Lozjam
A Cool, Cool Mountain
I know many Zelda fans who are a fan of the combat, that they like to go in swords blazing feeling like a badass, but I also know of some Zelda fans who do not like combat and prefer puzzles....
Why do we need to have one or the other? Why not give the player choice on how they want to play?
Why can't there be multiple sections with a dungeon, where you can do one or the other. Imagine this. You come to a room filled with bokoblins.You can either fight these bokoblins off arrows and swords in a flurry. This being challenging however, and it is likely that the player will die if they don't know what they are doing.. You could also run, in which you would find 3 switches. The player avoids the bokoblins aiming for the switches. This in turn gives you a rope for high ground, and you see boulders suspended in the air. You could then cut the ropes with arrows.
This would make players feel really clever for finding a secret such as that, but it also makes players feel awesome if they dispatched all of the bokoblins. This would lend itself for both players, and you can ramp up the challenge similarly. This would also make each playthrough different for each person, and it would make repeated playthroughs a lot more fun to go through.
Using your surroundings or just building up skill will provide a great alternative to dumbing down difficulty, and it could add more fun to the game as well.
Why do we need to have one or the other? Why not give the player choice on how they want to play?
Why can't there be multiple sections with a dungeon, where you can do one or the other. Imagine this. You come to a room filled with bokoblins.You can either fight these bokoblins off arrows and swords in a flurry. This being challenging however, and it is likely that the player will die if they don't know what they are doing.. You could also run, in which you would find 3 switches. The player avoids the bokoblins aiming for the switches. This in turn gives you a rope for high ground, and you see boulders suspended in the air. You could then cut the ropes with arrows.
This would make players feel really clever for finding a secret such as that, but it also makes players feel awesome if they dispatched all of the bokoblins. This would lend itself for both players, and you can ramp up the challenge similarly. This would also make each playthrough different for each person, and it would make repeated playthroughs a lot more fun to go through.
Using your surroundings or just building up skill will provide a great alternative to dumbing down difficulty, and it could add more fun to the game as well.