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Demotruk said:
Khuutra said:

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.

Not arguing. Asking questions.

So you thin that the introduction of these elements in Adventures of Link and their capitalization in Link to the Past were where the series began to go astray, as it were?

You did tow Malstrom's line coming into this conversation, including the erroneous assumption concrning there not being a sword in the original vision of SkyWard Sword and how this game is according to Aonuma's vision.

It isn't.

Aonuma isn't directing the game. He's producing, with Miyamoto supervising. The director is Hidemaro Fujibayashi, who previously directed the Capcom Zeldas.