Vanitas Remnant
You've done it, Ventus.
- Joined
- Jul 21, 2012
I thought it was cool, I'm always up for non-linearity!
D) Make the first 3 or so dungeons have to be in order, then say make the last 5 able to be done in nay order.
No it doesn't. A Link to the Past and Ocarina of Time both do this and their stories aren't ruined in the slightest.
Dungeons can be made to not be based on specific items. Again A Link to the Past and Ocarina of Time had this. There could also be different paths made for different items to create even more non-linearity within the dungeons.
I interpret what you're saying as more of item usage than item potential. I actually like not having items be constantly used in every single dungeon because I think constant item usage makes the game more predictable. I think Nintendo really should look back at some of the things A Link to the Past did when making games today. For instance in the ice palace there's a room that requires the hookshot, but you can actually find a way to go through the dungeon without needing to go through that room. Nonlinear elements like that create much replay value.A Link to the Past, yes. Ocarina of Time, not so much.
Fire temple needed bombs, Water temple needed bombs and arrows, shadow temple needed bombs, arrows, and longshot. Spirit Temple needed bombs, arrows, bombs, hover boots, and longshot.
Either way, it's a real shame to take away item potential for the sake of something as silly as doing dungeons out of order.
A Link to the Past barely had any story to screw up. OoT was still lower in story focus. It hardly had any, really, compared to newer games. Not to mention the game was always trying to nudge you to do the dungeons in a certain order.
Ohh man, you mean the idea of coming back to a dungeon when you get a new item? Urgh...I hated that so much. That's what we have sidequests for.
More story doesn't make a difference. It can be done no matter what. There's a thing called non-linear storytelling that could be taken advantage of to compensate for a more involved story.
That was a great idea gone wrong in Skyward Sword. If there had been a completely unexplored section of Skyview involved -- and for something other than water -- it would have been an excellent portion of the game.
@MW7
Ohh man, you mean the idea of coming back to a dungeon when you get a new item? Urgh...I hated that so much. That's what we have sidequests for.