experienced themselves; the feeling to have really been on an adventure, to have explored the unknown terrains, to have solved the puzzle through trial and errors, to have themselves grown through various experiences! In that sense, a personal sense of creativity is becoming important among us. We have assembled one of the most creative team for the recent Zelda for DS, and we want to be as creative as possible for upcoming Wii Zelda.''
I like the parts in bold. But with Nintendo, we just have to wait and see.
 
I was worried when iwata said that monster hunter 3 make the zelda team put more effort in the graphics departament,i never played the game but looks like monster hunter 3 is inferior to TP and have a lot of invisible walls and pre-rendered things
 
Blackbird| said:
I was worried when iwata said that monster hunter 3 make the zelda team put more effort in the graphics departament,i never played the game but looks like monster hunter 3 is inferior to TP and have a lot of invisible walls and pre-rendered things


Err, graphically, MH3 kicks TP's ass.
 
Blackbird| said:
I was worried when iwata said that monster hunter 3 make the zelda team put more effort in the graphics departament,i never played the game but looks like monster hunter 3 is inferior to TP and have a lot of invisible walls and pre-rendered things
You haven't seen much of MH3.
 
I'm not sure if you can just paint it "logical" to like TP, but still, whenever somebody brings up that it's merely a vocal minority who dislikes the game, they're right.

It just happens to be that, here at the GAF, more people who don't enjoy TP get to have their voices heard. They aren't representative of the entire gaming population, however.

As it stands, TP overall is a great game, and as a formulaic title it's definitely a worthy successor to OOT.
 
All I want is a relatively small overworld to explore that is jam fucking packed with things to do. What's the fucking point of riding around a huge world if it's mostly empty? Throw in as much content as possible into each area.

Beyond that, do whatever the hell you want with the controls.
 
Wrath2X said:
I'd like to see some of MH3's graphics, are they really that good?
monster-hunter-tri-20090820111123025_640w.jpg
 
Rash said:
It just happens to be that, here at the GAF, more people who don't enjoy TP get to have their voices heard. They aren't representative of the entire gaming population, however.
And these vocal ones aren't even close to representing the majority of GAF, considering the game got GAF GOTY 2006.
 
I'll be really random here but I just hope that in the next game they don't make Link put the rupees back into the chests if his wallet is full like he did in TP.

1-Finds chest with rupees.
2-OCD demands you leave it open so it disappears from the map.
3-Wallet is (always) full, so Link puts the money back into the chest.
4-Teleports with chicken to outside of the dungeon.
5-Buy useless shit at some shop.
6-Teleports back.
7-Opens chest, Link gets money, it remains open.
 
For the next Zelda game, the whole rupee mechanic needs to be rethought. It served a much higher purpose in previous Zeldas (actually contributed to your capacity to survive as well as allowed you to advance your character in the game). In TP, it was a disaster with too many rupees and not enough purpose for them. It was like Miyamoto had walked away from the franchise.
 
Fuu said:
I'll be really random here but I just hope that in the next game they don't make Link put the rupees back into the chests if his wallet is full like he did in TP.

1-Finds chest with rupees.
2-OCD demands you leave it open so it disappears from the map.
3-Wallet is (always) full, so Link puts the money back into the chest.
4-Teleports with chicken to outside of the dungeon.
5-Buy useless shit at some shop.
6-Teleports back.
7-Opens chest, Link gets money, it remains open.

I fucking hated that, especially since they threw rupees everywhere in the game. And like I've said before, the use of all those rupees is for a sidequest in which you spend even more rupees to eventually buy Magic Armor for an insane amount of rupees, and the Magic Armor eats up rupees to use... but Magic Armor is fucking pointless since you can't fucking die in TP.
 
EmCeeGramr said:
Unless there's some super-secret 4D aspect of train travel that Nintendo has decided to hide, it looks like you just travel along tracks, toot a horn, and shoot bombs.
It would be awesome if Nintendo was in fact able to hide that the train could do something like travil back in time :lol
 
Drkirby said:
It would be awesome if Nintendo was in fact able to hide that the train could do something like travil back in time :lol

Zelda: The train of time

THAT would be all kinds of awesome.
 
GregLombardi said:
For the next Zelda game, the whole rupee mechanic needs to be rethought. It served a much higher purpose in previous Zeldas (actually contributed to your capacity to survive as well as allowed you to advance your character in the game). In TP, it was a disaster with too many rupees and not enough purpose for them. It was like Miyamoto had walked away from the franchise.
Agreed wholeheartedly. Rupees have become boring. They need to serve some other purpose now.

They also need to stop being the prizes that are found in secret areas. For once I want to find something much more meaningful when I go out of my way to discover a secret area. And no, heart pieces aren't the only things that should fit that bill.
 
Rash said:
Agreed wholeheartedly. Rupee's have become boring. They need to serve some other purpose now.

They also need to stop being the prizes that are found in secret areas. For once I want to find something much more meaningful when I go out of my way to discover a secret area. And no, heart pieces aren't the only things that should fit that bill.

I agree with this 100%, especially the part in bold.

One of my pet peeves was spending 10 minutes in figuring out a timed puzzle while using tools for precarious moves to get to a treasure chest and then find out that it only holds a purple rupee for a wallet I already have filled, anyways.

What they should do is at least make it worthwhile to open all of the chests. Something similar to Wild ARMs where you get a special item/fight a tough boss, etc. for opening all the chests.
 
But really though, what the fuck else could they put in those chests? What did the other games do, and how were they necessarily better? It's not so much that the rupees in the chests are wrong, the problem is that they can't create a proper balance between your collection of rupees and their legitimate usage.

If you guys are still complaining about rupees in chests, I suggest a system sort of like the Kinstone system in Minish Cap for a 3D game. Could be very interesting.
 
BrandNew said:
But really though, what the fuck else could they put in those chests? What did the other games do, and how were they necessarily better? It's not so much that the rupees in the chests are wrong, the problem is that they can't create a proper balance between your collection of rupees and their legitimate usage.

If you guys are still complaining about rupees in chests, I suggest a system sort of like the Kinstone system in Minish Cap for a 3D game. Could be very interesting.

I completely completely agree. Very well put. I also agree with those people saying that "off the path" areas ought to have more significance to the overall game in what you find there. If they can fix those two things they'll be on a better road with Zelda IMHO.
 
BrandNew said:
But really though, what the fuck else could they put in those chests? What did the other games do, and how were they necessarily better? It's not so much that the rupees in the chests are wrong, the problem is that they can't create a proper balance between your collection of rupees and their legitimate usage.

If you guys are still complaining about rupees in chests, I suggest a system sort of like the Kinstone system in Minish Cap for a 3D game. Could be very interesting.

Well, they have thought of new things to put in the chests with the later iterations. Like the item collections you can turn in for new moves, etc. And again, if they put in the game that if you opened all the chests in the game for a special item or to fight an extra boss that would make it worthwhile.

But you are right, if they designed a better balance on what to use the rupees on, that would work, too.
 
BrandNew said:
If you guys are still complaining about rupees in chests, I suggest a system sort of like the Kinstone system in Minish Cap for a 3D game. Could be very interesting.

Oh god, those were so awesome. I can't believe I'd forgotten them.

The figurine gashapon crap—especially near the end, when the chances of getting a new figurine were so low—can go to hell though.
 
Agreed on Rupees. You need to be able to purchase MORE THAN THREE THINGS and then Rupees will be fun again. I really wouldn't mind them taking Zelda into the Action-RPG realm and slighly out of the action-adventure genre.
 
danielijohnson said:
Agreed on Rupees. You need to be able to purchase MORE THAN THREE THINGS and then Rupees will be fun again. I really wouldn't mind them taking Zelda into the Action-RPG realm and slighly out of the action-adventure genre.

You mean like him having stats and levels?

Nah, we already have a plethora of Action-RPGs. Besides, then it wouldn't feel like Zelda anymore, at least for me. The design of the gameplay is fine overall, just needs some tweaks.

And to be honest, the "rupee issue" isn't a huge one, I am happy with the series overall. Just was trying to give some things in what I think would make it more fun.
 
zigg said:
Oh god, those were so awesome. I can't believe I'd forgotten them.

The figurine gashapon crap—especially near the end, when the chances of getting a new figurine were so low—can go to hell though.
I was fine with that. Really, all you need to know is that at 30% and below, go to 100%. You can afford it, there are enough shells in the game (I can confirm it). And if you don't find them all, you can always buy some. They're not that expensive.
They were kinda worthless, but they did give you that one Piece of Heart.

Kinstones were awesome expect for that one goddamn purple-haired teacher. Whore. The only fickle Kinstone fuser in the game that wasn't part of the "shared rewards" fusers group.

With TP's chests, more money sinks, less chests, more wallet space (and easier to get wallet space. I mean come on, by the time I got the 1000 wallet I already wasted about 1500's worth of rupees from the bugs), easiest solutions.
WW was really awesome with the money. Every chest I got, I was like "Nice! I'll need every rupee I can get." Even when they were all over the ocean and reefs. Even after I finished the Triforce parts, I still had no problem getting money because I had tons of room for it. I even sat there and did all the puzzles in the Cabana to get some good cash (the puzzles were fun anyway). I went ALL OUT in the auctions thanks to this. The money just didn't feel useless.

For anyone that mentions the Magic Armor again, I used it. A lot. I used it every time I rode Epona and got from place to place. I was always maxed out.

Edit: Oh, also, I'll just mention this again. Cheat codes completely negated any and all problems I had with TP. Spinner was fun as heck, money was glitched into being maxed out (I could open all chests and it didn't bother me being maxed out). More people should give cheat codes with TP a go. It makes the game so much more fun.
 
And on a more tangible note, we are utilizing Wii MotionPlus. What has been disclosed so far is that we are finding the most efficient way to utilize Wii MotionPlus to realize the realistic and actual feeling of fighting with the sword. As for targeting, we are utilizing the pointing system of Wii Remote on the previous title. This time we are planning a more convenient and comfortable pointing system.

This is different than what was posted in the op.
 
Blackbird| said:
I was worried when iwata said that monster hunter 3 make the zelda team put more effort in the graphics departament,i never played the game but looks like monster hunter 3 is inferior to TP and have a lot of invisible walls and pre-rendered things
That's some failure right there.
 
Really? They're using M+ for targeting? Like, instead of z-targeting? I wonder how that will work...

upandaway said:
Oh, also, I'll just mention this again. Cheat codes completely negated any and all problems I had with TP. Spinner was fun as heck, money was glitched into being maxed out (I could open all chests and it didn't bother me being maxed out). More people should give cheat codes with TP a go. It makes the game so much more fun.
QFT. Difficulty cheats were awesome.
Wonder if there's a cheat that could make rupees more useful? Like double the price of everything, or halve the number you get? Hmmm...
 
BrandNew said:
But really though, what the fuck else could they put in those chests? What did the other games do, and how were they necessarily better? It's not so much that the rupees in the chests are wrong, the problem is that they can't create a proper balance between your collection of rupees and their legitimate usage.

If you guys are still complaining about rupees in chests, I suggest a system sort of like the Kinstone system in Minish Cap for a 3D game. Could be very interesting.

Maybe they just need less chests overall. When I see a chest, I want to know that there is something important in there. Make them farer and fewer between and you won't have to fill them up with rupees.
 
carlo6529 said:
Maybe they just need less chests overall. When I see a chest, I want to know that there is something important in there. Make them farer and fewer between and you won't have to fill them up with rupees.

This might be okay. Let's see a return of the slumdog old men and women to give out rewards, replacing some of the chests instead. That might be kinda cool.
 
Instead of chests, maybe just make it somewhere you can get renewable collectables, like fairies and shit. Yeah I dunno lol.
 
Or maybe make rupees rarer to find so they turn into a proper reward. A bit hard to get excited about them when you can get filthy rich by cutting grass.
 
maybe rob a bit of RESIDENT EVIL 4's treasure system, and make the things you find in chests distinct treasures and not always just rupees. it'd give them an opportunity to put in some really interesting treasure designs and have some fun with building some culture for some of the species ("goron rock gem," "kokiri petrified wood," or something). additionally, you could even borrow further from RE4 and make some treasures have companion pieces that could be combined to complete the set and exponentially increase their value; or, rather than having those things just be sold for rupees, maybe there's a collector of rare antiquities who really wants this and this and this thing, and at the end of all that is a cool item.

so that way, when you find a chest and it completes a treasure that you know you need to get one step closer to a really bad ass item, you're all like, "yes bitches. YES. that's a chest."
 
In Phantom Hourglass the rupees were far more balanced than Twilight Princess.
You had a bigger wallet from the very beginning, and could buy a lot of stuff, which often required a lot of them. So, they didn't feel so useless.
I guess TP was so unbalanced because of how rushed and incomplete everything was (don't forget they had to cut a lot of stuff, like the magic meter that still made it to one screenshot in the back of the box).

beelzebozo said:
maybe rob a bit of RESIDENT EVIL 4's treasure system, and make the things you find in chests distinct treasures and not always just rupees. it'd give them an opportunity to put in some really interesting treasure designs and have some fun with building some culture for some of the species ("goron rock gem," "kokiri petrified wood," or something). additionally, you could even borrow further from RE4 and make some treasures have companion pieces that could be combined to complete the set and exponentially increase their value; or, rather than having those things just be sold for rupees, maybe there's a collector of rare antiquities who really wants this and this and this thing, and at the end of all that is a cool item.

so that way, when you find a chest and it completes a treasure that you know you need to get one step closer to a really bad ass item, you're all like, "yes bitches. YES. that's a chest."
It would be awesome, but we both know they won't be doing it :(
 
beelzebozo said:
maybe rob a bit of RESIDENT EVIL 4's treasure system, and make the things you find in chests distinct treasures and not always just rupees. it'd give them an opportunity to put in some really interesting treasure designs and have some fun with building some culture for some of the species ("goron rock gem," "kokiri petrified wood," or something). additionally, you could even borrow further from RE4 and make some treasures have companion pieces that could be combined to complete the set and exponentially increase their value; or, rather than having those things just be sold for rupees, maybe there's a collector of rare antiquities who really wants this and this and this thing, and at the end of all that is a cool item.

so that way, when you find a chest and it completes a treasure that you know you need to get one step closer to a really bad ass item, you're all like, "yes bitches. YES. that's a chest."
Dayuumm, would be awesome.

Finding treasure is all about the feeling of accomplishment and being rewarded when you get to it. A system like this is double the reward, you feel good when you find a new piece, you feel good again when you complete the set. Hell, even give me that *click* sound when you get each new piece and it connects to another part (if the item is like a puzzle that was previously broken).
 
Top Bottom