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Forums - Nintendo Discussion - The Official Legend of Zelda Thread: Echoes of Wisdom Sells 2.58 Million Units

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Are you planning to buy Echoes of Wisdom?

I already pre-ordered 7 46.67%
 
Picking it up soon 4 26.67%
 
Waiting for a sale 2 13.33%
 
No, it's not for me 2 13.33%
 
Total:15

I don't want to ruin the achievement or sound like a pessimist , but if breath of the wild is taking into consideration both switch and WiiU versions, then for Ocarina of time they should take into consideration the 3DS and the virtual console version as well.



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Pachofilauri said:

I don't want to ruin the achievement or sound like a pessimist , but if breath of the wild is taking into consideration both switch and WiiU versions, then for Ocarina of time they should take into consideration the 3DS and the virtual console version as well.

They aren't talking about remakes/remaster/rereleases, though. They're talking about single console, initial releases. 

According to VGC (the site you're currently posting on), Breath of the Wild is at 7.89 million and Ocarina of Time is at 7.6

Yes, OOT is still overall the best selling due to virtual console and its 3DS remake, but if we're going solely by single consoles, BOTW is the winner. 



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We pretty much know how great BOTW is but lets brain storm about what the next game could add to the new template.

- I feel the buying your own house and building a town aspect could be expanded on, taking a que from the upcoming RDR where you set up various camps across the land that grows I think a feature like that would work well in the next Zelda game. They could have abandoned locations that Link can take over and build up, as it gets built up travelling NPCs and such will settle and offer new side quests or unique gear that only that locale with give.

- Add the Loftwing as a new mount.

- Maybe add shops that specialise in weapons.

- Have locations underwater and in the sky if possible.



Wyrdness said:
We pretty much know how great BOTW is but lets brain storm about what the next game could add to the new template.

- I feel the buying your own house and building a town aspect could be expanded on, taking a que from the upcoming RDR where you set up various camps across the land that grows I think a feature like that would work well in the next Zelda game. They could have abandoned locations that Link can take over and build up, as it gets built up travelling NPCs and such will settle and offer new side quests or unique gear that only that locale with give.

- Add the Loftwing as a new mount.

- Maybe add shops that specialise in weapons.

- Have locations underwater and in the sky if possible.

Love the house idea. I’d like more interior design options and/or more real estate options, like a purchasable house in each town, a la Elder Scrolls. Underwater exploration sounds awesome too.

Other than that, I just want more optional dungeons, with unique monsters and loot.



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RolStoppable said:
The next 3D Zelda needs dungeons. BotW had only one.

Dungeons provide purpose. There's only so much time until people realize that there's no point in exploring when it doesn't amount to something.

No lets not go back to being dungeon centric moving away from that was the best decision they made, BOTW is a sandbox game much like GTA so players mess around and make their own fun with the things they can do in the game that's the whole point of the open world not just exploring. More mechanics to play around with would be better than running back to the dungeon approach.



Wyrdness said:
RolStoppable said:
The next 3D Zelda needs dungeons. BotW had only one.

Dungeons provide purpose. There's only so much time until people realize that there's no point in exploring when it doesn't amount to something.

No lets not go back to being dungeon centric moving away from that was the best decision they made, BOTW is a sandbox game much like GTA so players mess around and make their own fun with the things they can do in the game that's the whole point of the open world not just exploring. More mechanics to play around with would be better than running back to the dungeon approach.

As above person said, they are not mutually exclusive.

Imagine Breath fo the Wild game exactly how it is, but add on say four huge classic dungeons. Think of like the DLC where you got upgrades to the champions powers. Have the dungeons give you something like that. Or an outfit, or make the champions weapons unbreakable. Or instead of bringing parts to upgrade the slate, the slate is upgraded in dungeons.

Something that brings in the classic awesome puzzle solving huge dungeon, yet doesn't take away from the world openness and freedom to do anything as soon as you get the glider. 



irstupid said:
Wyrdness said:

No lets not go back to being dungeon centric moving away from that was the best decision they made, BOTW is a sandbox game much like GTA so players mess around and make their own fun with the things they can do in the game that's the whole point of the open world not just exploring. More mechanics to play around with would be better than running back to the dungeon approach.

As above person said, they are not mutually exclusive.

Imagine Breath fo the Wild game exactly how it is, but add on say four huge classic dungeons. Think of like the DLC where you got upgrades to the champions powers. Have the dungeons give you something like that. Or an outfit, or make the champions weapons unbreakable. Or instead of bringing parts to upgrade the slate, the slate is upgraded in dungeons.

Something that brings in the classic awesome puzzle solving huge dungeon, yet doesn't take away from the world openness and freedom to do anything as soon as you get the glider. 

Except classic puzzles are already in BOTW with out large dungeons, you know why big dungeons were dropped? Because they were tediously long segments that if a particular dungeon wasn't enjoyable you had to grind through it and the same would happen in an open world game if a player wanted to play through the story this is why they were cut down to simple concepts and shrines were added for puzzle solving as it made things more streamline and stuck to the concept of being easier to jump in and out of them when the player wants, this worked for the better.

If anything the next game should focus on making the world more intricate so the world itself is more interesting with out the need for dungeons like you see in some other games thus opening up the series to more options of approach for the adventure's structure for example I'd rather a scenario you go to a village and hear about something terrorising the area prompting you to track it down based on clues and what not SOTC style. As you close in on its domain the area of the world it's in things become more hazardous until you come to an area an realise the creature is afflicted by the same dark influence you need to deal with initiating a boss fight in the open world similar to the likes of the secret boss in the mountains in BOTW.

Such a scenario to me is more engaging than go to point a enter and clear dungeon, Zelda is missing such scenarios like these despite them being in other games because some people are fixated on dungeons being a pivotal part of the games when in fact they should be scaling back on them even more and implement more inventive scenarios like the example to give the games and their worlds a far more varied system of progression that makes the world in the games even more involving on top of the sandbox elements.



RolStoppable said:
Wyrdness said:

No lets not go back to being dungeon centric moving away from that was the best decision they made, BOTW is a sandbox game much like GTA so players mess around and make their own fun with the things they can do in the game that's the whole point of the open world not just exploring. More mechanics to play around with would be better than running back to the dungeon approach.

Those things aren't mutually exclusive.

There’s no need for long dungeons if they’re tons of smaller ones and a couple of middle sized ones (shrines and divine beasts)

Smaller but more can still have great puzzles and allow you to delve more into the exploration aspect of the game, while keeping the pace fast. Suddenly entering an hour long dungeon can be tedious when before that, you were hopping all over the overworld. People don’t want to be stuck in one place for that long.

Smaller works better for an open world. Bigger means less shrines more than likely and that means less to do in the world. Even if you add other things, why not both? The more interaction with the world, the better. 

The overworld should be king. Taking the player away from that for too long is the kind of thing can make many players stop playing. 

Last edited by Roar_Of_War - on 21 September 2018

Roar_Of_War said:
RolStoppable said:

Those things aren't mutually exclusive.

There’s no need for long dungeons if they’re tons of smaller ones and a couple of middle sized ones (shrines and divine beasts)

Smaller but more can still have great puzzles and allow you to delve more into the exploration aspect of the game, while keeping the pace fast. Suddenly entering an hour long dungeon can be tedious when before that, you were hopping all over the overworld. People don’t want to be stuck in one place for that long.

Smaller works better for an open world. Bigger means less shrines more than likely and that means less to do in the world. Even if you add other things, why not both? The more interaction with the world, the better. 

The overworld should be king. Taking the player away from that for too long is the kind of thing can make many players stop playing. 

This 100%, for far too long in Zelda games the focal aspects have been things that take players out of the game's world what the series needs now is to focus on scenarios where things are executed in the open world like the example I gave earlier.

A Zelda game with out any dungeons but maintaining shrines is a good possibility under such examples where you replace dungeons with fleshed out open scenarios in the open world, picture instead of a dungeon you come to a region and you're drawn into a SOTC like quest instead of a dungeon then you go to another region and you run into a party of Bokoblins in a similar manner to the TP trailer out in the field and you have to deal with their antics in order to stop their raids on regions villages etc...

Dungeons have their place in the series but their significance to it should be further scaled back for more inventive progression scenarios for the games to really diversify how the adventure plays out.