ViewtifulJC
Banned
For some reason, they figured out all Zeldas need to be 40 hours even when the best ones are like, 15.
the biggest issue is the long ass tutorial sections. they treat their fans like they're idiots with every installment. just make those parts optional.
I don't understand why people say that Wind Waker had padding.
I finished that one faster than Ocarina of Time. Twilight Princess and Skyward Sword definitely had padding though.
This got old, real damn quick.
ALTTP does that really well. There are a few optional items hidden in the world. They're not super OP but they can be really useful.One thing the series could do better at is giving real reason to seek secrets. Money, heart pieces, collectables are not good reason. There needs to be real items, things that greatly increase the players power, out there in the wild. What would be sweet is if they figured out how to make such secrets different for each playthrough, buy still fun to unlock (not bomb every bush).
The only thing I consider padding in Majora's Mask was the (totally optional) fairy collection stuff they added to the dungeons, and even that isn't that bad once you understand the layout of the dungeon and you have the Great Fairy mask.
My dream Zelda game is a 3D Zelda game with the combat intensity of the first two. Your first trip anywhere will probably be treacherous because the enemies will whittle down your health, but once you grow in power the enemies there will become trivial, while other enemies suddenly become manageable. And enemies won't be so easy to just avoid outright.
Padding in 2D Zeldas exists in the form of time spent figuring out what to do next. In 3D Zeldas that is for various reasons not really there anymore, so they pad it out in other ways (fetch quests, etc.)
I don't think the tears collecting in Twilight is meant to be padding. They had the idea for the Twilight Ream and needed to fill it with something, but apparently they didn't have a better idea than spreading a dozen shining tears across the map.
I thought it was fun enough and quite well designed in Odon and Kakariko, but I can see why a lot of people get instantly frustrated when a game tasks them to collect a lot of seemingly pointless stuff.
So, I go with: In a lot of cases, they've got stuff in mind they want the players to do, but they fail to find interesting incentives why the players need to do this stuff.
I don't know that ALttP or LA really pads things out much.
Bleh, tadtones were all in the same area, and weren't too hard or long. See them as a SM64 red coin star. Not too exciting but it's done quickly.
You want really bad padding ? TWW triforce quest or in TP where you had to awake all those fucking statues to "revive" the scepter thing in order to access the sky temple. Fuck. That. Thing.
Oh and forced escort mission or dumb bridge fights
Wait, really? Your defending Skyward Sword and in the same breath complaining that another game makes you repeat an area? Everything in Skyward Sword past the third dungeon is a rehash of areas you've already been to. Not to even mention the fucking Imprisoned fight that was bad enough the first time and doesn't get any better the next three times you fight him.And let's not forget the wonderful lost woods that you have to do twice.
LBW managed to make every dungeon past the first "padding" by having them all the same exact difficulty. For this reason it's likely the worst Zelda in the entire series. No progression waters down the adventure.
Zelda is about the adventure not just the dungeons.
What you consider padding others consider core content. It's sometimes nice to break up the flow a bit so you're not just running from one dungeon to another. Variety is the spice of life.
With SS they finally made a world on the level with classic games where the world itself challenges you. They dialed the bloat down quite a bit from TP, and what remains isn't as tedious since it takes less time and offers more challenge.
There's only the trade quest I can think of as padding. Can't get to the final boss without doing itI don't know that ALttP or LA really pads things out much.
So now even the dungeons are padding.
I'm pretty sure I beat ALBW pretty quickly, but I consider it one of the best-designed Zelda games. Very tight, great pacing, just like ALTTP. Even the optional stuff was fun and didn't take that long to 100%. But that's 3DS, and not a console Zelda.People who buy games put too much value on how many hours they get from the dollars they put in, so it's in the interests of Nintendo to make the games appear as "big" as possible.
If they release a Zelda game that lasted 10-15 hours, people would freak out about how it wasn't worth the money. This isn't true of just Zelda, it's gaming in general. Far too many people use "length" as a marker of value rather than "quality" which is why we get so much "RPG-lite" stuff these days.
I don't know that ALttP or LA really pads things out much.
For some reason, they want Zelda to be RPG length, but don't have enough things to fill the world with, like enemies, or interesting NPC's and Quests, so we get TAD TONES.
They need to either cut the length of 3D Zeldas in half, or make them so big that they figure out they need more interesting things in them. But I doubt they'll figure it out because Nintendo is so in tune with function over style.
There's considerably more padding than the first two Zelda games. They're definitely not egregiously bad, though.
They don't, if you know what you are doing, or utilize the hint systems a lot. New players though will expect to spend some time wandering around looking for the next dungeon, etc.
Padding to me just means time spent doing something not part of the main quest/main game. That can be doing repetitive side quests, or just dicking around while you figure out what to do next.
Oh yeah you go to the same areas again.Tadtones were tedious and did absolutely nothing except take up time. At least there are puzzles to be solved when moving the owl statues in TP.
Wait, really? Your defending Skyward Sword and in the same breath complaining that another game makes you repeat an area? Everything in Skyward Sword past the third dungeon is a rehash of areas you've already been to. Not to even mention the fucking Imprisoned fight that was bad enough the first time and doesn't get any better the next three times you fight him.
I personally don't consider it padding, I was just trying to figure out what the OP could potentially consider padding. I always felt like I had to collect the fairies in the dungeons (for the upgrades), and because of the time limit I always felt like I was rushed if I wanted to get all of them AND finish the dungeon for the first time all in one go.Well if you consider that padding ... I guess 100 gold skulltullas in OoT count? They're optional collectibles either way. (MM did a much better job in that section by having the two spider houses instead of putting 100 of them randomly all over the overworld).
Oh yeah you go to the same areas again.
Except :
- You don't do the same shit.
To me padding is when the game expects you to do a chore to progress in the main quest. Those owl statues in the overworld were a fucking chore.
Tadtones were a crappy minigame but it didn't take long at all and was all in the same area.
The wolf parts are the definition of padding.Excluding the tutorial, I consider nothing between the dungeons of TP padding. Excellent game with tons of gameplay variety and building the right atmosphere especially for the wolf parts. Barely anything feels like it's there to stretch gameplay time. In particular since there's not much repetition in the tasks.
What is the difference between a minigame and a chore, other than you (personally) liked one but not the other? Tadtones were a chore, for me.
The wolf parts are the definition of padding.
There is literally no valid reason that there are so many wolf segments in the game.
It's like the time you're a deku scrub in MM but then tenfold because you can't switch back at will.
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And let's not forget the wonderful lost woods that you have to do twice.
This boss is the worst fucking shit ever.
The wolf stuff I can see being tedious on multiple playthroughs, but the first time around the tears of light served the purpose of familiarizing the player with the area. Never bothered me at all, but I get that every other person in the world hated it.The wolf parts are the definition of padding.
There is literally no valid reason there are so many wolf segments in the game.
It's like the time you're a deku scrub in MM but then tenfold because you can't switch back at will.
Skyward broke the Zelda cycle in that it's just not a good game
Scale and duration ?
Spending 5-10 minutes to collect tadtones is annoying but it's nowhere near spending hours searching statues or triforce pieces
Or crossing the entire map to play a sumo minigame to get the iron boots, and then coming back
It only started with WW. TP and SS are the worst offenders.
WWHD somewhat fixes the problems with the original WW... from what I understand, TPHD does not.
It only started with WW. TP and SS are the worst offenders.
WWHD somewhat fixes the problems with the original WW... from what I understand, TPHD does not.
It's a better game than both TP and WW
The wolf parts are the definition of padding.
There is literally no valid reason that there are so many wolf segments in the game.