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Skyward Sword VikzeLink's Weekly Sunday Poll 109!

Many considers SS too linear. What would you change about it to make it less linear?

  • The Story

    Votes: 0 0.0%
  • The Level Design

    Votes: 0 0.0%
  • Let the player choose their own path (like in ALBW)

    Votes: 0 0.0%
  • Nothing, it's good as it is

    Votes: 0 0.0%

  • Total voters
    0
  • Poll closed .

VikzeLink

The Destructive One
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Last week's winners:

Third Place: NEVER! (12.50%)
Second Place: Draw between "It would be great!" and "It would be okay" (25.00% each)
First Place: No Thanks (29.17%)

This week's question: Many considers SS too linear. What would you change about it to make it less linear?

The Story
The Level Design
Let the player choose their own path (like in ALBW)
Nothing, it's good as it is
 
D

Deleted member 14134

Guest
Level design, I suppose. Though not the only thing I would change about this game.
 

Sheik

:the:
Joined
Sep 21, 2013
Location
The Expansion
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Male
I found the level design in SS to be quite enjoyable, so I wouldn't change that. My vote is on "Let the player choose their own path". For instance, I think it would be neat to explore Eldin Volcano before Faron Woods, or maybe take on the Sandship before Ancient Cistern, contrary to a previous playthrough. Honestly, though, this would have to involve changing the story to fit whichever path you take, which would make things rather complicated. Would have been interesting, though.
 

Iridescence

Emancipated Wind Fish
Joined
May 11, 2014
Location
United States
To be honest, there's dozens of horrible design choices in this game that has made it as disappointingly linear as it was. It's not like just one aspect could be surgically fixed and the game would be good to go.
 

VikzeLink

The Destructive One
Staff member
Moderator
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Location
Göteborg, Sweden
Gender
Male
For me, it's the level design that was way too linear... It felt like you were just following a path to a goal, like a Super Mario stage
 
Joined
Jul 24, 2011
I think we should have been able to choose our own path. Maybe not with all the dungeons, maybe just for the Ancient Cistern, Sandship, and Fire Sanctuary.
 
Joined
Jun 14, 2014
Location
California
I don't think the level design was TOO linear. You followed a set path into a more open area, like the Sealed Temple into Faron Woods. I also liked how they kept those more open areas compact, so there wasn't too much wandering around. If they allowed the player to go in any dungeon order, then they'd have to change the story as well, so I voted for "Nothing. It's good as is." I thought Skyward Sword was a pretty awesome game on it's own. Yes, it had its flaws, and it certainly isn't my favorite Zelda ever, but I still really enjoyed it.
 

r2d93

Hero of the Stars
Joined
Nov 10, 2011
Location
Lost Woods
The level design. That was my main gripe. I enjoyed it much more on a recent play through but it leaves very little room for pure exploration
 

JuicieJ

SHOW ME YA MOVES!
Joined
Jan 10, 2011
Location
On the midnight Spirit Train going anywhere
Why are so many people *****ing about the level design? That's one of the game's strongest features. I suppose the surface portions could stand to be a bit more open, but the Sky was supposed to be the exploration section. The problem is just that it lacked substance, much like the Great Sea.

Anyway, I chose letting the player choose their own path. See above for reasons why.
 

Spiritual Mask Salesman

CHIMer Dragonborn
Staff member
Comm. Coordinator
Site Staff
Why are so many people *****ing about the level design? That's one of the game's strongest features. I suppose the surface portions could stand to be a bit more open, but the Sky was supposed to be the exploration section. The problem is just that it lacked substance, much like the Great Sea.

Anyway, I chose letting the player choose their own path. See above for reasons why.

What? You mean what I said, above your post...? About the games needing to improve upon giving the player freedom? Actually shouldn't all of us want that, I know I do.
 

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