Lozjam
A Cool, Cool Mountain
Think back to the original LoZ and Adventure the Link's dungeons. The focus was not on puzzles, more was it navigating a trap-infested maze that served as a war of attrition to the player. There were traps, keys, hidden doors, and the whole game's dungeons served as a labyrinth. It was a maze to figure out the player.
Aonuma talked about changing puzzle solving as we know it in Zelda games.
I think this could bring a breath of fresh air into dungeons, and one that can reminiscence the games of which this fabulous series comes from.
Aonuma talked about changing puzzle solving as we know it in Zelda games.
So perhaps the puzzles in dungeons should revolve around traps, and staying smart and light on your feet as you explore, instead of solving one big elaborate, boring puzzle. Perhaps these traps could have small visual cues to let you know if a room has a trap, and part of the puzzle is figuring out the traps.Aonuma said:So you know we’ve talked a little bit today about the puzzle-solving element in Zelda, and how that’s kinda taken a different shape in Hyrule Warriors. But I think people have come to just assume that puzzle-solving will exist in a Zelda game, and I kinda wanna change that, maybe turn it on its ear.
As a player progresses through any game, they’re making choices. They’re making hopefully logical choices to progress them in the game. And when I hear ‘puzzle solving’ I think of like moving blocks so that a door opens or something like that. But I feel like making those logical choices and taking information that you received previously and making decisions based on that can also be a sort of puzzle-solving. So I wanna kinda rethink or maybe reconstruct the idea of puzzle-solving within the Zelda universe.
I think this could bring a breath of fresh air into dungeons, and one that can reminiscence the games of which this fabulous series comes from.