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After some careful thought, I have a few initial ideas I'd like to see in a new Zelda game. Emphasis on "initial".

[1] Instant fast travel. In all honestly, I don't mind long travel times very much... but it's awful when backtracking from one place to another on the opposite side of the game. If a Zelda game is to be massive in scope, I would love to see a quick fast travel system not unlike the one in Xenoblade Chronicles. Makes backtracking easy as pie. I'd at least settle for a system where the save statues act as warp points.

[2] Make the world more interesting. One of the problems I've had with certain Zelda games is that the overworlds are largely uninteresting stretches of grassland/ocean/sky/whatever. I don't have an issue with epic scale on paper, but the world itself should be varied in presentation and/or filled to the brim with interesting challenges and shiny objects (once again I'd like to point to Xenoblade as an example). In other words, I don't want Nintendo to leave a ton of empty space this time around. I'd especially like something a bit like Skyward Sword's land areas, but on a larger scale and a more open structure.

[3] Make tutorials more fun. Instead of having contrived narrative instances where you're taught how to perform actions, why not make (at least some of them) optional? Perhaps the first town might have a training ground for you to practice swordplay, archery, and such. Or better yet, Nintendo could build fun minigames devoted to teaching and mastering the controls. Something to make the learning process rewarding. And they should make these minigames readily available at the beginning rather than having the player unlock them later on though side-quests (something Skyward Sword is guilty of).

[4] It must be harder. No excuses. In the age of Sheikah Stones and overly helpful partners, Nintendo shouldn't have to worry about scaring away new audiences. They should take a page from DKCR and use these features as a reason to pump up the intensity further. I don't see the series adding adjustable difficulty (Miyamoto doesn't like that), but the ability to turn off hints (one of the many reasons why Metroid Prime is awesome) would be more than welcome, especially after the first playthrough. Plus, harder difficulty makes everything more rewarding. Even particularly painful fetch quests to receive mere Pieces of Heart become meaningful.

[5] Stop moving. Zelda needs to drop motion controls for the time being. Nintendo has done nearly everything it could in that space (until Wii Remote Plus Plus comes out), so it's time to take advantage of new technology (specifically the uPad). Sure, I may not enjoy the combat as much anymore, but I also think a Zelda game should take advantage of its respective console's features. Otherwise, the Zelda series would lose its place at the forefront of innovative design and technology. And that would really suck.



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