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Khuutra said:
Demotruk said:

Cutscenes, narrative and mandatory activities that get in the way. We haven't seen much of that yet.

I think who you're really looking to argue with is Malstrom, I'm sure he'll respond to your e-mail, I can't act as a proxy. I actually liked the look of SS when I saw the trailer was using motion controls for fluid combat and had a focus on all the weapons, while Malstrom responded that it wasn't good because they should have showed the adventure, the content etc. I don't agree with him because it would be hard to get excited about another Zelda adventure if it didn't look like they had taken the right approach with the controls and the gameplay.

Narrative? Mandatory activities that get in the way? The former confuses me in the context of this discussion (especially listed separately from cutscenes), and I need examples of the latter, here.

And I'm not talking to Malstrom. I'm talking to you.


You asked me to expand upon what I meant by fluff.


Not all narrative is cutscenes, not all cutscenes are narrative. If Link ends up forced to do something because of a story decision, that is narrative, while a cutscene panning over an area or a boss intro isn't so much narrative. I actually think both can be done away with.

 

And I don't think you are really arguing with me. Why did you even mention that Aonuma is not anathema to my tastes, I never said he was! All I said was that I hope Miyamoto makes sure the puzzle element of the game is toned down (ie. a lesser element), as you said yourself he's a puzzle kind of guy. Hence I think you're really looking to argue with Malstrom because he's the one who talks about 'Aonuma Zelda' etc.



A game I'm developing with some friends:

www.xnagg.com/zombieasteroids/publish.htm

It is largely a technical exercise but feedback is appreciated.