Castle
Ch!ld0fV!si0n
- Joined
- Oct 24, 2012
- Location
- Crisis? What Crisis?
- Gender
- Pan-decepticon-transdeliberate-selfidentifying-sodiumbased-extraexistential-temporal anomaly
Traditional puzzly lock and key. And why wouldn't it fit into an open world dungeon? TLoZ and ALBW did it before. Its a simple matter of not item gating the overworld. Or at least most of it.
This is exactly what I have been saying. We don't have to alter or re-arrange the entire Zelda modus operandi to make this work. All we have to do is remove the arbitrary gates from the overworld that have been in place since Ocarina of Time and BOOM! We have ourselves an open world with traditional Zelda dungeons. THE VERY FIRST ZELDA GAME DID THIS for crying out loud!
The only major alteration that would have to take place would be to make the puzzle solving items very robust and multipurpose and make many of them available in the overworld so players can solve the dungeons without requiring that one item necessary to advance in a dungeon. In effect, giving puzzles multiple solutions or providing multiple paths for advancement in dungeons. Games that already do this include masterworks Thief: The Dark Project and Deus Ex which are lauded for their level design. This would even turn dungeons into mini open worlds like the levels in those games. In fact, this would incentivize exploring the overworld for useful goodies (rather than 1,000,001 breakable sticks) before entering dungeons to insure that Link is equiped to tackle any challenge. BOOM. Perfect synergy between the overworld and dungeons (again, the same synergy THE FIRST GAME HAD!) and it solves the age old "Teh OVURWHARLD!! iz too barren!!11!!1" complaint that Zelda games have had since Ocarina.
It's a simple, elegant solution that flies miles above ninty's heads. They don't even have to come up with this idea. Ion Storm and Looking Glass Studios and about a bajillion other developers since then have already done so.