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Recent content by Dogzilla

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    Breath of the Wild When are you ok with the game ‘taking over’, such as cutscenes, linear narrative, many gated areas?

    So, following your preferences, how would you feel if botw2 was the same layout as botw (and all fully and immediately accessible), except the entrances to dungeons were narrative-gated so that they only appear after certain plot points in the story?
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    Breath of the Wild When are you ok with the game ‘taking over’, such as cutscenes, linear narrative, many gated areas?

    I’d add in that the choices of responses in dialogues are another ‘taking over’ by the game. In other games it’s simply yes or no answers throughout, which is limited in some ways but you feel less of the author’s mindset in other ways
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    Breath of the Wild Weird question, but do you feel you respect npcs? Here’s my reasoning:

    If you chop them to see what happens, if you answer unhelpfully to their plights, if you don’t listen to what they say the first time round ... I’d say these all show you don’t feel respect for them as conscious agents. Now, be clear, I’m not putting a value judgment here by saying players...
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    Breath of the Wild When are you ok with the game ‘taking over’, such as cutscenes, linear narrative, many gated areas?

    Yeh, I can understand that criticism about bias/preference. I do seem to remember him acknowledging that though, especially on his love of puzzle-box dungeons. Regarding the shortcut/backtracking point, you're referring the Wind Waker temple example, I think? Yes, it could either way on that...
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    Breath of the Wild When are you ok with the game ‘taking over’, such as cutscenes, linear narrative, many gated areas?

    I agree that Dark Souls is generally very smooth on this front. It’s the model for my own game, and part of the reason I ask. Not too many cutscenes in it, and all of which make for exciting transitions in progress. I even like the little things like not locking the player in place during...
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    Breath of the Wild When are you ok with the game ‘taking over’, such as cutscenes, linear narrative, many gated areas?

    It seems botw was a virtually all open. Aside from the opening shrines, the narrative-gated divine beasts, you could go anywhere and do anything, only sometimes deterred by the ‘beefgating’ of enemies too tough for your current level. In contrast, a game like Skyward Sword had lots of ‘taking...
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    How would you feel about exploring the same botw landscape, only transformed?

    But would you feel like you missed out on the territory-expansion aspect if it was only about settling into the established area?
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    How would you feel about exploring the same botw landscape, only transformed?

    I hear what you say and that’s effectively what Alttp did with the dark world (albeit transforming the land instead of going under it). I guess the main question is would you be happy not venturing outwards to new places? I’m kind of divided, like the feeling of going outwards to new places...
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    Breath of the Wild Supposing all subplots were utterly absorbing, how much would you want?

    I don’t think botw uses the word ‘necessary’. Yes, they talk about main quests, but those refer to importance, not necessity. Besides the intro shrines, the only necessary quest is defeating Ganon. That’s it.
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    Breath of the Wild Supposing all subplots were utterly absorbing, how much would you want?

    This all depends on the definition of the word ‘main’, because if it’s not synonymous with the word ‘necessary’, there’s some subjective wriggle room to say it simply refers to the ‘more important’ parts of the game, as intended by the makers. You could also say that extended endings aren’t...
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    When it comes to visual design, do you think the Zelda series has a philosophy of anti-clutter?

    What do you think was cluttered about botw, specifically? One small example for me is the ingredients part of the menu, and that you need to scroll sideways through pages of them instead of simply scrolling down. Would’ve been much simpler and efficient. Even so, I still think it’s a less...
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    When it comes to visual design, do you think the Zelda series has a philosophy of anti-clutter?

    Hm, yes I can see why it might feel bigger. I assume this was all after you’d learned the world by playing it with the minimap first time round.
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    When it comes to visual design, do you think the Zelda series has a philosophy of anti-clutter?

    How comfortable was it getting around without the minimap? I’m toying with whether or not to use one in my own game for the sake of not getting lost or feeling disoriented, but at the risk of feeling less immersed.
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    When it comes to visual design, do you think the Zelda series has a philosophy of anti-clutter?

    Yes, as a coherent and consistent mythological whole, the Zelda series is a mess. Otherwise, when it comes to visual design, do you not think that it generally keeps things anti-clutter?
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