By using this site, you agree to our Privacy Policy and our Terms of Use. Close
archbrix said:

You're still confusing the gameplay of different 2D planes (ALttP) with a fully realized 3D space (Ocarina).

The gameplay in ALttP still takes place on a 2D plane.  Link can go up and down stairs, but he goes from one x & y-axis plane to another.  Not so in Ocarina, where depth adds a z-axis principle and movement theoretically exists in every direction.

I understand what you mean, but do you see what I mean? Suppose for a moment that Link's items consisted of all the items in Zelda NES: sword, shield and all the other items, but there was not real important use of aiming the bow, and the game didn't permit you to extensively, it only gave you a moment to tilt the analog and that's it. No 1st person perspective, no latency, just items and enemies.

I don't see how the NES and that experience would be so different. Assuming the puzzles were limited to a 2D plane, I don't see really the difference.

I think you're starting to see what I mean. Get rid of the complexities 3D can offer. Now in a simplified 3D game dynamic, how could the experience be more NES like.

I know this all sounds like pussy-footing, but I just wanted to put it out there that 3D doesn't automatically say "Complexity", "Latency", but that such things were up to the developer to choose.

Another example. What ever happened to the knockback from Zelda I and Zelda II? Why does that all of a sudden have to dissappear when you enter a 3D world? what about the jump and stab mechanic, why did that leave all of a sudden? Because the worlds needed to look more believeable? But that isn't mandatory. Do you see what I mean now?