RolStoppable said:
Helios said:
Khuutra: That’s possible, but you would run the risk of having the player run out of money and be unable to progress through the game. Would you rather make items limited in supply, or make them non-essential? I personally think it might be good if the amount of munitions available in the field was absolutely limited, and rupees were made scarce. Then shopping/preparation would be meaningful, particularly if there are no drops in the dungeons…
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The main problem here is that you get way more money than you ever need, I think everyone agrees on that. Dungeons with no drops would be absolutely terrible. You would have to leave the dungeon everytime you run out of bombs or arrows, such a design would piss people off.
The solution is as simple as looking at what worked in the past. In earlier Zelda games you would repeatedly get into situations where you are low on life, so you used and bought potions. A challenging difficulty is a natural way to make money more meaningful. Fairies in the newer Zelda games made the lack of difficulty even worse by reviving you with full health, thus making them superior to potions and you got them for free!
Another solution is something like the Minitendo gallery in The Minish Cap. It's something that is non-essential to the main game, but it's an option that is always available to invest your money in, so you don't have to run around with a full wallet wondering what you should do with it.
Ideally both solutions are combined, so that the less skilled players still have a chance to beat the game and the more skilled ones have something to spend their money on. Of course, more weapon, armor and item upgrades that can't be found for free wouldn't be bad either.
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I thought about that issue. Naturally the dungeon and item design would have to be adapted to the new system. Even today, many Zeldas suply the player with "natural" bombs where they are absolutely needed. Why can't you have a system where the player is forced to resort to the weaker slingshot (with easily renewable amunition) if he/she runs out of arrows? Furthermore, there are examples of limited "special" munitions (bombochus, power-keg). History shows you can offer a limited avaliability of an item, and have said limitation make a real impact on the way you play, without completely impeding the player's progress.
You are correct about other potential solutions, though. I quite enjoyed The Minish Cap's endgame. Of course, it's still symptomatic of the fact that there just isn't a good use for rupees - it's a shameless money sink, just as Tingle and Malo Mart are - although the quests/rewards in this case are actually worthwhile.
On the subject of boss battles, I think bosses should epitomize play up until that point, both in terms of knowledge (strategically) and execution (tactically). Recent Zeldas rely almost soley on knowledge - know how the items work + learn the boss weakness/pattern - and do not require skillful execution. Majora's Mask actually found a balance - you had to master Goron rolling to beat Goth - and I wouldn't mind more of that.