RolStoppable said:
Now that's more like it. Many of your complaints are based in your interpretation of my words which weren't overly detailed to keep the length of the OP within reason. Because once you get past a certain point, people simply won't bother to read any of it. I know you will be reading this, so there's no harm done in approaching a similar length as your post above. Difficulty: In Zelda's case, the one thing I wanted to make sure is that people understand that it should be more like ALttP than the handheld Zelda games made by Capcom, because those titles (especially The MInish Cap) were influenced by the design of modern Zelda. Dungeons weren't particularly dangerous and they were quite linear, rather than more maze-like. You know, in ALttP you didn't need to visit each and every room and you also didn't need to find all keys. The dungeons were also designed in a way that you could carry more than one key at a time, something that has gone completely missing in the Zelda games of the last decade. As for Metroid, I didn't mean a level of difficulty that makes you smack your handheld against the wall. All I am asking for in both games is a level of difficulty that makes the player take the game seriously, instead of giving an impression that the game will be beaten no matter what. Puzzles: It's a matter of fact that in modern Zelda you spend more time with investigating the environment than with battling enemies. That's something that should be avoided and it's a serious problem, because as mentioned before, this type of gameplay already made it's way into the more recent handheld games. Directions: Since we are talking about the 3DS, the slide pad is the natural control method, because the d-pad sits in an awkward position. Might as well allow Link to move into more than eight directions then and that's all I said. If I meant that to apply to sword stabs/swings as well, I would have added it. Upgrades: Mostly in the sense of more swords. I think it would be neat, if there were different kinds, each with their own upgrades. The base swords would differ in their length and the speed at which they can be swung, this would allow the player to find their prefered style. There wouldn't be more than a dozen swords (including upgrades) in the game. As for the other items, they don't need more than one or two upgrades. Like silver arrows, magic boomerang or rods having an addition effect upon impact (like in the original Zelda). Metroid timeline: Some people care about that and I guess I need to respect that. That's all there is to it. Size/collectibles: Metroid is quite short of a game, so it was an idea to make it longer. I guess you are right though, but another option would be to ship such a game with two chapters. As in, two separate games which are both only slightly bigger than Super Metroid, each with their own 100 items. Two different planets, two different missions for Samus Aran. Maps: The cool thing about the DS/3DS is that you always have that map with you when you play the game. It's more convenient than the pen and paper method. Nintendo could also be more generous with the amount of rewritable storage on the game card which would completely negate the potential loss of the third save file. The square-block-filling is no problem at all, because Super Metroid's as well as ALttP's maps were all made of squares. A square on the map screen doesn't mean that the environment has to be fully rectangular too. Your ideas: You really aren't saying much here at all. Most of this just means natural evolution of the SNES classics. About the only reason why I suggested polygon graphics is because I am sure that Nintendo wants to toy around with stereoscopic 3D. Not that I would complain, if those games didn't use 3D at all. PS: Was it really necessary to create an alt account that agrees with your ideas? |
It's interesting that you want to make the player have to draw their own maps which lends itself to a need to investigate the environment but at the same time change the gameplay in a way that makes it less natural for the player to do. If you truly wanted more enemy encounters and less playing around with the environment then you would want a clear map for the player to follow so the environment was more of a way to get to more enemies.
Also I'm not sure how stopping in each square to draw the environment would be fun at all, it'd break the flow of the game quite massively. I think Nintendo already got it right with how they attacked it in the DS titles and will probably also be a feature of the 3DS and Wii U Zelda games.
In terms of combat, I think Nintendo are certainly on the right track with Skyward Sword where enemies roaming the land can actually take hearts off of me if I'm not concentrating. One area I'd like to see them improve is the fluff and the padding. I don't want to have to be 10 hours in before I have a smile on my face.
Certainly there is room for improvement but take off the malstrom tinted glasses, not all nostalgic ideas make sense.