I would love a for a continuation of the MM style. There does not have to be time travle persay, but more of an emphasis on relations with NPCs and learning about the peoples and communities of the world, their nature, personalities and habits. A removal of the core of the game being focused on dungeon hopping by having more outdoor and cavern style exploration that feels more like I am still in the world and affecting the lives of those in it, not some unseen action that only affects my item screen and personal progress in the game.
Make more of the game occur in the world itself not in some far removed lair. I really enjoyed the Arbiter Grounds in TP because it had more of a purpose and real world standing than the other temples, Sky Temple as well felt a little like that as well. I would not be opposed to having 3 or so max "real" dungeons if they were quite massive and detailed in their design and place in the world.
In a way being a bit more Metroidian in depth and exploration, which in a way would go back to Zelda roots of being open ended and non linear. More than one item would be found in them and not all the areas could be explored in one visit. An intelligent design that though the whole of the dungeon has not been explored, progress has been made and the affects of your actions can be seen in some ways because again these dungeons would have more of a purpose and relation with the real world.
As well I would like the game to be more dynamic in nature, like MM was, evolving and changing with my achievements and actions. Even if it meant a more compact world, I would desire a place where my actions say in freeing a town were not left unchecked. Where the enemy retaliated to my actions and more relations and side quests opened up bringing more depth and richness to the world. All Zeldas have had levels of this, but very few have seemed truly genuine and meaningful to world and not just to my gaining access to a heart piece or rupee. I would really like to see some aggression from the "evil" threatening the world, a tug of war between me and them and not the domino affect that the previous games have generally been.
Most importantly I really want to have Items to have real depth to them, that includes swords and armours. Not some one time use thing that was only really useful in the dungeon it was found in. If that means less Items thats fine, as long I can use them in numerous situations combat or puzzle. This also plays into bosses. I love the old style, but I really would like them to get away from the ABC style of boss fights where you search for their weak spot, probably using the item you found in that dungeon, attack it to stun them and then hit them for real damage, do this three times and fights over.
Lastly the story. This goes hand in hand with my desire for a more dynamic world, with my actions having a greater impact on them and involvement in what goes in it and an enemy that really reacts and does not just lay down for me to defeat them, and also be like MM and portions of other Zelda titles where there is a sense of emergency and immanency of danger and a need for me to achieve my goals because if I do not do it quickly all will be lost.
Aside from those main points, the Zelda formula is one of my favorites and look forward to whatever they have in store for us.
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