- Joined
- Aug 18, 2011
*First off, wasn't quite sure if this belonged here. If not please direct and I'll fix it.*
Hopping around on the forums the last few days, I've been noticing a lot of talk about what people would really like to see in a Zelda game. Having just finished MM, quite a few points really struck home, but also being a big fan of the sheer size of TP, SS, and AoL(for the time) a few others popped out too. Being an idealist/welcome mat, I tend to try to find ways to make people happy, usually by seeing everyones wants:
Now, I then try to see how best to put these thoughts together:
I'd love to hear your thoughts, and please, be honest with any criticism of the ideas themselves.
Hopping around on the forums the last few days, I've been noticing a lot of talk about what people would really like to see in a Zelda game. Having just finished MM, quite a few points really struck home, but also being a big fan of the sheer size of TP, SS, and AoL(for the time) a few others popped out too. Being an idealist/welcome mat, I tend to try to find ways to make people happy, usually by seeing everyones wants:
- More focus on NPC's
- Immersive EXPLORATION
- Less tedious travel/better fast travel
- A more personified Link
- Creative combat
- The return of Magic
- A less jarring Main/Side-quest transition
For this, I'm going to start from the top. All in all, MM did a great job of bringing personality and diversity to Termina, as opposed to OoT's somewhat... dead Hyrule. Sure, the big characters always get good dialogue (Darunia, Ruto, and Nabooru have some great lines), but the residents of Termina were almost lifelike for the time. This can become really apparent when you note the similarities between the builders apprentice and the Oceanside Spider House "buyer". Even today, NPC's in TP and SS don't really have any 'growth' over the game, with the exception of Peatrice and Agitha (kind of). Of course, having actual time transitions helped (most of TP and SS's NPC's only have a day or night location).
A lot of players, myself included, love looking in every nook and cranny for secrets (how many of us died trying to find anything in TP's Forest Temple boss rooms pond?). I think, however, that a good number of us would also love a reason for more general exploration, which I think can come into play post-SS (a almost unknown land needs to be properly mapped) and using something similar to WW (haven't played that, so not sure how that worked), but putting in a nice reward system or making it a valuable side quest.
Travel has always been a sticking point in the Zelda series, especially in the 3D games. This was largely fixed between OoT and MM by making the world more compact and making the central hub (Hyrule Field/Clock Town) more integral to the gameplay. By WW though, we were back to a large 'travel' area, with a lot of space between locations.This was repeated in TP and SS, though TP gave us Midna and warping. Basically, I believe that if you feel that players will 'want' (different than need, which is integral to the character of Midna) to warp, you've done something wrong with your 'between' area. I still think warping in TP felt overdone, especially with how often you had to fight those Shadow Beasts.
A recent complaint has been that Link has been too much of a blank slate in the games of late, with very little defining personality. Aside from sleepy-ness and an outstanding loyalty to his friends, Link lacks anything to make him stand out from the amnesiacs and 'dimensional traveler' characters that a good number of players would like to be rid of. Link being asleep at the beginning of a game has become a staple, but making it more apparent throughout the game would make him a more endearing character. However, seeing Link from another perspective can also give him more personality.
The developers have tried to make combat less droll, and I think motion controls can really lead in that noble direction. However, (going back to MM again) having varying styles of combat has been enjoyable in the past. Each of the different transformations gave a new style to combat, and wolf Links more staccato style really made you have to time your strikes. I know WW also made stealth a bit more useful than it had been previously. All of these could come together for a more exciting fighting experience.
Apparently, we all like magic, but I personally think that Link isn't a very good character to delve into that with. He's a combatant, and even his small use of magic abilities is very clunky, where the series try's to make it look very graceful in the hands of other characters.
This is really my only pet-peeve with the series. Someone is always telling you how important it is that you take care of the current 'dire event', but there is rarely any repercussions for going off to the shooting gallery. I don't want a time limit being put on me throughout the game, but maybe having a situation be slightly harder, or being reprimanded by a character if you go off to do a mini-game would be compelling for the characters development, but wouldn't jar too harshly with most players approach to the games.
A lot of players, myself included, love looking in every nook and cranny for secrets (how many of us died trying to find anything in TP's Forest Temple boss rooms pond?). I think, however, that a good number of us would also love a reason for more general exploration, which I think can come into play post-SS (a almost unknown land needs to be properly mapped) and using something similar to WW (haven't played that, so not sure how that worked), but putting in a nice reward system or making it a valuable side quest.
Travel has always been a sticking point in the Zelda series, especially in the 3D games. This was largely fixed between OoT and MM by making the world more compact and making the central hub (Hyrule Field/Clock Town) more integral to the gameplay. By WW though, we were back to a large 'travel' area, with a lot of space between locations.This was repeated in TP and SS, though TP gave us Midna and warping. Basically, I believe that if you feel that players will 'want' (different than need, which is integral to the character of Midna) to warp, you've done something wrong with your 'between' area. I still think warping in TP felt overdone, especially with how often you had to fight those Shadow Beasts.
A recent complaint has been that Link has been too much of a blank slate in the games of late, with very little defining personality. Aside from sleepy-ness and an outstanding loyalty to his friends, Link lacks anything to make him stand out from the amnesiacs and 'dimensional traveler' characters that a good number of players would like to be rid of. Link being asleep at the beginning of a game has become a staple, but making it more apparent throughout the game would make him a more endearing character. However, seeing Link from another perspective can also give him more personality.
The developers have tried to make combat less droll, and I think motion controls can really lead in that noble direction. However, (going back to MM again) having varying styles of combat has been enjoyable in the past. Each of the different transformations gave a new style to combat, and wolf Links more staccato style really made you have to time your strikes. I know WW also made stealth a bit more useful than it had been previously. All of these could come together for a more exciting fighting experience.
Apparently, we all like magic, but I personally think that Link isn't a very good character to delve into that with. He's a combatant, and even his small use of magic abilities is very clunky, where the series try's to make it look very graceful in the hands of other characters.
This is really my only pet-peeve with the series. Someone is always telling you how important it is that you take care of the current 'dire event', but there is rarely any repercussions for going off to the shooting gallery. I don't want a time limit being put on me throughout the game, but maybe having a situation be slightly harder, or being reprimanded by a character if you go off to do a mini-game would be compelling for the characters development, but wouldn't jar too harshly with most players approach to the games.
Now, I then try to see how best to put these thoughts together:
One thing that was severely underused with both the GCN and Wii was their respective link ups with handhelds. The GCN's were very gimmicky, while the Wii's have been next to nonexistent. With the coming of the Wii U, this can be better used in a Zelda game that would want to fix the above issues, without totally changing the layout of the game. Now, this is going to be very strange for a game idea in general, but it will hit on some great aspects of the series, while still giving players a new way of seeing things. First off, this would not be a 'link-up-and-get-a-neat-gimmick', but rather two, interconnected games, that would require a link up for one of them to advance. I'm talking about having your 3DS game require you to beat each 'level' of the Wii U game to continue advancing, but being able to play the Wii U game without having to link up. By doing this, many old ideas can be implemented in a new way.
First, my idea involves giving Link a playable 'sidekick' for the 3DS game, who is customizable in multiple aspects (Gender, clothing, combat style, etc.), but will be able to be used or not used based on the players wants. This means a 3DS is not necessary to complete the game. More or less, this part is for exploring both the world, and the characters more fully. For me, this gives an engrossing experience that can be enjoyed away from home, a deep, character driven game, within the frame of the more story driven main game.
Next, this allows for the 'sidekick' to be useful to the main game. Perhaps, within the main game, the sidekick stays in the central hub, and Link can visit to get extra items, rupees, or secret locations that the player found while playing as the sidekick. The player could mark special areas on the maps, or even auto-share any hints the sidekick may have learned that Link wouldn't have been able to find/hear. By requiring that Link advance for the sidekick to advance, it means that the main game doesn't really have an endgame situation, where you're just trying to find everything, but that the side game can pick that up by having several small quests, like helping the locales. This wouldn't take sidequests from the main game though. Remember, I wanted the main game to not require the side game. Rather, the side game would be it's own story, running alongside and frequently crossing with the main story, and giving more insight to Hyrule, it inhabitants, and the protagonist.
Third, this side game would allow for growth in the way of combat. The sidekick would be able to focus more on a single style than Link normally does, even going so far as to have the character be different races (totally just throwing that out there, for the fun). Thus, combat can be fresh between games, and less stagnant overall. This also brings in more Role-Playing aspects (perhaps Hylians are adept at magic than Gorons, but Gorons get access to some sweet transportation, while a Hyrulian [rounded ear, being the best differentiator] might be more well rounded) that would really freshen up the series.
Fourth, cosplaying within the community needs some fresh ideas, and being able to customize your own character makes that more of a likely idea.
On the subject of transportation, I really have no solid ideas, except to make exploring or just traveling more rewarding both for the player, and Link.
First, my idea involves giving Link a playable 'sidekick' for the 3DS game, who is customizable in multiple aspects (Gender, clothing, combat style, etc.), but will be able to be used or not used based on the players wants. This means a 3DS is not necessary to complete the game. More or less, this part is for exploring both the world, and the characters more fully. For me, this gives an engrossing experience that can be enjoyed away from home, a deep, character driven game, within the frame of the more story driven main game.
Next, this allows for the 'sidekick' to be useful to the main game. Perhaps, within the main game, the sidekick stays in the central hub, and Link can visit to get extra items, rupees, or secret locations that the player found while playing as the sidekick. The player could mark special areas on the maps, or even auto-share any hints the sidekick may have learned that Link wouldn't have been able to find/hear. By requiring that Link advance for the sidekick to advance, it means that the main game doesn't really have an endgame situation, where you're just trying to find everything, but that the side game can pick that up by having several small quests, like helping the locales. This wouldn't take sidequests from the main game though. Remember, I wanted the main game to not require the side game. Rather, the side game would be it's own story, running alongside and frequently crossing with the main story, and giving more insight to Hyrule, it inhabitants, and the protagonist.
Third, this side game would allow for growth in the way of combat. The sidekick would be able to focus more on a single style than Link normally does, even going so far as to have the character be different races (totally just throwing that out there, for the fun). Thus, combat can be fresh between games, and less stagnant overall. This also brings in more Role-Playing aspects (perhaps Hylians are adept at magic than Gorons, but Gorons get access to some sweet transportation, while a Hyrulian [rounded ear, being the best differentiator] might be more well rounded) that would really freshen up the series.
Fourth, cosplaying within the community needs some fresh ideas, and being able to customize your own character makes that more of a likely idea.
On the subject of transportation, I really have no solid ideas, except to make exploring or just traveling more rewarding both for the player, and Link.
I'd love to hear your thoughts, and please, be honest with any criticism of the ideas themselves.