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Forums - Nintendo Discussion - Things in Zelda that need to change

I thought combat for sure would have been one.  



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Completely agree with #1 and #4, but the other two don't really bother me. A harder game would be good too (I'm talking about normal mode btw, I know Hero Mode exists).

Also, don't get me started on the whole VA discussion, I'll just say one thing: It's already annoying to read the same dialogue over and over when talking to NPC's to see if they say anything new, so it would be even worse with voices lol.



I can agree with everything though, though I'm not as passionate about 2 or 3. I think a check point system would solve 2 without changing the saving system in Zelda much.



Minimize dialogue or add voice acting. Don't block areas because "I'm not ready" or I have to press A in another location. For the love of freaking god, make the overworld at least fun: add some secrets, caves or anything with depth and mystery. Less minigames, more exploration. Less "wait and attack" combat, more thought out fighting style.

After ALBW, Zelda U is promising. But I'm not holding my breath for anything.



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1- Disagree. I think they should keep the more traditional itens and dungeon scheme, but should definitely add new ones to bring some fresh air.

2- Disagree. That's like casualization, please don't do it.

3- Disagree. Again, casualization. They do this to "punish" you from dying. IMO they should push the punishments even further than this.

4- Completely agree. Fill this world with NPCs, buildings, sidequest "temples" and cool stuff. And fill them with unique rewards to enhance our sense of exploration.



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curl-6 said:

Having recently played Skyward Sword and Twilight Princess, I've come to the conclusion that while they are still great games, the Zelda series has fallen into a number of bad habits that it would really benefit from shedding. Sharpen your pitchforks folks, and prepare yourselves for a barrage of blasphemy.

 

1. Finding the same old items again and again

For the love of God Nintendo, please stop making the bow temple, the bomb temple, the slingshot temple. It's getting really old, and it feels like going through the motions. There's no sense of discovery in getting the same old items to use in the same old ways to solve the same old puzzles. Give us a Zelda where we start with the basic items like the bow and the bombs from the get go, then find new items as we progress.

 

2. Kicking you back to the Dungeon entrance when you reload a save

Yeah, there have been some half-hearted attempts to solve this one, but really, all they need to do is allow a proper save system that brings you back in exactly where you left off.

 

3. Restarting from 3 hearts when you die

Yeah, yeah, I know people will say "but the games are sooo easy anyway" but I don't care; it is a pain in the arse to have to start from a measly 3 hearts when I die and respawn. If I have built myself up to 8 hearts, I want to damn well start with 8 hearts. This is an obsolete design choice, a relic of the 20th century that adds nothing but annoyance.

 

4. Empty Overworlds

Yes, there's initally a sense of majestic adventure to galloping across Hyrule Field in Twilight Princess or Ocarina, or soaring through the clouds in Skyward Sword, but this starts to wear off as the game goes on and it becomes clear that there's just not enough density of content in these areas. Yes, there are points of interest; enemies, collectables, etc, but they are widely spread across what is mostly empty space. I'd love to see a world that is teeming with wildlife, NPCs, roaming mini-bosses, and mini-dungeons.

 

Now let me reiterate; they are still great games. It's just that moving forwards, I see these areas as obvious room for improvement, and I would be disappointed if any of them persisted in Zelda U.

 

1. Agree.

 

2. 5 years ago I woudl have said you are nuts, but with being older and less time to play games perhaps have different game modes, were you want to spend more time mastering stuff then that is the path. If you want I don't have time for this shit then lazy mode for us lol.

3. I still don't mind that, you lost you shoudl rebuild.

4. I think they gone for the "authentic" look i.e. middle of nowhere in the world were you see nothing but grass and hills. saying that I agree it is a game so make it a fantasy world that has stuff around you.

 

Addition - VOICE ACTING - Put it in. To keep both paties happy, bring back the OLD 90s setting of audio ON / OFF,  but do it for the VOICES lol.  Like the little mexican girl in those taco commercials says "Who not have both?"



 

 

 

1. Finding the same old items again and again

Agree we need some new items, but not too many ultra gimmicky trying to be different for the sake of it type ones. I really like the Spinner even though it was gimmicky from Twilight Princess, but many of the other items like dominion rod and ball and chain were poor. What the next Zelda needs are a wider selection of items, including items you don't actually need to get, but are availble to obtain anyway. Ocarina and MM, as well as the GB games had these, but not so much WW, TP. (can't remember but think Skyward improved it slightly). Ocarina had many sidequest items, like the magics, and some items that were obtainable in different orders or that you could upgrade. A more open world approach to Zelda would definitely need to expand from this. Some items need not be even useful for dungeons, but have mutiple uses in the overworld. The main dungeon items shouldn't be one offs either that can only  be used in that dungeon.

2. Kicking you back to the Dungeon entrance when you reload a save

Not too bothered, depends how big the dungeon is and how the design the game. 

 

3. Restarting from 3 hearts when you die

This should be kept. In fact I hope  the game has harder difficulties from the start that make you incur other minor-ish penalties too

 

4. Empty Overworlds

I agree, but OoT was certainly not an empty overworld for it's time. It was a fantastic example of a content-filled one. The issue is we've never really seen it evolve to the scale we'd expect in today from a Zelda game. WW, TP and SS didn't even match the density or meaningful exploration and interactivity of the N64 games. We need worlds where, leading from 1, many of the items can be used in context, often secret context. The environment should react to particular items you use in different ways. A simple example, rolling into a tree - it shook, sometimes things fell. Playing certain ocarina songs in particular areas spawned fairies and things like that, planting magic beans. Different strengths of rocks that were immovable, things that changed according to the mask being used, night and day, hooking the fisherman's cap, capturing bugs, using bugs, bombchus, invisible rupees, cows you can get milk from and talk to, gossip stones etc etc. It was incredibly interactive and well designed for exploration for it's day, and even today most games about can take lessons from it.

 More detail and uses to the effects weapons have woud be great. OoT did this well, but something like how the latest showcase of FFXV episode duscae showed - where using different types of magic in diffe rent areas affect the enviroment. The new Zelda needs a greater variety of items, including variations and upgrades of the same item, that have different effects on the world around. A Ocarina-like device, where input is custom but certain combinations achieve different things would be good.

 

Now let me reiterate; they are still great games. It's just that moving forwards, I see these areas as obvious room for improvement, and I would be disappointed if any of them persisted in Zelda U.



I don't agree with 2, since that can sorta simplify the process of completeing a dungeon.

A dungeon in Zelda is supposed to be one big puzzle that you gotta solve in one go. Only way I could see that justfified is maybe an easier difficulty selection.



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I'd personally like to see dynamic worlds and events that change over time, like Pokemon Gold/Silver, Majoras Mask, Lighting Returns and Online-games like Destiny and FFXIV do. Thing is, Nintendo can achieve a next level of interactive dynamic design with online server components or even silent updates to their games. I thought initially that's what the WiiConnect24 service was going to do years back. I always thought this could even benefit a Mario-adventure platforming type game..

New in-world and dynamic events (not just generic repeatable, repetitive grind-fest sidequests for rupees , would be really interesting. Program in easily editable sections of the world, that can be updated with a patch to include a hole or crack where the rock has deteriorated that's breakablem leading to somewhere new. Make events where groups or swarms of enemies start roaming an area. Make the wildlife grow, seasons change. Have side-villains and rivals that cause trouble through events on the journey, often reappearing or having associated enemies fight you with a memory system not dislike Shadow of Mordor or Skies of Arcadia's bounties. Have an well-designed online trading system, while not making the variety of items too varied and complicated like mmos, but more meaningful. Introduce some form of pets you can keep, look after and grow. Allow you to introduce new plants or species in particular areas, that have an effect over time. There's tons they can do if they really want to outdo themselves and set a new standard that stands head and shoulders above previous entries.

If you do enough things to affect the environment in an area, over time, the enemies evolve and change to new variants according to what's been done. You can then perhaps starts defeating those enemies to obtain particular resources for items, or use in some other way. Example, you start planting and utilising electrostatic gems in an area (for some reason that would be thought through and more developed) some enemies in the area might start to adapt as a variant with electrostatic shielding or attacks. Others might die out, others might change quite radically.

these things could also change according to season, time of day, randomness, natural cycles, weather, day of the week, other environment variables. Some places might only be accessible when it rains heavily for example: it might make a particular type of structure vulnerable to an item, increase the river flow speed allowing access to an area, cause flooding or raised water levels, again restricting or allowing access to an area. It would all be a lot to put in, but if there's anyone dedicated and talented enough to do, it's Nintendo



JetSetter said:

EDIT-  Lot of people saying they want voice acting...really? I mean I rather Nintendo focus on important stuff like gameplay and not have to stress out about how Link is or anyone is going to talk. 

I'd rather Nintendo act like the company with actually finances that they are and focus on making everything good instead of being cheap as usual and skimping out on high quality VA as if they don't own some of the most valuable IP on the planet and can afford Disney calibur VA talent and writers.