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Tlozjb said:
Twilord said:
Tlozjb said:
If it is how the game is made, with all that dumb non-linearity, then no. It should never be like that, the story suffer to much, because of the non-linearity, the game should stay linear for the sake of the story, we do not need Zelda becoming another Mario in terms of its story.

If its about graphics: Well I wouldn't really care, aslong as it looks good, and it is not all brown and gray, like in TP, I would like it.


Or it could be the basis of the best Zelda story ever - with three seperate large plot lines (three dungeons each with a quest before both) which all converge at the half-way point, and then splinter into six long stories (two dungeons again with one long quest in between) which are all bound together by one overall goal.


You don't need non-linearity for that, that is pretty much what TP did, each province and each Mirror Shard had its own plot line, tha at the end connected into one  big plot. Non-linearity restricts what you can do, you can't have a big continues plot, since you don't know in which order the player is going to complete the dungeons, so it could mess up the story, the best you could have, is what ALBW had, with some simple plot stuff in between dungeons(The Hilda conversations with Zelda), and in the beginning, middle, and end. But aside from that, it would be impossible to have a good continues plot when non-linearity is thrown into Zelda.


If you don't think non-linearity can't offer an insane story experience you REALLY need to play Dragon Age: Origins. 

 

Also, I don't really care if the Lake dries up first or the volcano erupts first, as long as it makes sense as to why Vaati needed it to happen. I mean, its not like it'd be hard to tweak Vaati's dialogue based on the order in which you encounter him.