I thought quite a lot about something like this during the last years. "My" new Zelda would be named
The Legend of Zelda: Dawn of A New Day
As you probably can imagine it would be a sequel to Zelda: Majora's Mask.
The things I would concentrate on are:
- A at first "bright and friendly" story that turns into a darker one after like 2 to 4 hours of playing
- After that a timesystem of one week would come in (very similar to Majora's Mask)
- Comeback of all more or less significant charakters (like the happy mask salesman, the skull kid, Tatl,
Tael, Navi, the Bombers, the man from curiosity shop, Kafei, Guru-Guru, Deku King + doughter + butler,
Aveil, Darmani + elder goron + baby goron, Mikau, The Indigo-Go's, King Igos du Ikana + servants, Fierce
Deity, Dampe, etc.)
- Comeback of the following races: Hylians, Gorons, Zoras, Dekus, Gerudos, Army of Ikana
- Every single character has an own story to tell, has own problems (that are often not easy to see, so
you need to find out), and doesn't talk very much about Links actual next goal. Also every character
would appear to be "alive" during all 7 days and can be seen in different situations.
- a few (up to 5) "main temples" that all have their very own history and right to exist.
- About 85% of the main story would be played outside of temples.
- the purposes of these temples are not to collect something like holy stones, parts of the triforce etc.
Every temple has it's own goal and needs to be infiltrated by Link because of: Different problems the
concerning races/characters have because of stuff that's connected with "evil things" that are/happen
inside the particular temple. Also because of the final aim, but this is not the essential thing why the
temples need to be done.
- In all places of the world would be quite many areas that only can be reached with the help of items that
can be found later. All these areas will perhaps wait with some rubees for you. More importantly there
also will be things like books that tell fairytales and historical things about the area. Also you maybe can
find old, strange ruins, that probably don't make much sense to you at first but remind you of something.
But this is !NO! standard experience. Every place has it's own especialness.
- Probably there would be masks again that can be obtained as rewards etc. (rubees and heart pieces as
rewards are pretty boring I think)
- Very many side quests of the game would be quite complex and can't be started without thinking. You
often have to think yourself about solutions and backgrounds even though there will be some help. There
sure would be a companoin but she/he doesn't talk much about things like that.
Things I wouldn't concentrate on:
- Number of temples.
- New races and many new characters
- giant landscapes
- stuff to collect (like insects, souls, or the things in Zelda: Skyward Sword)
- more innovative controlling
This sure sounds not good for some of you but I would like to create a Zelda game without the feeling of monotony. Nothing like searching for Shadow Insects, always doing the same things before you can get into each temple, and most importantly: You never know what happens after the next one, since nobody is like "You have to go there, there, and thee and then this happens".
It's very important to me to show a story that is well thought out during every little aspect of the game, even the smallest side quest should end with the feeling that you want to think on. My biggest fiends are monotony, uncharismatic characters, a lame story and pretty sensless/boring stuff you get as the only reward for something.
Of course there would be things like "minigames" to, I did not forget this. But if you want to do the same thing over and over again this only should be a possibility (like minigames) and not a part of the actual story/game.