While I appreciate and respect your opinion, I feel following too many questions you pose will lead to complete abandonment of the fanbase with Final Fantasy being a prime example.
Modern Final Fantasy has such little in common with traditional/older Final Fantasy titles that all they share is the title and monsters/summons.
I get the impression from interviews and such that they were really impressed with Skyrim. I think they're going for a mix between the two.
Then they are less likely to tell their friends. It is less likely to sell by word of mouth. It is therefore less likely to get to that 6 million point in the first place. I put little stock in marketing. It can move the dial a little, but I do not believe it plays as large a role as some people think. Ironic that we're having this conversation in a Nintendo-related thread. A big part of Nintendo's cancer is that they refuse to accept the simple logic that high-sales = that's what our fans want and low sales = that's what our fans don't want.What if 6 million people were to buy a game because of good marketing and cool trailers, but most of the people who play it dislike it?
Bad example, because TP and SS were both well-received, but yet, it does make it a higher quality game. We can argue about our opinions of what the word "quality" means, but I'd say a very fair, a very rational metric for determining "quality" is this: who spent their money on it?Does that make that game a higher quality product then a well received game that sells less than a million?
And you're still missing the point. "Quality" to you and me might mean different things, that's why I said "in the consumer's eyes". Arguably, Hangover 3 was funnier than those three other movies you mentioned (can't say for sure; the only theater movie I saw within the last 18 months was Lego Movie). Maybe that's what people want? And therefore, maybe that's what people spend money on.By that same logic, the Hangover 3 was one of the highest quality movies of 2013, and it's quality surpasses movies like 12 Years a Slave, Wolf of Wall Street, or American Hustle.
No.And I don't think people wanted Twilight Princess because it appeared to have less puzzles then WW or MM. They wanted it because the game itself sounded like every Zelda fanboy's wet dream.
I was responding to the guy that said that sales are the best way to determine a game's quality. I disagree with that ideal. The post is not related to my enjoyment of TP.In what world did fans dislike the game? Outside of the vocal super minority that pops up every new game. TP was and is well regarded by fans and critics alike.
The game has the best dungeons in the series, the best sidekick in Midna, and the best incarnation of Zelda. It's a great game, whose biggest fault other than a slow opening sequence is occasionally being a bit derivative of another game widely recognized as the best of all time.
I believe Aonuma stressed at a later point that his words being misinterpreted and that he wasn't going to make a Skyrim like game for Zelda. MH3 was referenced a lot by the Zelda team when they were developing SS. While I see some inspiration, it was still a Zelda title. Id expect something like that with Skyrim.I get the impression from interviews and such that they were really impressed with Skyrim. I think they're going for a mix between the two.
I just wanted to say, I've been a bit surprised by the focus on my comments about Skyrim... I just wanted to take a look at it. "Oh, okay, this is what this game's about. There are some things in here that are sort of Zelda-esque and maybe some things that aren't."Â
But there was no inspiration taken from Skyrim. It didn't impact what I was thinking about for future Zelda titles. I'm always thinking about, "Okay, next time, what are we going to do with the next one?" [...] As far as whether or not those are inspiring me or influencing my decisions, I guess it's probably the same way as when I talk to young developers or new people on our staff, or when I read interviews with other people saying, "Yeah, this game was influenced by my experience playing Zelda as a kid." Or, "Zelda really impacted my design decisions going forward." I think the problem with that is that everything you play influences what you're thinking, but I'm not looking at other games to try and find inspiration. If it happens, it's a natural process.
Ah gotcha, misinterpreted your post, my bad.I was responding to the guy that said that sales are the best way to determine a game's quality. I disagree with that ideal. The post is not related to my enjoyment of TP.
Besides, I love Twilight Princess, and I agree with your points about the game. If you think about it, TP sounds like a fan rumor. It has realistic graphics, a huge world that you can traverse on Epona, 9 big, atmospheric dungeons, the ability to turn into a wolf, and a dark, mature storyline. If rumors like that were revealed prior to E3 2004, people would have dismissed them for being too good to be true.
The part I highlighted is why people thought it looked amazing. Do you really think people will not buy a Zelda game unless it has no puzzles? I don't think you realize why people love the Zelda series.No.
http://www.youtube.com/watch?v=VE2Dc1sx71U
The game was action, action, action. The maps were sprawling, the tone was darker and more "mature", the combat looked sick, there was horseback riding, the music was orchestrated.
And there was nary a puzzle in sight.
It wasn't until just before launch that we began seeing the Wolf-Link stuff, and even then people weren't aware of how puzzle-y the game ended up being (admittedly, it was far less puzzle-y than certain other Zeldas).
We may disagree on this point (that sales = quality) but the fact is undeniable: Zelda series has been selling less and less. OoT was a high point in sales, and TP was another high point. What did those games do? How did they differ from the rest? I think it's easy to pick out the differences.
The Legend of Link : a Zelda between Worlds.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.
Lots of hyperbole here.
said every zelda fan ever
all with 18 unique steps they want the zelda team to take
lol
And there was nary a puzzle in sight.
It wasn't until just before launch that we began seeing the Wolf-Link stuff, and even then people weren't aware of how puzzle-y the game ended up being
Zelda of all the big Nintendo properties is the one that suffered most for being SD, as it strives for realism, and needed more detail to make the art shine through (the exception being windwaker obviously, though WWHD looks amazing). Unless something is horribly wrong about the reveal it will get ungodly amounts of hype by virtue of that alone.
Outside of TP and perhaps OoT, I think they have strayed away from the more realistic look. Id prefer for them to do more abstract and interesting artstyles. I liked SS artstyle but I think the hardware really limited its artstyle.Zelda of all the big Nintendo properties is the one that suffered most for being SD, as it strives for realism, and needed more detail to make the art shine through (the exception being windwaker obviously, though WWHD looks amazing). Unless something is horribly wrong about the reveal it will get ungodly amounts of hype by virtue of that alone.
Outside of TP and perhaps OoT, I think they have strayed away from the more realistic look. Id prefer for them to do more abstract and interesting artstyles. I liked SS artstyle but I think the hardware really limited its artstyle.
Yeah oot and TP have just as much a puzzle focus as SS or WW. Majora is the one that doesn't focus on dungeons or Puzzles nearly as much and it sold the worst of all the 3D Zeldas (last I checked it was 3.36 vs. 3.31 million for Skyward, and that was January 2012, so I assume SS passed it by now, 2 years later with 50k sales to make up).This is completely false. Link was seen pushing blocks in the E3 2004 trailer, Wolf Link was teased at GDC 2005, and officially revealed at E3 2005 more than a year before launch. Demos of the game at press events showed off both action and puzzle solving in dungeons as well as minigames like fishing.
You've constructed an alternate universe where OoT and TP don't have a heavy puzzle focus.
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.
Second big problem is that the Zelda games have become too easy. It just kills a game when there is no challenge.
Zelda of all the big Nintendo properties is the one that suffered most for being SD, as it strives for realism, and needed more detail to make the art shine through (the exception being windwaker obviously, though WWHD looks amazing). Unless something is horribly wrong about the reveal it will get ungodly amounts of hype by virtue of that alone.
Second big problem is that the Zelda games have become too easy. It just kills a game when there is no challenge.
Late to the party, but I'd like it if Tezuka/Koizumi were to question Mario's traditions more. SM3DW is a start, but I feel it's just the beginning of the possibilities.
The Legend of Link : a Zelda between Worlds.
Yes, he said that Twilight Princess would do that, later on after TPs release he said the next Zelda game would not be similar to others or use the same formula/format. Both were awful games derived from OOT.Doesn't Aonuma talk about throwing out Zelda conventions, like, every game
Awful but better than about 96% of other games releasedYes, he said that Twilight Princess would do that, later on after TPs release he said the next Zelda game would not be similar to others or use the same formula/format. Both were awful games derived from OOT.
it was a game that required an accessory, and most hardcore gamers had run away from the system.
It'll be nice if the handholding lightens up, definitely, but much more importantly the action and combat has been trivial since WW. I don't think I've seen Nintendo ever address that complain and it's as common as the handholding one.
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.
Yes, he said that Twilight Princess would do that, later on after TPs release he said the next Zelda game would not be similar to others or use the same formula/format. Both were awful games derived from OOT.
Eh, in my opinion there isn't a single Zelda game with good combat. It's visually entertaining in TP and WW at least, but still ultimately boring. I wouldn't mind them improving it of course, but hopefully in a way that doesn't break up the natural flow of the game like SS combat could at times. Making every bokoblin a mini setpiece got old pretty quick. Only being able to really take on one enemy at a time also made the fights feel a lot less dynamic to me as well.
No matter what you say about the rest of the series, I can't really think of the combat in Zelda 2 as anything but good..Eh, in my opinion there isn't a single Zelda game with good combat. It's visually entertaining in TP and WW at least, but still ultimately boring. I wouldn't mind them improving it of course, but hopefully in a way that doesn't break up the natural flow of the game like SS combat could at times. Making every bokoblin a mini setpiece got old pretty quick. Only being able to really take on one enemy at a time also made the fights feel a lot less dynamic to me as well.
I think Link Between Worlds is sure proof he is serious when he says these types of things. Not only is that game incredibly non-linear for a Zelda game, it also introduced an item rental system which changed up the game significantly (especially if any of you have played in Hero mode, it makes you really cautious).
So, I could really see non-linear dungeons and some form of multiplayer component in Zelda Wii U making an appearance. It really excited me that we really have no idea what the game is really going to be like in many aspects. I'm happy Aonuma is taking this route with the series.
I have this hazy vision in mind of the Zelda game I want but I can't articulate it. Probably a defense mechanism used by my brain because Lord knows i won't get what I want.
Is this the thread where we pretend ALBW doesn't exist? I mean, I can understand the skepticism if you haven't played that game, but it seems Aonuma listened.