- Joined
- Aug 25, 2012
- Location
- Indiana, USA
Firstly, to any "Non-linearity would ruin the story!" or "Non-linearity makes dungeons boring!" statements that might crop up, I've already answered this. The article doesn't answer every potential question, though, so I might as well elaborate.
So why should Zelda return to non-linearity at all, anyway? Well, for one, the series was founded on that entire concept. Beyond just being an adventure to hack and slash your way to the princess - any game can do that - it was designed to present the player with choice and freedom. That's why the original Zelda let you do dungeons in almost any order you wanted, regardless of what items you found previously. That's why the overworld was so open and let you take all kinds of routes to your destination instead of wandering between two hemmed-in walls. Living your adventure fantasy the way you wanted to is Zelda's defining aspect, not just an obligatory add-on. It would be like Pokemon releasing a main-series game where you can't catch Pokemon, or a Devil May Cry game where you're only allowed to kill enemies by stealthily sniping them from a distance.
Regardless of how "key" non-linearity is, though, it's still an old Zelda concept that was well-received by many people. To that end, it would at least be a good business decision for Nintendo to keep going with a good thing. Some may protest, but they are "some" compared to "the majority," and companies will generally play toward the majority.
Besides, non-linearity doesn't have to be such a bad thing. If there were problems with it beforehand, eliminate the problems and release the ideal package rather than shutting the concept down entirely. I'm not necessarily saying every Zelda game henceforth should be non-linear, since different gameplay and story techniques can be utilized with linear approaches, but it's been a long time since we've seen open choice and freedom in Zelda, so A Link Between Worlds and Zelda U would be prime opportunities to bring the old core concept back to life.
The kind of non-linearity I'm hoping for is a), the chance for near-complete world exploration from the beginning, and b), the ability to play any dungeon in the order you want regardless of what items or powers you've obtained beforehand. Zelda can and has had challenging puzzles without relying on previous items that much. My favorite Zelda puzzle is from Link's Awakening, where an owl statue gives you a hint that goes something along the lines of "Enter the space where the eyes have walls." Such a thing is surely a typo, right? Doesn't it mean "the walls have eyes"? (Note: puzzle spoiler imminent.) Nope: the puzzle in question takes place in the Face Shrine, which is, of course, constructed to resemble a giant face from above. The two empty spots in the middle are supposed to be its eyes. Bomb your way into those middle sections, and you're on your way to completing the dungeon. Stuff like that is what non-linear Zelda games could do. By using riddles, brainteasers, and relying on current dungeon items and themes, dungeons can easily be challenging and entertaining without relying on previous items.
Long story short, non-linearity can easily be a good thing, it sounds like the majority wants it, the majority has enjoyed it whenever it's appeared thus far, and it's Zelda's principle concept that lost its way somewhere. I see little reason it shouldn't return. Even if we're all being "fooled" into enjoying a bad gameplay concept, the point of playing a game is to enjoy yourself.
So why should Zelda return to non-linearity at all, anyway? Well, for one, the series was founded on that entire concept. Beyond just being an adventure to hack and slash your way to the princess - any game can do that - it was designed to present the player with choice and freedom. That's why the original Zelda let you do dungeons in almost any order you wanted, regardless of what items you found previously. That's why the overworld was so open and let you take all kinds of routes to your destination instead of wandering between two hemmed-in walls. Living your adventure fantasy the way you wanted to is Zelda's defining aspect, not just an obligatory add-on. It would be like Pokemon releasing a main-series game where you can't catch Pokemon, or a Devil May Cry game where you're only allowed to kill enemies by stealthily sniping them from a distance.
Regardless of how "key" non-linearity is, though, it's still an old Zelda concept that was well-received by many people. To that end, it would at least be a good business decision for Nintendo to keep going with a good thing. Some may protest, but they are "some" compared to "the majority," and companies will generally play toward the majority.
Besides, non-linearity doesn't have to be such a bad thing. If there were problems with it beforehand, eliminate the problems and release the ideal package rather than shutting the concept down entirely. I'm not necessarily saying every Zelda game henceforth should be non-linear, since different gameplay and story techniques can be utilized with linear approaches, but it's been a long time since we've seen open choice and freedom in Zelda, so A Link Between Worlds and Zelda U would be prime opportunities to bring the old core concept back to life.
The kind of non-linearity I'm hoping for is a), the chance for near-complete world exploration from the beginning, and b), the ability to play any dungeon in the order you want regardless of what items or powers you've obtained beforehand. Zelda can and has had challenging puzzles without relying on previous items that much. My favorite Zelda puzzle is from Link's Awakening, where an owl statue gives you a hint that goes something along the lines of "Enter the space where the eyes have walls." Such a thing is surely a typo, right? Doesn't it mean "the walls have eyes"? (Note: puzzle spoiler imminent.) Nope: the puzzle in question takes place in the Face Shrine, which is, of course, constructed to resemble a giant face from above. The two empty spots in the middle are supposed to be its eyes. Bomb your way into those middle sections, and you're on your way to completing the dungeon. Stuff like that is what non-linear Zelda games could do. By using riddles, brainteasers, and relying on current dungeon items and themes, dungeons can easily be challenging and entertaining without relying on previous items.
Long story short, non-linearity can easily be a good thing, it sounds like the majority wants it, the majority has enjoyed it whenever it's appeared thus far, and it's Zelda's principle concept that lost its way somewhere. I see little reason it shouldn't return. Even if we're all being "fooled" into enjoying a bad gameplay concept, the point of playing a game is to enjoy yourself.