Mr Khan said:
Do you think it would be better if they adopted a beginning similar to that of Final Fantasy III (real FFIII, the JP version), where the very beginning starts you off in a dungeon that your character happened to end up in (the legendary "fell into the well" story)? Something where the story isn't really explained until you've had a good taste of the action. It did wonders for FFIII, given that most RPGs start off painstakingly slow, and i think similar concerns could help Zelda, too, without sacrificing story. |
I think something like that would work for a few reasons. Playing through the first part of Twilight Princess is essentially a tutorial of all the mechanics you run into. I don't see why something like a dungeon or at least "guys attacking town!" or something like LttP intro that gets you moving much faster.
As far as story I'm not much of a nitpicker, personally. Games like Shadow of the Colossus and Half-Life 1 stand out in particular to me because so much of the story is told by showing you in the world instead of spelling it out to you. I'd like to see a Zelda successfully pull off minimal walls of text and heavily depend on the world itself to convey the story.
But something like an intro dungeon is exactly what I would have in mind, because a 2 hour intro to the game (if you know what you're doing) is seriously painful and history (at least so far) is showing I'm not the only one that felt tortured and bored playing through TP.
3rd Party Wall of Shame
http://www.nintendoworldreport.com/forums/index.php?topic=30478.msg581036#msg581036