One not so popular idea introduced in the DS games was a central dungeon Link was compelled to return to after ever regular dungeon was completed. Spirit Tracks's partly alleviated the problem by allowing players to skip the portions they had already completed.
Where could Nintendo take this notion in the future? It would be refreshing to see a dungeon spanning multiple themes-all those Link encounters in regular dungeons. Rather than a bland series of corridors, each portion of the central dungeon could feature the typical forest, fire, water areas as well as any other dungeon environments in a given game. The Tower of Spirits experimented with this at the end offering some fiery pits to cross and areas where the Sand Wand was necessary.
Were you pleased with The Temple of the Ocean King and Tower of Spirits from Phantom Hourglass and Spirit Tracks, respectively? How can Nintendo improve upon these central dungeons? Or is this a concept you don't want the Big N to revisit?
Where could Nintendo take this notion in the future? It would be refreshing to see a dungeon spanning multiple themes-all those Link encounters in regular dungeons. Rather than a bland series of corridors, each portion of the central dungeon could feature the typical forest, fire, water areas as well as any other dungeon environments in a given game. The Tower of Spirits experimented with this at the end offering some fiery pits to cross and areas where the Sand Wand was necessary.
Were you pleased with The Temple of the Ocean King and Tower of Spirits from Phantom Hourglass and Spirit Tracks, respectively? How can Nintendo improve upon these central dungeons? Or is this a concept you don't want the Big N to revisit?