spemanig said:
"A lot of people were frustrated with the original Zelda." ...The original Zelda is the second best selling franchise on the NES. Who cares if a few people were frustrated. They can play Mario instead. Zelda was made to be the polar opposite of Mario, and it did that job well. And yes it was. Both Miyamoto and Aonuma confirmed that. They could never do what they wanted to do with the open world because the hardware couldn't handle it. The closest they got to it was with Wind Waker, as Aonuma said. Then TP and SS went back to being too linear again, and now with stronger hardware, they can finally make the Zelda it was always supposed to be. Aonuma literally said they were testing their ideas for Zelda U in ALBW. Guess what? It's the most non-linear 2D Zelda game since the original LoZ. Even less linear than Zelda 3. ALBW was critically acclaimed, and it didn't have any sort of linear narrative to "drive the player." That's not what Zelda was ever supposed to be, and it's about damn time they got their shit together in that regard. Aonuma literally confirmed that you'd be tackling dungeons in any order you want in Zelda U. You know the only Zelda's that did that? Zelda 1 and to a slightly lesser extent ALBW. You're kidding yourself if you think, after literally being told exactly how Zelda U would not be linear, that it will still have anywhere near any sort of linearity found in the 3D games. The motivation most definitely is just "explore the world." It was in Zelda 1, which Aonuma directly referanced when talking about what this game will be like, and it was in ALBW, which Aonuna directly stated was how Zelda U would be like. If exploration is not enough for you, play something else, because you'll hate future Zelda's. |
You are misinterpreting that quote.
“With Zelda games, what we’ve always done is, we’ve always tried to make them a game where you enter this big world of Hyrule, and there’s a lot to explore and discover; but because of the hardware limitations, what we always had to do was segment off each area and piece those segments together in a way that made them feel like a big world,” Miyamoto said, while discussing the size of the world in the new game."
What this means is that they needed to segment the world for a 3D environment, making it appear large while simply being many small areas. This does not mean that their ultimate goal was to replicate Zelda 1's opaqueness. I can guarantee that Zelda Wii U will NOT be a simple reimagining of Zelda 1 in a 3D, open-world environment, as you seem to believe. Yes, it will be large. Yes, the entire world will be accessible from the get go. But it absolutely will NOT simply plop you in the middle of nowhere with the expectation that the player will instinctively know what the hell is going on. There will be a strong narrative. There will be guidance. What Zelda U will do is take the openness of Zelda 1 and ALBW that people enjoy, while also including the narrative structure found in all 3D Zelda's to keep the player focused and engaged. I reject your premise for how future Zelda's will be made, and instead believe that we will see a blend of the 2D open world Zeldas we've seen in the past with the strong narrative structure we've seen in the 3D Zeldas of the past.