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  1. D

    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?

    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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    When it comes to visual design, do you think the Zelda series has a philosophy of anti-clutter?

    Besides their long-running philosophy that story is a byproduct of gameplay, it seems that all designs elements in Zelda games steer clear of clutter. Things like xp systems, over busy UI, info dumps on maps, weapons systems. There’s very little excess that doesn’t serve elegant presentation for...
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    Breath of the Wild What if Botw had optional dungeons, which transformed a few existing shrines when you reached each main plot point?

    This way, you’re still free to discover any shrines at any point, but if you choose to follow the plot points of a main quest narrative, a select few of those shrines transform into traditional dungeons (perhaps even novel items in each). Of course, if you choose not to follow the main quest...
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    How would you feel about exploring the same botw landscape, only transformed?

    Imagine playing Alttp only in the light world, and then playing Alttp2 in the dark world. It would be kind of like this. But perhaps the discovery of entirely new areas whenever you play a new game makes up a large part of the appeal.
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    Breath of the Wild To what extent do you think botw developers intended it to be visually-led, not thinky-led (stories etc)?

    There’s very little main story except backstory (memories), some initial plot turns of the old man then Impa, and optional subplots surrounding each divine beast. Otherwise it’s all visually-led exploration to see what’s around every next corner. To me, it all boils down to my thought process...
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    Breath of the Wild How much of the botw debate do you think boils down to qualitative vs quantitative developments?

    Qualitative = novel changes, such as function Quantitative = changes in degree, such as strengthening weapons or toughening armour Botw is an open design in open spaces (except for the intro and some closed design to access each divine beast). The benefit of this whole approach was the total...
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    Breath of the Wild Supposing all subplots were utterly absorbing, how much would you want?

    For example, an RPG like Witcher 3 has many, detailed and interesting subplots in the sidequests, totalling a whopping 13 hours of cutscenes (including those from the main plot). But even if all side quest cutscenes/dialogues in botw were hugely compelling, given that they put a hold on the...
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    Breath of the Wild To avoid fomo, should sidequest rewards be quantitative, not qualitative?

    Fomo = fear of missing out By quantitative, think the korok seeds which give predictably diminishing returns that allow you to up your stats (in this case, more space for equipment). There are so many seeds in total that it’s clearly not worth getting them all (you’re even mocked by the...
  10. D

    Does any Zelda game have replay value for the combat alone, besides ZII?

    Zelda II, for me, is incredibly addictive for the combat alone in that it is very simple but very difficult to master. Rewarding as hell when you do. Any other zelda games like this?
  11. D

    Anyone happen to know the art style for WW's INTRO sequence?

    You know, the black and white style about the hero of time that looks like it was drawn on a scroll
  12. D

    How might I go about making an adapted Zelda II game?

    My aim is essentially to make Zelda II but redesigned - as Mario Maker allows you to redesign the original Mario game - but also to add new enemies and building features. In other words, same mechanics, changed layout, added enemies and some new functions to the environment. As I understand it...
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    Discipline or novelty: Do you prefer item upgrades or honing your skills with the current ones?

    As a Zelda game develops, the combat developments seem to be either external or internal: new, better upgrades or improving one's skill with what you've got. In other words, more from the game or more from you. I find that Zelda II demands the most from you, the player. All the other Zeldas have...
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    ZII has the best combat system?

    I understand that ZII is the black sheep, radically different to the main Zelda template, but with these things granted, I see it as one of the most valuable Zeldas. Mainly for its combat. The combat, in conjunction with the shortage of chances you get to refill your life, DEMANDS mastery in...
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    Preferred moment to get dungeon item: DURING, like Zelda, or AFTER, like Megaman?

    Megaman doesn't exactly have dungeons, but the new item is gained after the boss (because you take it off them). Zelda, however, places the new item in the dungeon so that you can test it in the lead up to the boss, and then the real test is against the boss. Which do you prefer and why?
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