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spemanig said:
 


When I say connected, I literally mean no loading screens. In every Zelda dungeon so far, there are multiple moments where you walk through a door, and the screen fades to black so the game can load the next room. I want to just walk into the next room, like I walk into a room in real life. So yes, exactly like Minecraft in that particular way. But I think that Dark Souls is a better example. Everything is in one world. It's not divided into little "pocket universes" everytime you enter a new room. As far as the game's code is conserned, you being in the first section of the first dungeon means that you are in the same giant world-sized "room" as the last room of the final dungeon on the other side of the map. And you could walk between those two points withought any transitions whatsoever.

I don't know if that's what he's doing, but if it is, I'd cry of joy.

Also, FYI, horses do sometime run into trees lmao. They aren't these majectic beings of perfection. People are much smarter than horses, and we run into trees all the time. You can bet your horses that horses run into trees too.

I haven't played Dark Souls (will get around to it at some point), but I think I see what you mean. I'd much rather have a seamless world, than separated levels and loading times for a game like this, I hope Nintendo has gone with that approach.

By having separate dungeons I just mean that beneath the surface of the world the underground areas are only as big as they need to be, it's not all one network throughout the entire underground map, the underground is connected through the surface, but if you go underground you can't necessarily go to every single underground location, from a gameplay point of view this would force you to go back to the surface to not keep things samey, maybe the same thing can happen with the surface, if a mountain is blocking your way then you have to go underground to get to another location on the surface as a part of your adventure.

Unless there are flying creatures you can ride on to go to higher altitudes and fly over those things that block your way.

 

LOL I think Miyamoto or Aounuma's words were more like "Horses don't very often just run into trees", I just meant make the environment as believable as possible, within the confines of the game, don't make the dungeons that way for the sake of making them that way. They can still be monumentally enormous and it can feel like it's going to take you hours to get to the end of the dungeon, especially if the surface is large enough. If you make the dungeons so huge that it's a grind to make it back to the surface that could get boring, but if you make them large, while also forcing you back to the surface at times it breaks things up a bit.

Hopefully the dungeons are varied, looking different based on different materials underground, that can fit with features on the surface as well, like things being different where mines are, like metallic rock. The prospect of you exploring and just finding new things is really exciting too me and I really hope that's what's going to happen, not that just go underground and it's all just brown, I don't think a Zelda game would end up like that though, so it's not a real concern of mine.

 

Do you have any ideas of the kinds of monsters that we could see besides the one in the trailer last E3 or the 2011 E3 demo?

I wonder if Ganondorf will be the main enemy or whether there will be a bunch of them? Seems like setting up such a world to explore would be wasted on just one main villain.

 

E3 this year really can't come soon enough! Hopefully there will be a Direct in the next few months to show something of this and Starfox, just a little snippet, teaser to give a little more info about both games and some more glimpses of gameplay, hopefully direct feed stuff too, but I guess I'd settle for offscreen if I got to see something fresh.