True dat. If the next game remains open world and non-linear, Hyrule Castle seems like a good template for future dungeons. The only problem was that it was lacking in the puzzle department.
The dilemma though, is what kind of puzzles would fit the non-linear structure of Hyrule Castle? Many...
I think the problem/miscommunication that came up in this thread was due to two things:
-I used the term open world (or "open air" as Nintendo would call it) referring to being able to approach the world freely from any direction, AND as the ability to do the game's objectives in any order...
@Kerest , @Darthnut
Personally, I wouldn't want to see traditional dungeons, or at least something closely resembling them, disappear entirely if that's what your suggesting. I think the kind of puzzle solving that's been around since OoT is a Zelda convention that has come to define the...
Wow, there's been a lot of good feedback here recently, I almost don't know where to start. Thanks for your contributions everyone!
In full disclosure, my initial difficulty in envisioning the dual issues of non-linearity and open world layout (in terms of their impact on dungeon structure)...
I think the other factors involved here that ate up development time include:
-This was the first HD Zelda in terms of graphics (they had to practice on WW HD first)
-Their first take at using a realistic physics engine (one of the reasons for the game being delayed)
-It was their first time...
Yeah, item gating is what I was concerned about. Initially I thought a return to item usage would almost guarantee this problem in an open world as opposed to a linear one. ALBW solved this problem in a certain respect, but I feel like it created another problem in doing so, in that it...
I have to agree with a lot of what you've said. Even though part of me misses the traditional dungeons, I actually enjoyed the Divine Beasts (for the most part). I like puzzle box dungeons in general, so being able to interact with the dungeon directly was a lot of fun and a more than suitable...
While I agree that the dungeon style of AlttP and OoT has been the heart of the series ever since, BotW clearly drew more inspiration from the original LoZ and shifted the emphasis back to overworld exploration. That was Aonuma's intent from the start. And while part of me would like them to...
Seeing that Nintendo is likely to continue with the "open air" style games going forward, and that the Divine Beasts weren't well received overall, what style of dungeon would you like to see from here on out?
The way I see it, BotW provided two different styles of open world dungeons: the...