First, read this: Look Before you Warp
My article on WW's and SS's overworlds is also relevant: Journeys Through Sea and Sky: Environmental Presence
So, Zelda Wii U promises an "open world", whatever they mean by that. Aonuma specifically emphasized the ability to enter an area from several different directions. So what if one of those directions is--not a direction of space but a direction of flow--warping? Wilson concedes that warping in WW might be an appropriate balance between environmental presence and goal-oriented gameplay. But with the design philosophy of Zelda Wii U centered so much on its exploration-rich overworld, would that vision be compromised too much by the inclusion of warping? Or is the space of flow still important enough to not allow it to be broken up by such a vast space of place? What's the right balance here? If there should be some form of warping, how should it be done?
I can't answer this yet, as I don't know what kind of flow the game will have. Daily tasks were mentioned, which suggests that travelling around every day to complete these tasks might become tedious, in which case warping would be welcome. On the other hand, I think I'd rather have anything that makes travelling tedious removed so such a compromise doesn't have to be made.
Ideally, I'd be forced to travel everywhere, but I could choose to take different routes, and the environments would change (or something about me will change how I see them - such as when I obtain a new item that opens up new opportunities for interaction) as the game progresses.
My article on WW's and SS's overworlds is also relevant: Journeys Through Sea and Sky: Environmental Presence
So, Zelda Wii U promises an "open world", whatever they mean by that. Aonuma specifically emphasized the ability to enter an area from several different directions. So what if one of those directions is--not a direction of space but a direction of flow--warping? Wilson concedes that warping in WW might be an appropriate balance between environmental presence and goal-oriented gameplay. But with the design philosophy of Zelda Wii U centered so much on its exploration-rich overworld, would that vision be compromised too much by the inclusion of warping? Or is the space of flow still important enough to not allow it to be broken up by such a vast space of place? What's the right balance here? If there should be some form of warping, how should it be done?
I can't answer this yet, as I don't know what kind of flow the game will have. Daily tasks were mentioned, which suggests that travelling around every day to complete these tasks might become tedious, in which case warping would be welcome. On the other hand, I think I'd rather have anything that makes travelling tedious removed so such a compromise doesn't have to be made.
Ideally, I'd be forced to travel everywhere, but I could choose to take different routes, and the environments would change (or something about me will change how I see them - such as when I obtain a new item that opens up new opportunities for interaction) as the game progresses.