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The Big Zelda Ideas Thread
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dark steve
secretary of good times


Joined: 04 Dec 2006
Location: long live the new flesh

PostPosted: Sat Jun 09, 2007 5:57 pm    Post subject: The Big Zelda Ideas Thread    Reply with quote

Okay, so everybody loves to bicker about Zelda games, and, I think, nearly everybody has at least a hazy picture of where they'd like the series to be steered next, especially in light of that particular photo followed by the announcement the series was being put on "hiatus" after Twilight Princess was released. So, maybe while consciously trying NOT to discuss which games are "charming" or which are "un-redeemable miyamoto school of design lock and key handholding garbage" what next? Hey James, what do YOU think?
Quote:

BASEBALL FURY 83:
btw, beat twilight princess (1:30)
great stuff (1:30)
I think the next zelda should be an exploro-sandbox (1:30)
with puzzle dungeons as sidequests only (1:30)
and like (1:30)
with a RE4 inventory (1:30)
so you have to select items carefully (1:30)

ME:
hah
that would NEVER happen (1:31)
the inventory (1:31)
NEVER (1:31)

BASEBALL FURY 83:
I think the current model of zelda has basically been perfected
yeah but it would be cool to see that kind of thing happen (1:31)

ME:
it would!
also it would encourage dungeon design not to rely on lock-and-key (1:32)
maybe just place a few chokepoints around the map instead (1:32)
can't explore the mountains w/out a hookshot for example (1:33)

BASEBALL FURY 83
dungeon design is tight this time round
yeah and I was thinking for the plot (1:33)

ME:
and then you could put hookshot puzzles in the related area

BASEBALL FURY 83:
like, this link would be a knight captin
and there would be settlements all over the map (1:33)
that you had to manage the defences of (1:33)

ME:
especially if you could build it so this was sort of organic and less a hub-world
i like this idea (1:34)

BASEBALL FURY 83:
so it would be like a big emergent war against trolls

ME:
Horse Opera

BASEBALL FURY 83:
the steed combat in this one is amazing
do me a favour and post this chatlog on SB when we're done (1:34)
I think I'm on to something (1:34)
basically the idea would be to focus more on big cities (1:36)
with sort of GTA levels of pedestrians and horse carts and shit (1:36)
maybe obscure some of the places you can go to give the impression that it's a huge world with a viable population (1:36)
then as you get further away from the cities there's more wilderness (1:37)
and you have to recruit new knights, yeah! (1:37)
every now and again there'll be a random attack on a hylian settlement (1:37)
and you can choose to warp to it and mount up on epona (1:37)
for epic battle (1:37)
between all that you go spelunking and shit to uncover new resources for hyrule and new equipment (1:38)
yeah! (1:38)
fuck (1:38)
thanks james (b'_')b

discuss!
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Lick Meth



Joined: 05 Dec 2006
Location: Round the corner to Penny Lane

PostPosted: Sat Jun 09, 2007 6:48 pm        Reply with quote

I have an idea I dreamt up a while back; basically, a Zelda game done entirely in the style of that website "game", Grow, but with no definitive order within.

Basically, items are stored around the overworld, be they in caves with disgusting puzzles, shops with extortianate prices, or townsfolk for elaborate trade. How to solve the puzzle? Entirely possible in itself, but clues can be garnered from wall writings, townsfolk, scriptures and that kind of thing. How to afford those weapons? Take a job, bounty hunting or treasure hunting (but now with something to spend it on, lol). Elaborate trades? Like the trade for the giant sword in OoT, but more logical.

The dungeons can be tackled in any order, and have many routes based on the inventory you're currently owning. Your weapons get stronger depending on order picked up, and dungeons will, as the connection implied above says, grow to accomodate more difficult puzzles based upon your inventory.
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another god



Joined: 04 Dec 2006

PostPosted: Sat Jun 09, 2007 7:37 pm        Reply with quote

Zelda is Zelda. It's the story of a boy who saves a girl. He uses a sword, a boomerang, some bombs, and a couple arrows. Sometimes there are magic wands; sometimes there are magic flutes. Don't be hypocrites talking about how all they do is fluff the details and sell you the same game everytime. All you really want from a "grow Zelda" is a brand new Zelda game every time you play. It's still fluffed... it's just fluffed a lot.

Don't get me started on the whole GTA Zelda Knight Batallion Defense 2007 game.

If Zelda really wants to grow as a series (not that it does), it has to be a little more professional. It's like when you finish college and you want a real job you put on a suit and a tie. And even if it doesn't want to grow up like everyone else, it still has to take itself more seriously. Put on a nice coat, wear nice shoes, wear a nice shirt, and have something interesting to say.

I really want to say that Zelda should be more like Shadow of the Colossus, but for as much as Colossus succeeded where Zelda failed, it failed where Zelda succeeded. The mystery and lore of Colossus was really just emptiness. If they gave you a shovel to dig a hole in the ground, you'd just fall through space. I kind of would expect something like that from Colossus.

In Zelda I'd kind of expect to see all of that earth fleshed in.
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gooktime



Joined: 04 Dec 2006
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PostPosted: Sat Jun 09, 2007 7:44 pm        Reply with quote

I think future incarnations of Zelda need to take a more minimalist approach; lose the tacky minigames and stop pandering to the kotaku crowd and the idea that a game shorter than 30 hours can't be good.

A major switch up in items and structure would be good, too. It's hard to get excited when with every release I know exactly what I'm going to get after completing three dungeons.
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dark steve
secretary of good times


Joined: 04 Dec 2006
Location: long live the new flesh

PostPosted: Sat Jun 09, 2007 7:46 pm        Reply with quote

The first thing that struck me about "sandbox zelda" is that you've suddenly got what sounds like a modern compromise that ties in the openness and mystery of the first game with the complexity that comes later.
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haze



Joined: 04 Dec 2006

PostPosted: Sat Jun 09, 2007 7:50 pm        Reply with quote

they should be more like Faces of Evil
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slipstream
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Joined: 05 Dec 2006

PostPosted: Sat Jun 09, 2007 8:31 pm        Reply with quote

More "turtles all the way down" shenanigans ala Link's Awakening. No, really.
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ö



Joined: 12 Dec 2006
Location: San Francisco

PostPosted: Sat Jun 09, 2007 8:42 pm        Reply with quote

You need to be able to climb on things. And swim. Generally, interact with the gameworld.
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another god



Joined: 04 Dec 2006

PostPosted: Sat Jun 09, 2007 8:55 pm        Reply with quote

Eric-Jon Rössel Waugh wrote:
You need to be able to climb on things. And swim. Generally, interact with the gameworld.


Yes. The next Zelda needs to have fantastic physics. Give us a real gameworld that lives and breathes, damnit.
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Lick Meth



Joined: 05 Dec 2006
Location: Round the corner to Penny Lane

PostPosted: Sat Jun 09, 2007 9:09 pm        Reply with quote

Eric-Jon Rössel Waugh wrote:
You need to be able to climb on things. And swim. Generally, interact with the gameworld.

I imagine that they've always shied away from jumping and climbing possibly because they may think it'd take away the impact of some of the items (hookshot specifically), and may change the aspect of how the "traditional" puzzles are presented.
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ö



Joined: 12 Dec 2006
Location: San Francisco

PostPosted: Sat Jun 09, 2007 9:16 pm        Reply with quote

I hope so!
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sethsez



Joined: 05 Dec 2006

PostPosted: Sat Jun 09, 2007 10:00 pm        Reply with quote

With every Zelda game, the graphics have been getting more ornate and yet the design has remained the same. The design worked perfectly when there was some form of abstraction, but that's less and less the case with each new release.

Basically, Zelda needs to make the environments feel more realistic. I don't mean in terms of art style, just... make a crypt feel like a crypt rather than a series of puzzles with crypt textures. Ico is a great example of a game that can have nonsensical puzzles almost nonstop and still manage to feel like a huge castle. Twilight Princess flirted with this a few times (the rooftops, the yeti's mansion) and they wound up being some of the most compelling areas in the game. The rest of it, however, felt like a theme park ride.
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parker



Joined: 31 May 2007
Location: on the white sand beach at Biloxi, on a white sandy bitch named Belle

PostPosted: Sat Jun 09, 2007 10:48 pm        Reply with quote

I think the next Zelda game needs to not be such a big fat liar. Twilight Princess tells you: "prepare to be shot by cannon into the sealed off gerudo desert lands where you must locate and raid an ancient prison where the most evil of inmates were teleported by a magic mirror directly to HELL" when they actually just meant "go do the sand dungeon." There's no raiding of any prisons there.

I also thought it would have been better if, say, at that Yeti's house, instead of just being an ice dungeon, maybe instead you have to fix his heating or plumbing or something instead. Maybe a giant rat is chewing on his heating pipes and you have to turn into wolf form and sniff that bastard out, I don't know, something like that.
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capgamer



Joined: 20 Mar 2007

PostPosted: Sat Jun 09, 2007 11:27 pm        Reply with quote

The next Zelda game should be played in the perspective of the master sword.
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Baines



Joined: 10 Dec 2006

PostPosted: Sat Jun 09, 2007 11:31 pm        Reply with quote

Just fix what they've got. No need to add a fancy physics engine or try to copy GTA while the core remains flawed.

As for copying Shadow of the Colossus or turning it into some other game entirely (like RE4), that might as well be used for a new franchise, because there remains a decent market for "Zelda" even at its worst. Zelda can be fixed without turning it into a new game, so fix it first, then consider that route afterwards.
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ö



Joined: 12 Dec 2006
Location: San Francisco

PostPosted: Sat Jun 09, 2007 11:33 pm        Reply with quote

You know, even though it never went anywhere interesting, I really liked the beginning parts of Wind Waker where Link has to make do with things he finds in the environment -- sticks, swords, whatever. This fits in with climbing and swimming and stuff. To make the world feel less artificial, it needs to be more than a backdrop in which you slide around, doing videogamey things. There needs to be a solid relationship between the player and the setting.

Way early on, being able to do things like bomb and burn and push rocks and play the flute to make mystical things happen were close enough. That was pretty big interaction for the time. Now, as a few people have said, there's this lush, realistic 3-D world that suggests all kinds of possibilities and still all the player is able to do is act on it by proxy, through these specialized, abstracted tools.
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sethsez



Joined: 05 Dec 2006

PostPosted: Sat Jun 09, 2007 11:47 pm        Reply with quote

Eric-Jon Rössel Waugh wrote:
You know, even though it never went anywhere interesting, I really liked the beginning parts of Wind Waker where Link has to make do with things he finds in the environment -- sticks, swords, whatever. This fits in with climbing and swimming and stuff. To make the world feel less artificial, it needs to be more than a backdrop in which you slide around, doing videogamey things. There needs to be a solid relationship between the player and the setting.

Way early on, being able to do things like bomb and burn and push rocks and play the flute to make mystical things happen were close enough. That was pretty big interaction for the time. Now, as a few people have said, there's this lush, realistic 3-D world that suggests all kinds of possibilities and still all the player is able to do is act on it by proxy, through these specialized, abstracted tools.


Yep. Much as people hated the stealth section in the beginning of Wind Waker, it was one of my favorite parts because the place felt somewhat realistic in its design and the puzzles felt natural to the situation. The main thing that hurt it was the whole "stealth section in a non-stealth game" deal (which, granted, is pretty big), but the actual context surrounding everything there was far better than Zelda usually has.

I'm not asking for a major overhaul, really. Environmental puzzles, the whole overworld-dungeon-overworld layout, all that stuff can stay. I just wish Nintendo would try to cover up the formula a bit more. Make it feel more like believable locations and situations and less like movie sets and a script. Recent Zelda games have had moments showing that they can do this, so I just wish they would.
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Maztorre



Joined: 04 Dec 2006
Location: Ireland

PostPosted: Sun Jun 10, 2007 12:04 am        Reply with quote

Zelda is ultimately about conveying the growth of the player and gaining mastery of the environment around you. Much of the staple elements of the series are abstractions that are now redundant. So:

Scrap the heart meter and replace it with an animation system that merges elements of Colossus and Wind Waker. Link's appearance should deteriorate as he takes hits; this will be how the player gauges how much life Link has in him. Conversely, defeating enemies and (especially) bosses improves Link's appearance. The more bosses Link defeats, the more the (invisible) cap on his health is raised, and thus at maximum health he will look significantly more heroic and confident as the game progresses. Lifting from Colossus' animation system, Link will have real "weight" as he wanders and clambers around, and a centre of balance. Using the sword is then based more around timing the swings with Link's body movements so that he isn't flailing around at bats like a lunatic. All the items of the game then require practice and learning on the player's part to use "properly". As the player learns, the appearance and efficiency of using equipment and techniques improves.

The overworld and item set will be similar to Animal Crossing in many ways. NPCs will follow general daily schedules, monsters exist in an ecosystem and interact with each other and the world without Link's influence, and many of Link's items are mainly used for direct interaction with the world rather than designed explicitly for dungeons. Dungeons often require manipulation of the outside enviornment to access, and are more closely connected to the overworld. Puzzles that involve beams of light, for example, may require the player to find the relevant spot on the overworld and dig a hole to let sunlight in, for example (of course, the player could then jump into the hole and continue the dungeon from where he left off last visit). NPCs are fully voice acted in fictitious Hylian language, and use "soft" subtitles rather than dialogue boxes. You are free to walk around and do other things whilst someone speaks as long as you are in earshot of them. As well as standard information-giving dialogue they have 5-6 miscellaneous "catch-all" phrases. As Link's appearance becomes more notable townsfolk become generally more "aware" of the player's presence. After a certain point men will tip their hats to you or women will become generally more flirtacious. Link being Link, he has no further reaction to this besides modest embarrassment.

Acquiring a horse should relate back to mastery of the environment, and so Link must actually tame a wild horse (one of many?) roaming the overworld. At least one dungeon in the game can be explored on horseback and is advantageous to do so. Taming a horse is optional.

Rupees are no longer dropped by enemies and are acquired only from chests and a few specific sidequests. This lowers the average number of rupees acquired in a single playthrough considerably, the idea being that after exploring each dungeon Link will have just enough to play a few games at a town fair or purchase an optional item from a shop.

Link's progress in the game will be shown at various times relative to Hyrule soldiers sent out to find Zelda. One dungeon will have Hyrule soldiers exploring unaware of Link's presence, and will show Link bypassing them at various points through his use of items and now-superior skill. Link will also catch Ganon/Ganondorf's attention fairly early on in the game, and Ganon's attitude towards the player will change over time from amusement to interest to annoyance to shock(he has the triforce!!!!) right up until the final battle. The final dungeon itself could be put forward more as a battle of wits and skill between the player and Ganon than simply as a bunch of puzzles inexplicably thrown around someone's castle. Twilight Princess used elements of this quite well, for the most part.
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antitype



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PostPosted: Sun Jun 10, 2007 1:30 am        Reply with quote

Zelda Scrolls: Borrowing
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Maztorre



Joined: 04 Dec 2006
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PostPosted: Sun Jun 10, 2007 1:32 am        Reply with quote

Elder Scrolls is a bit rubbish though
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L
canon dorf


Joined: 05 Dec 2006

PostPosted: Sun Jun 10, 2007 2:21 am        Reply with quote

Lick Meth wrote:
a Zelda game done entirely in the style of that website "game", Grow
Hrrrrmph!


Also fellers, let's talk about the two-dimensional Zeldas a bit more. Let's try and work out what a fulsome distillation of Zelda 1 would be like.
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Intentionally Wrong



Joined: 05 Dec 2006
Location: Wichita, KS, USA

PostPosted: Sun Jun 10, 2007 2:53 am        Reply with quote

Is there anybody here who hasn't played the Four-Swords Adventure for Gamecube?
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Felix



Joined: 04 Dec 2006
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PostPosted: Sun Jun 10, 2007 2:59 am        Reply with quote

really we ought to take into account that maybe the problem with zelda is that the abstraction has become all dolled up and meaningless yet meanwhile there's a new zelda game being released just this month (in japan) on a console that has been dedicated to doing away with exactly that.

it occured to me while reading sethsez's post that we all seem to be pretty readily aware of exactly which parts of twilight princess "worked;" it's really silly to imagine them making many monumental changes to zelda at this point (i'd like to hear from aderack on nintendo being "comfortable" again after so short a period of time, actually) and so at least we might find favour with more rooftops and yetis.
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Zebadayus
pelvis othello


Joined: 05 Dec 2006
Location: Louisville, KY

PostPosted: Sun Jun 10, 2007 3:02 am        Reply with quote

I haven't, Jason.
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Krazii Bakon Lypes
the king of hernias


Joined: 02 Apr 2007
Location: Brazil, forever Brazil

PostPosted: Sun Jun 10, 2007 5:05 am        Reply with quote

Eric-Jon Rössel Waugh wrote:
You know, even though it never went anywhere interesting, I really liked the beginning parts of Wind Waker where Link has to make do with things he finds in the environment -- sticks, swords, whatever. This fits in with climbing and swimming and stuff. To make the world feel less artificial, it needs to be more than a backdrop in which you slide around, doing videogamey things. There needs to be a solid relationship between the player and the setting.

Way early on, being able to do things like bomb and burn and push rocks and play the flute to make mystical things happen were close enough. That was pretty big interaction for the time. Now, as a few people have said, there's this lush, realistic 3-D world that suggests all kinds of possibilities and still all the player is able to do is act on it by proxy, through these specialized, abstracted tools.


There are even literal goddamn targets where it tells you that these items are useful. Sure, shoot that hookshot all you want, but it won't do you a lick of good unless you're shooting it at the object we specify it can be effected by. Only certain types of switches react to this hammer. Everything else is sturdy as a rock. But hey wow it's so cool I got this great item and it sure makes me look cool! WHOA! I'm surfing on a top now! FUCK YEAH!

The dungeons are supposed to be solved by the players ingenuity/creativity, but they end up being solved by you simply identifying their single, and obvious solution. Why? Why can't a bomb solve most of my problems? Why do I need seventeen items that are ultimately just neat-looking keys? The boomerang and the bow and arrow serve the exact same purpose, and yet they are separated into two different items and can only be used to solve puzzles at specific times.

Less examination, more exploration.

Less identification, more intuition.

Less linearity cleverly disguised as nonlinearity (hey! I can do this minigame any time I want, with no restrictions!), more creativity.

Animal Crossing in Hyrule, with killing and dungeons, I guess.
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Lick Meth



Joined: 05 Dec 2006
Location: Round the corner to Penny Lane

PostPosted: Sun Jun 10, 2007 9:33 am        Reply with quote

L wrote:
Lick Meth wrote:
a Zelda game done entirely in the style of that website "game", Grow
Hrrrrmph!

Oh! Umm, I never saw that before, guv.
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ajutla



Joined: 04 Dec 2006
Location: kansas city

PostPosted: Sun Jun 10, 2007 9:49 am        Reply with quote

no fucking puzzles that i can recognize as such.
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Intentionally Wrong



Joined: 05 Dec 2006
Location: Wichita, KS, USA

PostPosted: Sun Jun 10, 2007 10:33 am        Reply with quote

zebadayus wrote:
I haven't, Jason.


Well, let me tell you about it, Zach!

Four-Sword Adventure takes the modern Zelda design even farther from the original game. It has sequential levels, each of which contains several stages. In every stage, you have to collect 2000 Force Gems. Once you've done that, your sword shoots beams if you have full hearts. You can have only one treasure at a time--a boomerang, a bow, a fire rod, a pair of Pegasus boots, an unlimited supply of bombs, a Roc's feather, a slingshot, a lantern, or a hammer. Almost all of these can be upgraded if you come across a Great Fairy.

Since the game's situated as a multiplayer game, a few competitive aspects have been worked in. These are kind of a distraction from the cooperative aspects, however, which work even better in single-player than they do in multiplayer.

This youtube video is a pretty good examle of what's involved.
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evnvnv



Joined: 05 Dec 2006
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PostPosted: Sun Jun 10, 2007 12:11 pm        Reply with quote

Although the prospect of an abstraction-less next gen zelda would be really cool, I also definitely wouldn't mind a hyper-video game-y "New Legend Of Zelda" update on the DS, keeping the basic mechanics (simplicity) of the first game but tossing in a variety of ideas from later games and some new ones as well.

I know NSMB is controversial but I think this would work very well with zelda. People would complain that it wasn't epic enough but it would be fun to play. I guess four swords is sort of this way, but I don't really like the...episodic (?) qualities. Being portable is key, too.
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ö



Joined: 12 Dec 2006
Location: San Francisco

PostPosted: Sun Jun 10, 2007 12:43 pm        Reply with quote

Krazii Bakon Lypes wrote:
There are even literal goddamn targets where it tells you that these items are useful.

Without harping on this too much, as I've done it to death, note also that the targets are incompatible. Even though the hookshot and grapple are exactly the same idea, you're only allowed to shoot the grapple at targets shaped like this, while targets shaped like this are for the hookshot.

Yeah. Go to hell.
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L
canon dorf


Joined: 05 Dec 2006

PostPosted: Sun Jun 10, 2007 2:28 pm        Reply with quote

Eric-Jon Rössel Waugh wrote:
Even though the hookshot and grapple are exactly the same idea,
Not so.

In Bionic Commando, maybe, but I think WW and TP want us to believe that the hookshot is incapable of swinging.

A better example would be TP's Slingshot vs. Bow. (I mean, why?!)
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Lick Meth



Joined: 05 Dec 2006
Location: Round the corner to Penny Lane

PostPosted: Sun Jun 10, 2007 5:23 pm        Reply with quote

I propose they scrap the hookshot/grappling hook and replace it with a piece of rope, that you can attach to an arrow to shoot at a target and pull yourself up with, or clamber across chasms too far to cross without aid.

(editted for clarity)


Last edited by Lick Meth on Sun Jun 10, 2007 8:15 pm; edited 1 time in total
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KonamiCode



Joined: 05 Dec 2006
Location: SoCal

PostPosted: Sun Jun 10, 2007 5:49 pm        Reply with quote

Lick Meth wrote:
I propose they scrap the hookshot/grappling hook and replace it with a piece of rope, that you can attack to an arrow and pull yourself up with, or clamber across chasms.


Hell yes
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wourme



Joined: 05 Dec 2006
Location: Building World

PostPosted: Sun Jun 10, 2007 6:58 pm        Reply with quote

Discussion of what to do in the next Zelda game kind of has a bad taste for me. It legitimizes wasting good talent on endless sequels. I think Twilight Princess was one Zelda too many. I could be mistaken, but it just didn't seem as if the developers were inspired to work on it. If that's the case, I wish they could have instead done what they really wanted to.

Some of the ideas in this thread sound good, but I'd much rather see them in a new game in a different world than in yet another Zelda game.

In Twilight Princess, I was surprised to find myself enjoying that cave of trials (or was it ordeals?) more than most of the actual game. In part because it reminded me of when video games were less forgiving. Sure, it can be frustrating, but it also leads to an interesting challenge (having to be careful about using items) and a sense of accomplishment at making progress beyond just having put the time in.
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diplo



Joined: 18 Dec 2006
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PostPosted: Sun Jun 10, 2007 8:31 pm        Reply with quote

i think this is as good a thread as any to ask what exactly happened in twilight princess' plot. at some point, i lost track of what exactly my motivation, and what others', motivation was. last i checked, i was going after these dark artifacts because...huh? and then there was ganon, and there was this mirror. and i need to restore the mirror? and then... hm.

to me, zelda, as it is, is a good machine that has hiccups which are being ignored.

1: stop making every character in hyrule besides link a horrendously ugly twit. twilight princess had that trio in telma's bar, and it was painful to compare their design to everyone else. go back and look at that respectable, interesting art for the older games (was it by terada?). hyrule being a land of misshapen dorks, obese women, and a bishounen elf is painfully dead. get rid of the gorons. i do not even want to think of that goron chief.

2: increase the population's actual intelligence. i don't want to save stupid people who lose shit or make orgasmic noises. why didn't the whole town notice the gigantic pyramid surrounding their castle? does no one look up? does no one ever leave? the town square blew ocarina's down, unquestionably, but to make the place so comparatively isolated and ignorant was a catastrophic failure.

3: give a reason to explore. after i realized practically every chest in tp's hyrule was full of rupees, and that i had nothing to even spend those rupees on, and that my wallet was always full on top of that, i lost all motivation. the game was not lovely enough to make me explore for the sake of exploring. collecting hearts isn't enough either, anymore, unless the challenge in combat is strengthened adequately to make heart collecting an actual help rather than a completionist activity.

too lazy to write other stuff

majora's mask, i think, got a lot of stuff right. except i'm not too motivated to replay, due to its save system.
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parkbench



Joined: 12 Dec 2006

PostPosted: Sun Jun 10, 2007 10:24 pm        Reply with quote

first order of business: another god and eric-jon make excellent points in their posts . Maztorre's post also paints an awesome picture of a game I want ASAP.

I'm not sure about this. I mean, it sounds fun in principle, but even I got tired of that "OH NOES UNDER ATTACK" mechanic of games like Final Fantasy Tactics Advance. It just gets tedious after awhile.

I do agree that the series needs to grow. I'd really hate to see it fall by the wayside like Megaman and become something hackneyed, something to churn out for some cash. I like what they've been doing for awhile now: re-imagining each iteration. Really, they've been damned creative about it all the way from the beginning from LttP to Majora's Mask to Wind Waker to Oracle of Ages and what have you.

Quote:
Just fix what they've got. No need to add a fancy physics engine or try to copy GTA while the core remains flawed.


I donno how much "copying" Zelda would be doing, really. The first game was pretty sandbox, as far as that goes. I don't want "GTA-Zelda" but less linearity would sure be hot.
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Screwtape



Joined: 04 Dec 2006
Location: Sydney, Australia

PostPosted: Mon Jun 11, 2007 2:29 am        Reply with quote

I'd play a Zelda game whose environment was as carefully designed and wholistic as Riven.

Playing through Ocarina of Time recently, it began to bug me that each dungeon 'resets' every time you leave it and go back - a jarring abstraction compared to the effort and ambience put into the environments.

So, yeah - more emphasis on doing things that stay done, plskthx.
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Elder Toups



Joined: 04 Dec 2006

PostPosted: Mon Jun 11, 2007 3:04 am        Reply with quote

The next Zelda game should be developed in Common Lisp + CLOS. Multiple dispatch = large, sandboxy world.
I am now finished failing to contribute to this discussion.
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another god



Joined: 04 Dec 2006

PostPosted: Mon Jun 11, 2007 3:44 am        Reply with quote

I kind of understand why everyone is so drawn to the whole GTA: Hyrule thing. I hate to say it, but it took me a long time to like the original Zelda. I was initially drawn to Link to the Past and Link's Awakening. Those games were more inviting. Everything was cuter and more fun. Everything was also pretty "breakable". It wasn't just sequence breaking or whatnot, but it was about pushing things to the limit - seeing how the gameworld worked with and against the items I had.

I don't think Zelda ever aspired to be like Shadow of the Colossus. I think it just aspired to be a world with a lot of toys with a goal to achieve. I was OK with my toys being shallow representations of things when I was a little kid, but now I'm a little anxious about the idea of playing with the hookshot for the 5th game in a row. Do you know how many hours I've spent hook shooting things just to see what did what? It's still the same goddamn thing decades later.

It's not that I'm hoping for new ingenius puzzles. I don't really care about puzzles. In fact, that's the part of Zelda I hated most. What I liked the most was running around seeing what my toys could do. Now that we have 128 bits of raw computing power I'd like to see my toys do more. I'd like to take that shovel and see what's on the other side of Hyrule. I'd like to see if I can surf on my shield everywhere, call that flying bird dragon and explore everything, and break houses down with that ball & chain. Hell, digging in the rain in wolf mode and being able to first person zoom in on the worms I just kicked up... that would be awesome.

Sure, some of that is just "oh god I wish I could do that," but some other things aren't. I loved the horseback combat in Twilight. Pulling out my bow and arrow and actually targetting those moblins? Hard-on. Finding out that there's no locational damage? Limp.

Give me details, damnit. I don't care if I'm playing the same goddamn game as Twilight Princess as long as the whole world has just... cool things. Pretty much I wouldn't mind Twilight Princess with headshots.
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kzkb1



Joined: 29 Apr 2007
Location: a city where you don't come to find love, you come to find the truth

PostPosted: Mon Jun 11, 2007 4:28 am        Reply with quote

A really realistic Zelda. Like this:

http://img76.imageshack.us/img76/4598/zeldafinalduel2paper1024x9xa.jpg

Man. It would be interesting.
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antitype



Joined: 11 Dec 2006

PostPosted: Mon Jun 11, 2007 4:49 am        Reply with quote

Zelda Scrolls: Obviously

But seriously, wasn't that what Twilight Princess was supposed to be? A "realistic" Zelda?

I dunno, I think we can look to new and different games with good ideas — even if they're flawed, like Oblivion — without needing to cling to the Zelda name, characters, etc. Kill your idols and all that. Growing upward may bring true progress, but growing outward just stretches a bunch of canonized abstractions into even more severe abstractions and it eventually becomes absurd. So. Growing upward and/or stripping down (e.g. design by subtraction) would appear to be the way to go. I suppose either could be done with the Zelda series if it went through some radical enough changes, but really, do we think that's ever going to happen?
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