I don't understand this viewpoint. It's not like we're really given choices in Zelda to begin with... In all Zelda titles that I can think of, you pretty much just play the game and follow the storyline. And if you choose not to do this, you don't progress in the game! I suppose we have the choice of whether we want to pursue side quests and pieces of heart, but that's pretty inconsequential to the outcome of the game.
We may not be able to choose what we do, but we should be able to control how we feel about it, and to some extent how we react to it personally (unrelated to game progression).
With the graphics and gameplay becoming more deeper, why should Link be that shallow and have his motive be filled by the player.
Because Link is a barrier between the player and the world (including graphics and gameplay). If that barrier is "shallow" or "thin," it's much easier to imagine yourself breaking through it and becoming a part of the experience. The void of Link's personality and motive pulls on your own to get you more involved. This concept has been explained countless times by the developers as why Zelda is so successful. Take
this recent interview for example. Never is the word "Link" used.
Players say "Wow."
Players live in a "miniature garden."
Players gain a sense of pride and confidence.
Players become impressed by their own actions. The
Player has a lot of abilities.
No, I do get it. What you're saying is that Zelda should be an impersonal experience.
That's the opposite of what he's saying. If Link has his own relationships, then they're
his, not the player's - impersonal. If the player fills Link's character, then the player has a very
personal experience with the game world and characters. Impersonal entertainment like movies have the audience saying "I hope character x has a great relationship with character y because they really seem to love each other." The audience has very little involvement with this situation, aside from simply shadowing the events with their own hopes. Video games, specifically Zelda games, are interactive experiences at their core. The player isn't
watching the story unfold; the player is a
part of the story, which leads me to my next point.
I understand where you are coming from in Twilight princess about Ilia but perhaps if Nintendo gave you a reason to care about her you would have felt differently. Aryll's character in the wind waker was handled really well and I found that I really wanted to go and save her because of how nice she came across in the beginning of the game. Obviously no romance there as they are siblings but perhaps if zelda's character is handled the right way so that it makes you care for her then could you then be happy with a romantic relationship?
I can agree with this. If Link's story is to draw us in to fill it, then it would be best for us to
want to fill it, to make the decisions the writers 'force' (too strong... more like 'suggest') on us really seem like our own. I'm supposed to save Zelda, so I'd better
want to save her. If it's just for the moral duty of helping others and fighting for values, that works fine. If there's a more specific reason, all the better. Yes, I hope that Zelda is a likable character like Aryll. I wouldn't mind her being very close to Link, as long as - not to sound weird - any feeling he displays toward her seem like my own. I don't want to watch Link go around discovering things, interacting with characters, and fighting evil;
I want to go around discovering things, interacting with characters, and fighting evil.