happydolphin said:
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? |
What it sounds like to me is that you're talking about eliminating some of the complexities that result in 3D games. What you propose sounds a lot like the targeting systems in Ocarina and Prime that I mentioned earlier. Instead of having to painstakingly aim Samus' shots at multiple targets, you can just click away with the auto-aim button and fire. That's all well and good, but it doesn't change the fact that the game still plays inherently different in 2D from 3D; Samus and Link are still only targeting enemies to the left and right, and above and below them with the increments in between on a flat plane with an x & y-axis, not in addition to in front and in back of the screen with all of the increments in between in a 3D space as they are with a z-axis. I will agree that advancements can be made toward the ease of gameplay regarding 3D games, but simply put, the two modes do differ, which is what makes each unique.
The same goes for the character's movement; in 2D, Mario climbing a staircase of platforms is limited only by how far and high he must jump. In 3D, the same platforms could be in a spiral pattern, which provides a difference due to the added depth. Super Paper Mario is a great example, as you can switch the properties between 2D and 3D, but it's still essentially only one or the other at one time.







