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Paatar said:

Regardless of your intentions, the way everything you worded gave the impression of "what you want is wrong". Yes, you never said it specifically like that, but it was definitely your intention based on how you worded things. 

Xenoblade is a perfect example. It fills its world up very nicely. I want Zelda to do the same. How can that be a bad example? Windwaker was barely filled and an awful example due to how dull it is when traveling on the ocean. 

You saying it shouldn't be like an RPG is telling me that I shouldn't have said that, it's telling me that my opinion is wrong. 

Here's an example, you want seasons in the new Zelda? Well I don't think it should because no other Zelda game has and it has never been that realistic.*

Same thing with me saying I want it to have some RPG elements and you saying it shouldn't. It's telling me my personal wants are bad and wrong.

Understand now? I'm tired of trying to explain things to you since you never seem to respect others opinions.

*I want seasons, but this is an example. 


You read way to much into everything. I said it shouldn't be like an RPG because I think it shouldn't be like an RPG. End of story. I wouldn't have said that if you didn't bring it up. That's how conversations work. You say something and I react to it with a response. That's not me telling you your opinion is wrong, that's me voicing my disagreement with your opinion. You're not asking me to respect your opinion. You're asking me to ignore your opinion. I don't whine the hundreds of times a day people disagree with me. I defend my position or I ignore it and move on. You don't have to do the same, but I'm not going to mute myself because hearing someone not gel with something you're saying makes you frown a bit. Get over yourself.

It's not a perfect example. Xenoblade fills its world up with mundane tasks. The reason they work in an RPG like Xenoblade is because RPGs are based around stats and micro management. The context behind killing Morgo Monkey L number 3 is that it will raise affinity for Elma or drop stat boosting loot or fill in some quota for some fetch quest you're doing for your guild to raise your level. Those stats, levels, classes, etc add context to the mundane, but it's still just a mundaine activity, and Xenoblade is littered with them. Zelda can't get away with that kind of shit because it doesn't, and shouldn't, have that complexity of stats and things to micro manage. Because Zelda isn't an RPG, especially not one as complex as the Xenoblade franchise. You don't get that kind of context in a game like Zelda, which means that all you'd be doing is killing a bunch of enemies or picking up inconsequential item pick ups for absolutely no compelling reason, which would become boring and repetitive immediately.

Wind Waker was immensely filled. It had islands upon islands of unique things to do and unique situations to get into that all were tackled differently. Traveling the ocean was far from dull. It had a ton to do that worked with the kind of action adventure game Zelda actually is, building upon and putting twists on the items and mechanics you learn throughout the game to put you in unique yet natural situations, and it worked immaculately. It's a perfect example of how Zelda U should be, as well as an accurate indicator of how Zelda U will be. If XCX fills its world like XC did, but in a much larger scale, Zelda U plans to fill its world like Wind Waker did, but on a grander scale. And that's just perfect.