[QUOTE="goblaa"]
I don't think that's what anyone is suggesting. In Oot, MM, WW, and TP link has to collect 4-6 'things' by defeating a boss in a dungeon be it oracles, shadows, spirits, triforce shards...whatever. Now, instead of forcing player to do the dungeons in order, let the players explore for the dungeons and tackle them in any order they want. Bam, less linear and still has story.
That's just one example of how the zedla formula needs changing.Sepewrath
Thats exactly whats being suggested whether they intend to or not. Its impossible to have a story if you can go anywhere, anytime. Thats like saying you want to read a book starting with chap 8, then chap 2, then chap 12. The only way to tell a story is through linear progression, like lets take OoT the story started in the Deku Tree, with the first scene, the story of the triforce being told and all that, what would that happen no matter what dungeon you went to? To do that you would have to design the game 8 times over, so no direction=no story. Thats not a change thats going back to what the first Zelda did. All you have to look at is LBP that is a great example of basic game development, if you set up emitters or speech sections or set pieces, you have to force the player to go there. You cant just leave the level open for them to roam randomly and have these things.
Of course you can have story in a non linear game. Example:
Link is a boy in the woods, something bad happens that leads him to dungeon 1 where he gets the gist of the story learns about zelda and gets a tutorial on how to play the game, to fight gannon he must collect 4 widgets each guarded by a boss in a different dungeon, link finds all 4 dungeons and collects the 4 widgets in whatever order, he then goes to hyrule to fight gannon and save zedla. The end. It's like the basic plot of every zelda ever made.
Basic quicky premise, done right there. Just needs fleshing out with details like a guide, characters, settings, and so forth.
Just because a game is a little less linear does not mean they just drop you off in the middle of hyrule and leave you to your own devices. That's bad design.
I'd really like some more freedom. Every zedla story has you collecting 4 "things" (be it triforce shards, spirits, shadows...whatever). They usually force you to collect these in order, but that could let you tackle them in the order you like. Let the first dungeon be the tutorial. Then let me tackle dungeon 2-5 in any order, then end on dungeon 6. Let me explore to find the dungeons.
I'm also very very tired of the "go to dungeon-get item-use item to solve puzzles and beat boss-leave dungon and never use item again" formula. Give me 3-4 items I NEED to beat the game. Give me the boomerang, lantern, bombs, and grappling hook. Those with the sword and shield should be everything you need to complete the game...you would just be missing about 50% of the game by doing so. Everything else is hidden. In TP there was nothing lamer than finding hidden stuff only for it to be either a heart piece you didn't need or a ruppie you didn't need or couldn't hold. Exploring outside should find me a magic wand or a better bomb. Exploring hidden parts of a dungeon should find me a bow or a hookshot. Items should let me get to places I couldn't go before, they should let me beat enemies and bosses easier, they should let me solve puzzles easier or out right skip them. I should be rewarded for finding them, but not be forced to find them. There could even be a whole extra dungeon (a real dungeon, not a tower of trials) that can only be accessed with a certain hidden item.
Miyamoto described his inspiration for Zelda from taking the scenic rout walking home from school as a child; being amazed to discover a lake up in a mountain. That's what's been missing from zelda.
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