I had a conversation with Caleb and Trevor in one of our staff chats on Skype the other day, and we had this exchange:
What really hit me was when Caleb reminded me that they basically did that with the earlier games, starting with Ocarina of Time. This is a strategy I've read about in advice threads on simple indie game development forums: Not using all of your ideas in the first game, but saving some things for sequels. It's smart, and if this is an idea that is common sense among indie developers, it's obvious that professional ones, especially ones as accomplished as Nintendo, have it in mind as well.
Previously I'd thought that their statements about wanting to do what they did with Skyward Sword in future games was potentially misleading, because I had some doubt that they'd re-use the Wiimote and Motion Plus again on a new console when they have the actual, new controller, but I'm thinking that it's more likely than not that Skyward Sword's control-scheme -- including the swimming, some of the items, and the gameplay and game design concepts in general -- will return in Zelda Wii U.
Not talking exactly the same game, of course, but definitely something inspired by Skyward Sword. Thoughts?
[3/10/2012 2:28:43 AM] Trevor Magnani: it seemed like they ran out of ideas...and they didn't want to do a dedicated water dungeon (massive missed opportunity because the swimming controls were actually good)
[3/10/2012 2:35:57 AM] Trevor Magnani: It seemed more like they had a lot of ideas, and had a tough time eliminating ideas to actually release skyward sword
[3/10/2012 7:22:55 PM] Caleb Simpson: I'm kind of suspicious that...
[3/10/2012 7:23:04 PM] Caleb Simpson: they aren't done with the potential of skyward sword
[3/10/2012 7:23:36 PM] Caleb Simpson: they do water dungeons in a lot of games and perhaps they were specifically trying not to for this game
[3/10/2012 7:24:02 PM] Caleb Simpson: though, it appears they didn't intend on letting you have very long breath either, which would get very annoying
[3/10/2012 7:24:42 PM] Caleb Simpson: they kept saying over and over again that they were really happy with the control scheme, that they didn't want to go back to other methods, and they spent so much time working on it
[3/10/2012 7:24:59 PM] Caleb Simpson: makes me think they may be putting ideas on the shelf for later (just like OoT to MM, or both of those to WW)
[3/10/2012 9:07:49 PM] Axle the Beast: You might be right about that.
What really hit me was when Caleb reminded me that they basically did that with the earlier games, starting with Ocarina of Time. This is a strategy I've read about in advice threads on simple indie game development forums: Not using all of your ideas in the first game, but saving some things for sequels. It's smart, and if this is an idea that is common sense among indie developers, it's obvious that professional ones, especially ones as accomplished as Nintendo, have it in mind as well.
Previously I'd thought that their statements about wanting to do what they did with Skyward Sword in future games was potentially misleading, because I had some doubt that they'd re-use the Wiimote and Motion Plus again on a new console when they have the actual, new controller, but I'm thinking that it's more likely than not that Skyward Sword's control-scheme -- including the swimming, some of the items, and the gameplay and game design concepts in general -- will return in Zelda Wii U.
Not talking exactly the same game, of course, but definitely something inspired by Skyward Sword. Thoughts?