SinkingBadges
The Quiet Man
- Joined
- May 30, 2011
In some cases I guess it could be a tradeoff. If you have to choose between a set character and an avatar then yeah, it looks like it's inevitable that you ultimately end up playing favorites between groups of the audience.
I don't think the same thing applies to nonlinear dungeon progression and open world vs a difficulty curve though. You can just make the game around a set order in which the player could do things, and then sneak in some tools for them to (at least partially) curb it. Like say ways to get items before that set order would deem so that could be more difficult but open up more of the game early. The thing is that set order would have to be communicated clearly, maybe in some diegetic way for people who care about immersion.
I like the Souls style of story because I feel that unlike most "narrative-focused games" it puts the game and what the player does as its first priority, as it should. But Zelda these days doesn't really do that type of story. For one thing there's lots of NPCs and livelier worlds, which is where Majora in particular got the most mileage. I'd just love for NPCs to be more dynamic, which is something Souls games do great too. I do agree with having a story that's mostly about what you do, though.
I don't think the same thing applies to nonlinear dungeon progression and open world vs a difficulty curve though. You can just make the game around a set order in which the player could do things, and then sneak in some tools for them to (at least partially) curb it. Like say ways to get items before that set order would deem so that could be more difficult but open up more of the game early. The thing is that set order would have to be communicated clearly, maybe in some diegetic way for people who care about immersion.
Make the story tied into the world. Yes, that means take an approach similar to Dark Souls and other games where the story is driven by item descriptions and snippets of voice/text here and there. Why do it that way? So we get the best of both. Would it require Nintendo doing something different? Yes. Best part is that that method is proven to work already (which is why I brought up DS). It frees up making ridiculous cutscenes and handholding sequences, instead allowing for better combat and gameplay design/enhancements.
I like the Souls style of story because I feel that unlike most "narrative-focused games" it puts the game and what the player does as its first priority, as it should. But Zelda these days doesn't really do that type of story. For one thing there's lots of NPCs and livelier worlds, which is where Majora in particular got the most mileage. I'd just love for NPCs to be more dynamic, which is something Souls games do great too. I do agree with having a story that's mostly about what you do, though.