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68soul said:

Maybe they'll change what you may call the "dungeon routine"... it has became quite predictable, with the same goals and the same "structure" in nearly all the past Zelda's dungeons: map, small boss, weapon, big key, big boss... and lots of puzzles in-between...

I enjoyed that formula, just like many of you i guess, but maybe it's time to twist it a little bit... why not transform Hyrule in a kind of one big and "unified" dungeon, with less "random" fights but more bosses, small ones and big ones, and puzzles everywhere?

Maybe not to the point of doing a kind of sandbox game or duplicate Shadow of the Colossus, but yes, it would definitely create surprises in the game's structure...

They already tried to twist things with the storytelling of Majora's Mask (not always appreciated by all) and with all the islands in Wind Waker (not always appreciated either), but i hope they'll try something different and creative, even if they already know some fans will not be happy...

But whatever Nintendo does, a part of the fans and all the usual haters won't be happy anyway, so, it doesn't change anything: go for it Aonuma... :)

That sounds kind of what they tried to do with Mario Sunshine.  Instead of having a system of worlds or paintings or 'galaxies' that link you to indavidual levels, you had one big world to explore (though many different sub-levels appeared through pipes and etc).

While I feel that concept could really work well for a Mario game if propperly executed (Sunshine wasn't), I think Zelda still needs to stick to at least some kind of Dungeon system.  Remember, much of what makes a 'Legend of Zelda' game is the whole concept of it feeling like you are playing the same 'Legend' over again, but with a whole new Link and in somewhat of a new way.  Taking away the dungeons would probably be a bit too much of a leap...remember how much people complained when they took away the traditional storyline and focused on the characters in Twilight Princess.



Six upcoming games you should look into: