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General Zelda Should the Characters We Meet Play a Bigger Part in the Game?

Fig

The Altruist
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Jul 23, 2011
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Mishima Tower
As stated earlier by others, Majora's Mask really made the characters have a huge impact throughout the game and Skyward Sword was sorta trying to bring it back with its own characters. I also don't want to get off topic, but I love cutscenes with a passion. I make sure that everything stay quiet (including myself) and I just take it all in as I continue to make progress in my game. I also like how Twilight Princess really nailed down in making the world around us feel so large with the vast amount of NPCs so flooding the area with general remarks if we decide to speak with them at all. As far as importance of the characters, I think only the side characters should be given a bigger role throughout the experience of the game. That said, I don't want every single character in the game to have an impact in our adventures no matter how small their role is. Another that could be improved in terms of quality are the sidequests themselves. I really do hope that in the distant future that sidequests can be heavily improved, maybe to even MM's standards as those sidequests really had a lot of depth to them. Moving on, I generally do believe that giving the sidequest characters characters more personality and a bigger role in general would really satisfy my wants for future Zelda games.

Hmmm, well I know in ALBW you need to conquer the Thieve's Hideout in order to get the Sand Rod, which gives you access to the Desert Palace. If you're talking about something like that, then I wouldn't mind seeing something similar to that in a future installment.

Definitely. I really did enjoy that ALBW made us complete Thieves' Hideout in order to get the Sand Rod to get to the Desert Palace. I would like to see this concept be used in future installments of the franchise. I think it could be implemented quite well if Zelda Wii U decides to use it. :3
 
Joined
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I wouldn't say using more npcs in the main quest is a good idea but having them used for more side quests seems like the perfect way to deal with it. Or at least have them have some bit of useful info of some kind. Majora's Mask, as many have said, handled many of it's npcs the best to date in my opinion. I'd also like to see more lengthy side quests. The trading sequences and the Anju-Kafei side quest are some of my favorites because like you said they make more characters feel more significant to the game. It could also be a pretty cool way to have you get some optional items or maybe even upgrade them. I like finding pieces of heart instead of receiving them from side quests, I know it's usually a mix of the two but I'd like them to be your motivation for exploring all the caverns and crannies of Hyrule. I'd really like to see something similar to a Bomber's Notebook make a return in Wii U
 

Vanessa28

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Nope not all characters of course because then the game would be massive. I haven't played MM so I have no idea what that game is. I mean in OoT you had to talk to Malon and get the cuccoo so Talon could be woken up. Because you needed him out of the way to be able to move the crates. So in this way she was important at that time to be able to continue the game. Still a smart part though. Medli and Makar were important for the quest in WW. You needed them to be able to continue your game. It is like that. Personally (and that is just my opinion) I think some characters are not used enough and only stay ...side characters. To give an example the grattitude crystals needed to help Batreaux in SS was a fun and great quest but it was a side quest. It would really be totally cool to have something like that happening in a game to be able to continue with the general gameplay. Let's say you meet character A and he tells you that you need to give him (just an example) 5 grattitude crystals and then he will give you an item or key or heck even open a path so you can continue your quest. That way there is more interaction with the characters and they play a more important role. And I don't mean that you have to do this for all temples/dungeons to be unlocked of course but for at least 3 or 4. I personally find this more challenging and it gives more insight
 

ihateghirahim

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Jan 16, 2013
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well yeah we need the characters to matter more. That touch was really lacking in Zelda games as of late. The quality of a game is increased exponentially when the characters are better. Just remember all of the amazing moments the characters gave you in MM. They plucked at your heart strings. They made you laugh. The just did some weird things (hand in the toilet). They all combined to create a world that felt alive. Every building and person wasn't something you'd see once and then forget about, they each had their own stories, quests, mini-games, and adventure. The world there was much more meaningful than any other.

Other Zelda games have had this to varying degrees. SS and OoT had decent characterization. WW was lacking. TP was the worst. ALBW was a bit more advanced than the older 2D games. Anyway, the series really needs to bring back some good character development. I don't need to tell you how badly the wii u is doing, so Nintendo needs to kick it into high gear and create some quality that appeal to maturer gamers in Zelda U.
 

Mask-Salesman

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well yeah we need the characters to matter more. That touch was really lacking in Zelda games as of late. The quality of a game is increased exponentially when the characters are better. Just remember all of the amazing moments the characters gave you in MM. They plucked at your heart strings. They made you laugh. The just did some weird things (hand in the toilet). They all combined to create a world that felt alive. Every building and person wasn't something you'd see once and then forget about, they each had their own stories, quests, mini-games, and adventure. The world there was much more meaningful than any other.

Amen to that! The side characters in MM were the greatest. For the first time in a game I really connected with some characters. It was extremely sad when I finally acquired the Wedding Mask on the final day. You just completed the biggest side-quest of the game and you were up close and personal with a tragic lovestory; the story of Anju and Kafei. You get to know the characters through-out the 3-day cycle and you start to connect. Finding out that the Skull Kid was responsible made you even hate him more. You worked really hard to get to the end of the quest. And you were 'rewarded' with a scene that was maybe the saddest part in the game. It's either that scene or the Deku Scrub Butler's son.

images


This quote gave me goosebumps. Accepting their death is innevetable and facing it together with courage. Really one of the most epic Zelda moments in history for me.
 

Random Person

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Quite frankly, I think Zelda games should be less about Link and Zelda and more about Hyrule (or whatever worlds we're saving), this includes the side characters. When the characters are more involved, the player becomes more invested in the world they are saving as well as the situations they have placed themselves in. MM and OoT get the awards for doing this the best. While OoT had the characters helping Link out as a whole, MM's characters' involvement in each of their respective areas was just as, if not moreso, effective. If the only thing we care about is Link and his Personal experiences, the game can feel somewhat lacking. Of course, not all the games need them as I think MC was fine without them. Still, for the 3D titles, it can be pretty bad. I think one of the worst examples is SS. Our main characters made us feel completely invested in what was going on for them, but there was no reason to care about anything else because the other characters were so uninteresting/unimportant. TP made some mistakes too. While the characters were very well thought out, many gamers began to feel distant when said characters were dropped. There was opportunity to make these characters stay with us forever, but instead they had their moments and then we went back to Link and Zelda.
 
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It would be neat if side-quests were side content that somehow tied into the story but were still optional. What I mean is, if Link helped a character out by rescuing her cat from a tree, then the effects of this can be seen in the end credits or something to that effect. Bringing back a system akin to Kinstones where some of the fusions were actually important to the plot, while others were just optional and/or supplementary, would also be neat.

On that note: there is something that I've noticed that really needs to change in the series, and that's region bias. Every notice how fleshed out Hyrule Castle Town seems to be in the games, while the other regions tend to be wastes of space? This goes for the characters as well; they can be pretty boring and one-dimensional. Granted, not all the games are guilty of this, as *Twilight Princess and **Majora's Mask handled this decently well, in my opinion, but The Wind Waker and Ocarina of Time were both terrible in this regard (Goron City and "Zora Hallway" in OoT were just awful in retrospect). Sure, it makes sense that Hyrule Castle Town is more lively and rich in most of the games, seeing as it's not only the place of residency for the Royal Family, it serves as a hub as well—it's just, Nintendo does not seem to excel in world-building.

Imagine if Hyrule's other races showed signs of some culture, independence, and an economy. It'd be interesting to see a Zora child mention "going to school in Hyrule Castle Town" or "a Gerudo visiting a relative in the Death Mountain springs," or something along those lines. Perhaps you could escort them there, if possible. And where do they all live? For Pete's sake, at least show some signs that they do other things aside from just stand there all day (lol). Perhaps it could learn a thing or two from Okami, a game noted for its world-building.

*Twilight Princess excels in regards to avoiding region bias, in my opinion. Was it perfect? NO. But when compared to the other [3D] games, its world-building is definitely something to behold.

**Majora's Mask's character-driven focus and plot is the best I've ever encountered in all of gaming, rivaled only by Okami in immersion.
 

Mask-Salesman

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TP made some mistakes too. While the characters were very well thought out, many gamers began to feel distant when said characters were dropped. There was opportunity to make these characters stay with us forever, but instead they had their moments and then we went back to Link and Zelda.

Can you maybe explain this with an example? I found the only noticable character in TP to be Midna. Maybe I didn't hate the rest of the characters, but I did find the most of them quite annoying. For example, I really, really hated Colin. I mean come on Nintendo, this really is the gayest (can I say that here?) character you've ever created in any game by far! And they make male characters wear tights! Ilia was the most shallow 'damzel in distress' you had to rescue as well in my opinion. For example, Zelda in OoT had the mystery aspect that made her interesting for me, and Tetra in the WW was just plain awesome. She was a pirate, so youre argument is invalid.

My point is, which characters did start to grow on you at first but didn't work out in the end? I can't think of any in the game.
 

Random Person

Just Some Random Person
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Can you maybe explain this with an example?

Why certainly!

Colin is the most notable (and I know how much you love him). Colin began the game as a completely scared character. He wanted to grow up to be just like Link, but he had no courage to stand up for himself. However, when the time came in Kakariko where he was in real trouble, Colin continually showed courage. He was able to calm his group of peers down by giving them hope, and when the bokoblins came, his actions to save Beth speak for themselves. At the end of that scenerio, Collin reveals that he really understand that strength isn't about physical endurance, but having the inner strength to do what needs to be done... and then Link climbs death moutain making us forget all about it!

This event happens towards the beginning of the game, and Colin isn't given much attention after this which makes his actions more forgettable. Had Colin gradually grown and then had this revelation towards the end of the game, his actions and lessons would've stayed with us moreso.

As for Ilia, she was indeed the cliche damsel in distress perhaps even moreso than Zeldas, but if you're paying close attention, you'll see that she's not a weak character. Despite having amnesia, she continually looked out for Ralis and isn't once concerned for her own safety. Telma mentions how brave Ilia is and what she's been going through to save Ralis... and then Link comes in and that moment is gone. The reason characters like Ilia annoy many people is because they know their place which is outside what most have come to love about other characters. We usually get someone whose going to do what they want no matter what stands in their way, but not Ilia. She has common sense to say...

"I want to bring Ralis to Kakariko, but I don't have the means to defend myself."

She knows that when it comes to fighting she is practically useless. Thus, she never assists Link in anything adventure related and even must ask for his help in order to get things done. It does make for a rather uninteresting character but that again is because she was dropped. We had a mention of her strength, and then it was back to Link. We had a moment where she showed how much she cared about Link... and then it was back to Link. If throughout Link's adventure we continually came back to Ilia and saw her strength and caring nature, we wouldn't have forgotten her.

Also, Ilia isn't really supposed to be compared to Zelda in regards of interesting. TP has a Zelda and thus TP Zelda is supposed to be compared to Zelda. Ilia should be moreso compared to Aryll, the character not meant to be apart of the adventure. Now could they have rewritten the story to make her helpful? Certainly, and there inlies my point. Ilia, like Colin, could've had lasting moments but they were dropped to make room for Link's story.
 

Mask-Salesman

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@ Random Person

I get what you mean now. It's about characters that don't get the chance to grow on you. You do have a valid point that this is particulairy bad in TP. Lots of characters, but in the end it all resolves around one person; Link. This discussion proves the point of the topic starter; side-characters play a big part in the gaming experience of most people and the player should get the time to bond with them. Whether you like them or not :P
 

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