- Joined
- Jul 10, 2012
I think that Zelda has become too predictable. The games are too structured in my opinion, and the tricks are getting way too old. In Twilight Princess you do three dungeons, then Zant appears in a plot twist and you do the rest of the temples. The same applied for Skyward Sword and the recent A Link Between Worlds. In every Zelda game you need to collect pendants, or stones, or paintings. And every time, they lie at the end of a dungeon. In my opinion, Zelda needs to have way less structure. The open worlds and dungeons need to be intertwined more and the rules need to be thrown away:
- No boss battles at the end of a dungeon. Instead the bosses should appear at random throughout the game, in the overworld, AND in the dungeons, but not in every one of them and not necessarily at the end of the dungeon.
-Better yet: throw away the overworld and ungeon system. I think one large overworld is better. With caves and crazy rooms and some big dungeons. The key word is again: the unexpected.
- No predictable things like: after this dungeon I will unlock the desert region and after the next one, I will unlock the fire region. Skyward Sword, Phantom Hourglass and The Spirit Tracks are perfect examples of what they should NOT do. Twilight Princess has the best system so far I think, especially up until dungeon three.
- Throw away the collectables at the end of a dungeon. Each and every dungeon should be like, for example the first temple of Skyward Sword or the Arbiters Grounds in Twilight Princess and the Tower of the Gods in the Wind Waker: not knowing what will happen or be at the end of the dungeon.
- More plot twists. Lately the plot twists are often after dungeon three and close to the end of the game. Twilight Princess had a good example of what should be done: the kidnapping of Colin in Kakariko Village. That was quite an unexpected and therefore powerful moment.
These are just a few examples. There are more, like, getting an item in every dungeon, getting a heart container in every dungeon and more vague ones, like having puzzles in every dungeon etcetera. I'd prefer to not have the structured stuff anymore, I'd like to expect the unexpected in every second of the game.
What do you think?
- No boss battles at the end of a dungeon. Instead the bosses should appear at random throughout the game, in the overworld, AND in the dungeons, but not in every one of them and not necessarily at the end of the dungeon.
-Better yet: throw away the overworld and ungeon system. I think one large overworld is better. With caves and crazy rooms and some big dungeons. The key word is again: the unexpected.
- No predictable things like: after this dungeon I will unlock the desert region and after the next one, I will unlock the fire region. Skyward Sword, Phantom Hourglass and The Spirit Tracks are perfect examples of what they should NOT do. Twilight Princess has the best system so far I think, especially up until dungeon three.
- Throw away the collectables at the end of a dungeon. Each and every dungeon should be like, for example the first temple of Skyward Sword or the Arbiters Grounds in Twilight Princess and the Tower of the Gods in the Wind Waker: not knowing what will happen or be at the end of the dungeon.
- More plot twists. Lately the plot twists are often after dungeon three and close to the end of the game. Twilight Princess had a good example of what should be done: the kidnapping of Colin in Kakariko Village. That was quite an unexpected and therefore powerful moment.
These are just a few examples. There are more, like, getting an item in every dungeon, getting a heart container in every dungeon and more vague ones, like having puzzles in every dungeon etcetera. I'd prefer to not have the structured stuff anymore, I'd like to expect the unexpected in every second of the game.
What do you think?