spemanig said: That's literally what he means. I'm not taking anything too literally. He literally said he wants to "rethink the conventions of Zelda," make you think "is this Zelda," and that he wants to "turn expectations of tradition on his ear." I don't understand how any intelligent human being can read the man literally say that he wants to recreate the feeling of getting lost, wondering what to do, and wondering where to go specifically from the original Zelda, and not see that as him literally saying that that that's the way Zelda is going to be. How someone can read him saying that this "tradition" of linearity was being called into question, right before he says that he's making Zelda U's mission statement to completely change the "traditions" of recent Zelda games. And yet the conclusion you draw from that statement is that he obviously doesn't want to make the player feel lost, not knowing what to do, and not wondering where to go? HOW? How am I taking that quote too literally when he was saying it literally. How can anyone possibly take him wanting to make players feel lost by giving them no guidance, referencing Zelda NES, making an entire non-linear Zelda game about not giving players guidance, and saying that Zelda U would take that concept even further, as him saying "yeah, but we're still going to guide the players in Zelda U, guys." How? How can you take him saying that he wants you to feel lost FOUND IN ZELDA NES, as him not "returning to the 'opaque' structure FOUND IN ZELDA NES?" HOW?! I genuinely cannot understand how you think there will be any structure or guidance beyond what ALBW did, which was literally jut had an X on the map where the dungeons were, yet still be able to accomplish the goal of completing any dungeon in any order. I do not understand, at all, how you can possibly think that there can be any stucture and linearity matching prior 3D Zelda games in a world map the size of Kyoto where you will be able to get to any one of likely 8 specific points of intrest spread evenly across that seamlessly open world in any order that you want. Linear structure. Any order. I don't understand. No, it's gonna be like ALBW, if not less structured. You'll be dropped in the overworld, be told the basic goal and drama of the game, and then you'll be prompted to find the dungeons yourself. I wouldn't be suprised if they didn't even give you the courtesy of an X on the map. Instead, you'll have to find the dungeons yourself though exploring the world yourself, just like in Zelda 1. And you'll get lost, and you'll and you'll wonder what to do, and you'll wonder where to go, just like Aonuma said he wants. And then, like in ALBW, once you're in, near, or at the end of a dungeon, it'll feed you the plot at those points so it can remain completely non-linear. And since it'll be like ALBW, which Aonuma specifically said, there will be no stupid hour long set up for some stupid premise no one cares about and will let you start actually really playing the game minutes after you first boot it up once you get the jist of the call to action. |
So here's the issue: Aonuma is not being as specific as I believe you think (want?) him to be. When he says that they are "rethinking the conventions of Zelda," that does not implicitly mean that Zelda Wii U is going to be a modern version of Zelda NES. Aonuma is being purposefully vague here, as is to be expected. These types of statements lead to rampant debate and speculation as evidenced in this thread. The reason why I believe there will still be significant narrative structure to guide the player as seen in previous Zeldas is because I believe it to be common sense. I do not believe they would simply throw to the wayside nearly two decades of tried and true formulas for this new entry. Having said that, I agree with you that Zelda Wii U will likely be the most unique entry we've seen since maybe Majora's Mask. It will certainly be nothing like Skyward Sword or Twilight Princess. There will be significantly less hand holding (no Navi or Fi character) but it would be unwise to believe that all guidance and direction will be lost. Yes, it will be possible to get lost in this game (something not really possible in any previous Zelda. But I believe that, if you choose, you can avoid getting lost. Even if it's simple guidance such as an NPC telling you to "go East," there will be some sort of guidance.
In addition, one thing that I think is worth mentioning is that I believe it is possible for a game to feature dungeons that can be completed in any order while still maintaining a linear structure. Those two things are not necessarily mutually exclusive.
As an aside, I think it's unfortunate that you have to imply that I lack intelligence because I interpret quotes differently from you. I actually very much value your opinion on this site, and usually am always curious to know what you think with regards to various topics, but it's really too bad that you sometimes resort to those types of tactics when debating an interesting topic. I would advise that you take the advise found in your sig and apply that to same line of thinking to the posts of others on this site. Sorry for the diatribe, but I needed to get that out.