![]()
The fact that his message remains unchanged a year or so later, in fact maybe stronger with the success of ALBW, suggests that he's very serious and it excites me.
ALBW was 3 steps forward in gameplay, 2 steps backwards story-wise. I loved the freedom feeling of old Zeldas, but this also means that at times, i meet some sages like 1 time in the game and then i'm supposed to care about them when i enter a dungeon which kills the idea of an engaging story.
I hope they can find a balace there![]()
Wait does that mean that the Wii U Zelda game might have multiplayer components because I don't want that in my Zelda game, I already had that with Four Sword Adventures and while it was fun it isn't something I want returning.
Wait does that mean that the Wii U Zelda game might have multiplayer components because I don't want that in my Zelda game, I already had that with Four Sword Adventures and while it was fun it isn't something I want returning.
Twilight Princess also came after a nearly-decade lull of people waiting for an Ocarina of Time successor. Majora's Mask wasn't it. Wind Waker definitely wasn't it. Twilight Princess was pegged as a "return to form" (sound familiar?) for the Zelda franchise.Not sure where you are getting this from exactly. Twilight Princess is the best selling Zelda game (if you count both GameCube and Wii, and if you just count the Wii version, then it's the second best selling Zelda behind Ocarina of Time which he also worked on). Anyways, I love Aonuma's Zelda games personally with Ocarina of Time and Twilight Princess being my two favorites.
Anywho, I'm fine with the games being more open and less linear, though. I don't mind changing some of the Zelda conventions as long as it still feels like a Zelda game. I think one benefit to having a more linear experience is the dungeon design gets better and more complex because they know what items/tools you will have when designing future dungeons. I love A Link Between Worlds (awesome game), but you could definitely tell the dungeons were only designed with one item in mind.
You mean like how Zelda used to be? We've tried choo-choo trains, boats, paintings, Groundhog's Day, and Furry-Link. Why not try, y'know, going back to the arcade-RPG roots of the franchise?So...
Next Zelda will have excellent gameplay with a cookie cutter, bare-bones story?
Hmmm...We'll see.
How many times have we heard this? ALBW was a step in the right direction, though.
Glad you saw through the illusion. It's not Zelda 1, it's puzzelda but without arbitrary roadblocks. That's how it should be, I'm not interested in immersive exploration aka huge fields with low frequency of points of interest. TP and WW have such boring overworlds, there is nothing of substance to do once you go outside of the "right" path.
ALBW pretty much proves that, if done well, the open world style can work really well in Zelda.
I never played Demon's Souls.How about like Demon's Souls? That game is pretty straightforward but still lets you play the dungeons in any order with a few exceptions.
Twilight Princess also came after a nearly-decade lull of people waiting for an Ocarina of Time successor. Majora's Mask wasn't it. Wind Waker definitely wasn't it. Twilight Princess was pegged as a "return to form" (sound familiar?) for the Zelda franchise.
If you're curious where I'm getting the idea that people don't like Aonuma's idea of Zelda, take a look at Skyward Sword. It was a "true" Wii Zelda game launching at a time when (iirc) the Wii installed base had passed 80 million.
And yet? It sold less than half of what Twilight Princess (a Gamecube port) sold. This can only be due to the fact that people - quite obviously, in a demonstratable way - liked the vision behind Twilight Princess more than they liked Skyward Sword. And Skyward Sword was totally Aonuma's baby.
You mean like how Zelda used to be? We've tried choo-choo trains, boats, paintings, Groundhog's Day, and Furry-Link. Why not try, y'know, going back to the arcade-RPG roots of the franchise?
Absolutely. A big part of exploration is risk. Not necessarily a dangerous one, but one of how you are spending your time. If you take the time to go up the mountain, will you find something cool? The answer should be: Maybe. Exploration should be about wandering around enjoying the journey and hoping to find something cool, not solely about getting to a destination.
They'll never do this but I wish they'd make another game like the original Legend of Zelda. Just throw you into a world without a weapon and let you figure out WTF to do on your own.
Twilight Princess also came after a nearly-decade lull of people waiting for an Ocarina of Time successor. Majora's Mask wasn't it. Wind Waker definitely wasn't it. Twilight Princess was pegged as a "return to form" (sound familiar?) for the Zelda franchise.
If you're curious where I'm getting the idea that people don't like Aonuma's idea of Zelda, take a look at Skyward Sword. It was a "true" Wii Zelda game launching at a time when (iirc) the Wii installed base had passed 80 million.
And yet? It sold less than half of what Twilight Princess (a Gamecube port) sold. This can only be due to the fact that people - quite obviously, in a demonstratable way - liked the vision behind Twilight Princess more than they liked Skyward Sword. And Skyward Sword was totally Aonuma's baby.
You mean like how Zelda used to be? We've tried choo-choo trains, boats, paintings, Groundhog's Day, and Furry-Link. Why not try, y'know, going back to the arcade-RPG roots of the franchise?
Absolutely. A big part of exploration is risk. Not necessarily a dangerous one, but one of how you are spending your time. If you take the time to go up the mountain, will you find something cool? The answer should be: Maybe. Exploration should be about wandering around enjoying the journey and hoping to find something cool, not solely about getting to a destination.
With ALBW any direction will give you something, and usually it's a path to a dungeon. Then of course, I'd already rented all the items so there was no reason I would have to turn around.
Zelda 1 proved that. It was never really a question.
You just described how gambling works. Delayed gratification and having not every "pull of the level" resulting in a jack pot.
I don't think A Link Between Worlds successfully made the game "non-linear", because non-linearity came at the price of drastically lowering dungeon scope and complexity and making it so that every dungeon could be solved, with ease, with one or two items. In turn, few dungeons had satisfying loot and I don't feel like the game's "size" increased over the length of the game.
In terms of going forward, I'd like to see them throw everything to the wind;
- Does the game need a character called Link?
- Does he have to wear a Tunic?
- Does there have to be a Zelda or Zelda stand-in?
- Do dungeons need to be fundamentally about lock-and-key puzzles?
- Does every dungeon need a boss? Should bosses be pattern-based get-angry-and-power-up-when-near-death / phase based?
- Does Link need hearts or a health meter?
- Does the game need rupees, and if so do they need to be used in the way they've been used before?
- Should the game have more or less of a loot system?
- Does the game need to do without voice acting?
- Should there be richer side quests, the current status quo of "side dungeons", or none at all?
- Is it important that the core combat loop is built around the sword?
- Is it important that the core movement loop consists of walking, running, jumping in context but never free jumping, using items?
- How long should the game be?
- Should the game include a bow and arrow, bombs, a dash item, a boomerang item, some sort of jump or float item, etc series staples?
- If the game has horseback or vehicle systems, should they operate in a particular way?
- Should the game be exclusively single player?
- Should the game use "dungeons" in the traditional sense?
- Should there be more or less character development attributes?
- How big or small should the game be?
- Is there a way to raise difficulty without alienating the audience or causing frustration?
- What's going on in the game design world over the last ten years that might be worth looking at for inspiration? Note: Companies other than Nintendo make games. Note: If you can't answer this because you don't play games, it's probably maybe time to either consider playing games or not being in charge of designing them.
I don't think it serves them any value to take for granted answers to any of these questions because the series is anchored around some of these concepts. I think most Zelda games coming out have been very well received, but it's been a while since one has sort of unquestionably been a "stop and take notice" consensus best-of-breed trendsetter. I think that indicates design stagnation, even if fans enjoy the design.
Personally, I'd much rather see the team not have to make a game in the series at all, and do what they want, but if it has to be packaged as a Zelda game, let's at least encourage contemplation and rethinking of sacred cows.
Right. And? Is that somehow a bad thing?
Twilight Princess also came after a nearly-decade lull of people waiting for an Ocarina of Time successor. Majora's Mask wasn't it. Wind Waker definitely wasn't it. Twilight Princess was pegged as a "return to form" (sound familiar?) for the Zelda franchise.
If you're curious where I'm getting the idea that people don't like Aonuma's idea of Zelda, take a look at Skyward Sword. It was a "true" Wii Zelda game launching at a time when (iirc) the Wii installed base had passed 80 million.
And yet? It sold less than half of what Twilight Princess (a Gamecube port) sold. This can only be due to the fact that people - quite obviously, in a demonstratable way - liked the vision behind Twilight Princess more than they liked Skyward Sword. And Skyward Sword was totally Aonuma's baby.
You mean like how Zelda used to be? We've tried choo-choo trains, boats, paintings, Groundhog's Day, and Furry-Link. Why not try, y'know, going back to the arcade-RPG roots of the franchise?
I don't think A Link Between Worlds successfully made the game "non-linear", because non-linearity came at the price of drastically lowering dungeon scope and complexity and making it so that every dungeon could be solved, with ease, with one or two items. In turn, few dungeons had satisfying loot and I don't feel like the game's "size" increased over the length of the game.
Ahhh sorry, looking back that does come off as a negative, it was meant to be an interesting observation nothing more![]()
However pointlessly wandering around empty space should be avoided, I prefer a compact and dense world. Not becasue of the risk, but I just don't see any benefits.
- Does the game need a character called Link?
- Does he have to wear a Tunic?
- Does there have to be a Zelda or Zelda stand-in?
Please, combine Majora's Mask's "open yet small enough to still be packed with life and interactions with NPCs" world design with the more nonlinear item collection and dungeon ordering from ALBW and I'll be a happy man. Or at least get rid of the godforsaken unskippable partner text and cutscenes for getting every single item even if it's already been gathered before..
Wat.
I don't think A Link Between Worlds successfully made the game "non-linear", because non-linearity came at the price of drastically lowering dungeon scope and complexity and making it so that every dungeon could be solved, with ease, with one or two items. In turn, few dungeons had satisfying loot and I don't feel like the game's "size" increased over the length of the game.
In terms of going forward, I'd like to see them throw everything to the wind;
- Does the game need a character called Link?
- Does he have to wear a Tunic?
- Does there have to be a Zelda or Zelda stand-in?
- Do dungeons need to be fundamentally about lock-and-key puzzles?
- Does every dungeon need a boss? Should bosses be pattern-based get-angry-and-power-up-when-near-death / phase based?
- Does Link need hearts or a health meter?
- Does the game need rupees, and if so do they need to be used in the way they've been used before?
- Should the game have more or less of a loot system?
- Does the game need to do without voice acting?
- Should there be richer side quests, the current status quo of "side dungeons", or none at all?
- Is it important that the core combat loop is built around the sword?
- Is it important that the core movement loop consists of walking, running, jumping in context but never free jumping, using items?
- How long should the game be?
- Should the game include a bow and arrow, bombs, a dash item, a boomerang item, some sort of jump or float item, etc series staples?
- If the game has horseback or vehicle systems, should they operate in a particular way?
- Should the game be exclusively single player?
- Should the game use "dungeons" in the traditional sense?
- Should there be more or less character development attributes?
- How big or small should the game be?
- Is there a way to raise difficulty without alienating the audience or causing frustration?
- What's going on in the game design world over the last ten years that might be worth looking at for inspiration? Note: Companies other than Nintendo make games. Note: If you can't answer this because you don't play games, it's probably maybe time to either consider playing games or not being in charge of designing them.
I don't think it serves them any value to take for granted answers to any of these questions because the series is anchored around some of these concepts. I think most Zelda games coming out have been very well received, but it's been a while since one has sort of unquestionably been a "stop and take notice" consensus best-of-breed trendsetter. I think that indicates design stagnation, even if fans enjoy the design.
Personally, I'd much rather see the team not have to make a game in the series at all, and do what they want, but if it has to be packaged as a Zelda game, let's at least encourage contemplation and rethinking of sacred cows.
Ahhh sorry, looking back that does come off as a negative, it was meant to be an interesting observation nothing more
Stump: While there is value in some of those questions, but at some point if you're going to make a ton of changes, you'd be better off simply making it a new series or IP entirely. There is value in change, but there is also value in tradition. There has to be a good mix going forward, or else you'll end up with another game entirely just using the Zelda name to sell you on it.
If you change all, or even the majority, of those things, but keep the name, you run the risk of appealing to no one. .
In terms of going forward, I'd like to see them throw everything to the wind;
- Does the game need a character called Link?
- Does he have to wear a Tunic?
- Does there have to be a Zelda or Zelda stand-in?
I agree with everything else you said but this. I personally cannot imagine playing a Zelda game as anybody else but Link and the tunic. I just can't and it's killing me trying to wrap my brain around it.
Me too. Open world Zelda here we comeI like this. I like this a lot.
Willingness to embrace entirely new game designs led to Zelda games that defined generations. The second NES release was nothing like the first. The SNES release added layers of gameplay and defined expectations for all future top down Zeldas. OoT said screw it, we're going 3d. Majoras Mask said epic dungeon quests are cool and all, but how about basing an entire game on a side-quest heavy time travel mechanic?
Wind Waker was the last time they really tried something new, with the sailing mechanic and with the Celda visual style, and as much as I loved it, it was treading fairly worn ground in terms of mechanics and gameplay.