Justac00lguy
BooBoo
In my opinion the key to making an overworld feel more real is to actually make it come to life, make it feel like a living l, breathing overworld that changes through time or just general events. Now this can be done throw many aspects such as day to night, whether, in game events etcetera. So an effective way to do this in my opinion is to implement seasons that alter through either time or in other ways.
One thing that was so impressive about Majora's Mask was that with each new day brought new quests, new patterns and even specific weather, there were even specific times that events would actually take place. This made the world feel real and it was ever changing, bringing depth. However what I am mainly proposing is doing this through seasons and weather shifts in specific places. I will refer back to Majora's Mask here with the region of Snowhead... This place was first filled with snow and if affected many of the Gorons and the livelihood of the entire race, however upon completing Snowhead Temple, winter would subside and spring would take over. This was a nice little feature and not only was it nice to see the shift visually but it opened up many new areas and things to do.
But how exactly could a Zelda game implement a seasonal shift effectively? Do you guys think this would be too complicated or do you think it could actually work? Tell me your thoughts and possible ideas.
One thing that was so impressive about Majora's Mask was that with each new day brought new quests, new patterns and even specific weather, there were even specific times that events would actually take place. This made the world feel real and it was ever changing, bringing depth. However what I am mainly proposing is doing this through seasons and weather shifts in specific places. I will refer back to Majora's Mask here with the region of Snowhead... This place was first filled with snow and if affected many of the Gorons and the livelihood of the entire race, however upon completing Snowhead Temple, winter would subside and spring would take over. This was a nice little feature and not only was it nice to see the shift visually but it opened up many new areas and things to do.
But how exactly could a Zelda game implement a seasonal shift effectively? Do you guys think this would be too complicated or do you think it could actually work? Tell me your thoughts and possible ideas.