Dustin_W / Member

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Miyamoto's Misconception about the Next Zelda

Entertainment Weekly asked Shigeru Miyamoto about the next Legend of Zelda and his response was, "With the last game, Skyward Sword, that was a game where you had motion control to use your weapons and a lot of different items, and I thought that was a lot of fun, but there were some people who werent able to do that or didnt like it as much and stopped playing partway through it. So were in the phase where were looking back at whats worked very well and what has been missing and how can we evolve it further." Shigeru Miyamoto is making a mistake in thinking that people stopped playing because of the motion controls. I am a person that stopped playing Skyward Sword, and the reasons were many, but the sword control was not one. The sword control; though it was basically eight directional, worked; but the implementation in battle did not. Nintendo did not design the sword fighting and AI around the experience of fighting another person; they designed it as a puzzle in itself. Fighting a real person; in a multiplayer mode, would be a totally different experience than fighting a Whack-A-Mole robot with auto-blocking. People quit Skyward Sword because of their frustration with its linearity, its forced five hour long prologue of bubble text, its forced fighting tutorials, its lack of camera controls and use of the archaic N64 targeting to center the camera behind the character, and the continuation of gimmicky items like a flying steam punk beetle. Nintendo needs to make the next Zelda for adults. That doesn't mean decapitations-- it just means that when the game starts; we should immediately be on our way in the direction we wish, with any control information contained in the control manual where it belongs. The purpose of motion control was supposed to be to alleviate the complexities of fourteen button game pads; not make them worse. What you do with the controllers in your hands; should be what the avatar does with his/her hands on screen. Putting the player in direct control of the character's hands does away with any question about what button swings the sword and how do I block. Given a next generation motion tracking controller; there is no need to instruct the player on how to play the game. If Nintendo wants more people to play the next Zelda-- the theme needs to be simplicity. The game design has to be simple in focus with fewer items. The world design needs to be simpler. The world needs to be open in every direction to the borders of the map; whether those borders are mountains or sea or both. Just let the player go in open valleys and forests that go for miles. Plant the dungeons/castles on the landscape, and stop trying to make such a controlled experience of the overworld. A naturalist world should be so much easier to build than elaborate paths; where everything is like a movie set.