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Dr.EisDrachenJaeger said:
Mythmaker1 said:
Dr.EisDrachenJaeger said:
NightDragon83 said:
Mythmaker1 said:
Dr.EisDrachenJaeger said:
The funny thing is people who like to shit on Skyward Sword want hub world mario.

This one, I don't get.

LOL I'm with you here.  What does that even mean?  They're not even remotely related to one another.

Because The "overworld" in the game is pretty much a hub world type set up and people say they want to explore like in Wind Waker or Twilight princess but shit on every Mario game becaus they want a Hubworld like its a fucking Kingdom Hearts game

Is the idea here that this represents some kind of contradiction? Because it really isn't. Different design elements work better in different situations.


I dont understand why they want hub worlds really I dont.

You're comparing apples to oranges here.  For 3D Mario games (and 3D platformers in general), hub worlds are one of the key design elements through which the "levels" are structured and the games are progressed through, rather than in strictly linear fashion a la 2D Mario / platformer games.  This works well for the genre and is the main reason why fans prefer 3D Mario games designed like this.

Zelda games on the other hand are action adventure games, not platformers.  They're supposed to encourage exploration and instill a feeling of freedom to the gamer.  A "hub" world in a Zelda game (something akin to Kingdom Hearts like you mentioned) is counterintuitive because it goes against the very nature of the series.   Sure you could argue that in the classic 2D Zeldas "Hyrule" was basically just a hub world for all the dungeons, but after Ocarina, MM and Twilight Princess gamers want more open world exploration and non-linearity, and in a lot of ways SS felt like a step backwards in that department.



On 2/24/13, MB1025 said:
You know I was always wondering why no one ever used the dollar sign for $ony, but then I realized they have no money so it would be pointless.