I am aware of this. I don't think TWW is the best game ever even though it is my favourite game ever. That would have to go to some real masterpieces like (imo) FFIX or TLOU or SM64. But TWW is (imo) the best Zelda game ever. However, you can't say you are being 100% objective even when you are separating best from favourite. You must know this. There's going to be a lot of people who think they are being objective who have different opinions of "objectively the best". It all still boils down to opinion. Why? Because there are features that some people don't like that others do like. So while some may say these features are bad and therefore the game isn't the best, others may disagree.
We kind of already talked about what I think is an objective opinion, and what you think is an objective opinion. I'm quite weary of talking about this - in my initial post, I outline what's good or bad about each of the games from a design point of view. This includes how the games are structured, the different mechanics they use, and the approach used by the games to obtain each of these. If you don't agree, that's fine, just like I already said. But when I created the second list, I did EXACTLY what I said I would do: set aside my personal opinions of the games, and look at them from a different side of view. You ignore all of my post except the WW part, which is just because you happen to think that game is on the wrong side of the spectrum. Please, I implore you to read the whole thing, and get my full point of view. SS is VERY well designed with what it's trying to do. I don't personally agree with the direction AT ALL. But I still put that aside, and realize how good it actually is, regardless of my personal opinions and desires that came from it. The reverse is true for OoT; I love it, and it's deeply intrenched in my childhood; but it hardly holds a candle to most of the other 3D Zeldas from my objective point of view. If you don't agree, fine. You didn't have to take issue with it. But you did, so I'll fully justify my point of view to you. Just understand that WW is a small part of how I approach all of the games from my other perspective.
As per your request, I will address each point in your previous post and show you why I disagree. I don't wish to start a debate, I am simply showing you why even "best" is opinionated.
That's fine. I'll address each point you make, but I'm not here to tell you why you should hate WW. I'm here to tell you how it has serious flaws that should be acknowledged and considered.
I agree with you on this point. I wish there was a little more substance. But rarely do we find a Zelda game with much substance, especially in the 3D Titles (like, yeah, OoT's Hyrule Field is sooooo amazing). So this is why, to me, despite this point being true, it has little to no effect on my opinion of the game.
There isn't much defense in saying that other games do the same thing, for one major reason that ties into what I'll do into below; the other 3D Zeldas are not nearly as spread out or out-distanced with their varying areas as WW is (sailing is a huge part of this). I'll grant you that 3D Zelda as a whole is never chocked full of content in each of its varying areas. But the problem is exemplified in WW when everything is so spaced out, and these islands have little to no telling about what they actually are and what they have to give. In a game like MM, all of the areas don't waste your time. Great Bay is massive with how you access all of the Zora eggs. But it isn't so spread out that you have no idea what you're doing, and you feel PURPOSE every time you reach a new section of it because it's there for a very valid, very determined part of what the gameplay has to offer. WW does no such thing. The tiniest islands are spread out everywhere, and so many of them are so irrelevant to everything going on. The game can very waste waste your time with something that isn't substantial at all, such as a four eyed reef, and then reward you with little to nothing because of it. A well designed game doesn't waste your time with things that aren't relevant to what your doing, and things that don't adequately reward you for going out of your way to do said things. WW doesn't do either of those, and this is just more obvious because of the process by which you go to access each of these islands in the first place, which is very long no matter what you think of sailing as a mechanic (see below for more of that). In MM, you can walk and warp SO EASILY to everywhere, so it's never an inconvenience.
And this is why your "objectively true" statement is still opinionated. You applied your opinion to it, and this is very clear.
Hmm, forgive me for getting sarcastic I suppose. I was more or less trying to insert humor into the post, so it wasn't a bland read. You do acknowledge in the next quote that it's factual, so I guess it's of no consequence. Again, ready my analysis on the other games to see how I'm objective. I get the feeling you would agree with what I have to say about OoT.
Despite everything you said in there being factual, this doesn't necessarily equate being bad, and the language you applied to the facts makes it seem that way. Contrary to popular belief, many people enjoy sailing. I will tell you this: The sailing between Forest Haven and Tower of Gods is ridiculous and should never have been that annoying. HOWEVER, sailing in general to me is actually pretty fun. I just like the peacefulness. If I only have to sail a few squares I actually really enjoy this because it's just so peaceful to me. But unfortunately TWW rarely makes you only sail a few squares and then the problems you say are true.
I'm happy we agree with long distance, as that is especially more apparent.
Well, I was looking beyond what people might think of sailing as a concept. Sure, it can be peaceful sailing on the blue water, I like it myself for that because of it. But just liking the way it makes you feel doesn't excuse what it does for the game, and that's breaking up the action and plot for a concept that doesn't add anything new to the table as the game goes on except for treasure hunting and maybe bombs in you count those. You divide your points into two categories, being long distance and short distance, so I'll address both. My initial post did the same as well, but I suppose I can reiterate: For long distance, sailing does exactly the opposite of what past and future Zeldas did. Is this relevant for evaluating it? No, but it makes a good example. If you need to traverse from one area to another, it's no simple feat. If you need to go across the map for something you forgot, or something you need, it's not as simple as pressing a button or just running with you Pegasus Boots over to that location. You have a LONG wait and process ahead of you. This isn't a big deal at first. But as the game goes on, and as you have to seek out the triforce pieces, the process gets repeated over, and over, and over. That's bad game design. Forcing the player do repeat a tedious and long process is one thing; it can be justified when such a process has so degree of challenge or satisfaction to it. But WW is neither. It's the same sailing mechanics over and over with no variation, forcibly repeated over and over as the game goes on. It wastes so much of your time, and I can't think of another game where it's such a long process to get from point A to point B because of the limited warp options that WW provides for you. Elder Scrolls does a fantastic job with quick travel; such a concept could have been so useful for WW.
That's just for a long distance, however. I suppose you could apply the wind manipulation issues to a long distance type of travel, but I think it's much more relevant to the short travel. Also, keep in my that what you say about such scenarios being on the short side isn't true - whenever you see a treasure spot that you want to obtain, or whenever you decide you want to board an enemy checkpoint, the EXACT issues that you acknowledge as flaws occur. You're forced to change the wind's direction in order to get to what you desire, and then change it again whenever you've gotten whatever you look for. Zelda is SO BAD about menu cycling (OoT with the iron boots is infinitely worse, but this is for one temple), but WW has the mechanic throughout the entire game just for the basic action of traveling. You can't honestly say that you enjoyed pulling out the Wind Waker twice to change the direction of the wind twice just to get the singular green rupee you got through a treasure chest (I guess you could tell me you enjoy that, but I'm guessing that's not the case since we basically agree with the flaws of short distance sailing). Also, it doesn't really matter if the game doesn't force these types of short distance travel, as they can be self imposed so many times. Just the fact that it can be self imposed ON TOP of the game making you do it is flawed enough, without taking anything else I've said into consideration.
I agree, the parry makes the game laughably easy. It is a fun game mechanic though, I just wish it wasn't so over powered and you only had to use it in special circumstances.
Yeah, I'm glad I've seen some other people that think the same thing. I've been playing through the HD version recently, and something also struck me - the fact that you get Grandma's Soup (or whatever it's called) so stinking early. And you get two servings of it in one bottle, making the fact that you can't fill up multiple bottles kind of irrelevant. I blame the recent trends of video games in general though, to be honest. But at least games like TP and SS have the Cave of Ordeals, and the Boss rush mode. Cave of Ordeals is still very difficult post game in TP, and SS's boss rush mode gave me a lot of problems just because you could do very little between each of them (I ultimately went for the Hylian Shield, of course, although I do believe you could go even further).
Actually, Castelvania: Lords of Shadow (a huge personal favorite) does amazing things with an enormous difficulty. Can't recommend it enough.
But the triforce quest? Why is it bad? Because you didn't enjoy it? Now I'm not even the biggest fan of the Triforce Quest but a lot of people really enjoyed it. Something like that can't be objectively bad. Few things can be objectively bad (like bad controls or bad graphics). I know a lot of people who really liked it and I will tell you as someone who didn't love the quest that there are portions of it that I'm looking forward to, like the Ghost Ship. The only thing that I think is "objectively" bad about the Triforce Quest is the fact that you need to dig up the pieces in the Ocean. This is just a time waster and provides no substance to the game.
Actually, your last sentence applies to the entirety of the triforce quest in the way that how it's presented and executed is very poorly done. I do quite a bit of analysis on my initial post about this, but I'll reiterate. The main example I point to is Metroid Prime (I'm sure you've played it), which does nearly the EXACT same thing as the triforce quest. But here's the difference - in WW, it's thrown upon you at the very end of the game, when things should be wrapping up. The exposition for the plot is very nearly complete, and it's apparent that the showdown is imminent. Why does the game shove this down your throat at the last minute after all of this has been building up? Metroid Prime pulls this off so spectacularly. You get the knowledge that such a quest exists long before the game is even close to being over, which allows you to keep you eyes out for possible locations of the Chozo Artifacts (the triforce piece equivalent, if you will) and to go more in depth to the areas as you find them. On top of that, some of the Chozo Artifacts are very easy to find, which means that EVEN IF you didn't know that this fetch quest exists, you could still make progress. WW drops it on you at the very end of the game, and forces you to go in-depth with the world in places you have no idea where to find because the game does a VERY poor job of indicating where exactly you find these trifroce pieces. No buildup, no foreshadowing that such a quest exists; it just tells you to find them in the endgame for no reason. It just reeks of an artificial game extender, just like TP did with those stupid sky statues that I can't stand. That's bad game design because, like you said, it wastes you time. But that's just the concept and execution of the concept, not how you obtain the pieces themselves (the process, I mean). But we seem to agree that it isn't all that good, so I'll stop there.
I will explain the biggest part of how nothing is "objectively the best" game. What it boils down to is how badly the flaws bring down the game. To me, the flaws you mentioned didn't bring down the game enough for it to not be my favourite. So in my mind, I don't see them as huge flaws. Because I don't think the flaws are huge, it can't be brought down even on my "objective" list. Do you see what I mean? In my mind, the flaws are so minuscule in TWW, that it is both subjectively and objectively the best Zelda game. But I don't make claims like the latter, because I've shown you how many people have different games as "objectively" the best.
Unfortunately, the type of analysis for what is objectively the best game will always be there, even if you don't like it. This is true with any entertainment medium that has ever, or will ever, exist. Is Citizen Cane the best movie ever? Hell no, I don't think so. But when I studied it, and took a step back, I realized just how much it did. The concepts, the ideas, the execution, so much of it was so revolutionary. It's structured so well in a plot and cinematic sense, I have to give it credit for being on of the most masterfully crafted movies there has ever been. Casablanca does the exact same thing. These films are analyzed to death, to determine which is objectively the best..... Just because you think it doesn't have merit, doesn't mean that it's something that people will do, including myself. Games are nearly the same thing, albeit not near as sophisticated given the shallow history of it at this moment in time. Shadow of the Colossus is seen as a spectacularly designed game that does wonders for the medium. This is an objective statement, shared by so many in the game community. You may not agree, but that doesn't make the warrant and analysis any less relevant. Does any game reviewer not claim to be objective? This type of analysis is so huge to entertainment, and it can't possibly ever go away. The same applies to my criticism of WW, which I feel is very valid and true. I can't make you see that, nor can I force you to agree that I'm being objective. You're allowed to think whatever you want to think, and I'm not at liberty to tell you otherwise. What I will tell you, however, is that everything doesn't boil down to opinion, in the sense that you're presenting it in. Sure, there will always be those that disagree with everything, no matter what is said. But somethings, such as good game design, can be universal.
If you don't agree with any of this, I respect that .
If I think TWW is objectively the best Zelda game, who are you to tell me I'm wrong?
I'm not here to tell you your wrong, as you obviously are very passionate about liking Wind Waker. I'm here to tell you the other side. If you're definition of "objective" is that everyone agrees on it.... Then I have to say you're mistaken. My analysis is what happens when I put aside my personal feelings for the game, and evaluate it on game design. We all process things differently, just like I said in an initial response to one of your comments.
You can think what you want, and that's fine.