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Wright said:

Why?


Because having to structure characters and plot points to be maliable to multiple different yet connected endings only makes each story weaker. I get it. Games are an interactive medium and so players want to have an interactive story to go with it, but I have never played even one game where the plot would not have been better served having a single story path as opposed to having a branching story. There's always endings that are better or worse than others, or ones that are set up better in one branch than the other, etc. It's an extremely weak way to tell a story, and shouldn't be in any game, let alone Zelda.

If devs want to celebrate player agency, make the turkey fatter. Fill the middle of the game with the branching stuff. But make sure it all leads to the same conclusion. Much more managable.

And that's all ignoring that Zelda is terrible at telling strongly written narratives. Zelda needs to learn how to tell an intelligent linear story first before even considering diving into the vastly more complex method of branching story lines.