| DanneSandin said: Well, that's why I said "mini puzzles" ;) And the thing is, they are puzzles in the sense that you have to figure them out. Sort of. It's just not hack'n'slash, although, I DO want those kind of enemies as well. But that's "canon fodder" ;) And I agree that items should be optional on enemies, kinda like Mega Man and bosses. But items could and maybe should allow you to explore certain areas in either the Overworld, or the dungeons, that you can't reach without said item. Just as a bonus area. And puzzles could work in the same vein; "if you wanna access this restricted area (which is in no way obligatory) you need to solve this puzzle". Dungeons can be intimidating with puzzles though; do it wrong and more enemies come, or a trap is triggered. Or, before you solve the puzzle you'll need to take care of these two mini bosses. Things like that could work quite well. |
If items are used to create logical shortcuts through dungeons like bombing walls of connected rooms in Zelda 1, then I can get behind that. I can't get behind halting my progress to solve what is always a mundane puzzle. And don't think I can get behind item exclusive secret areas either unless it's for inconsequential rewards like a bunch of rupees or something like that.
Like I said. Sprawling dungeons where you're solving one macro puzzle throughout work if they are separate from the main dungeons. Have those be separate, though. There's not many puzzles in Zelda where you get them wrong. You just don't get them correct yet. Also all of those things aren't causing intimidation through puzzle solving. The puzzles are just acting as a tedious key to open a door. You take your time solving a puzzle, you get it wrong, and then your intimidated by enemies or a trap. You are intimidated by two mini bosses, and then calm down to solve a puzzle.







