spemanig said:
The_Yoda said:
Take this with a grain of salt as I haven't played WW since it originally released.
How about this lets look at 3 points: point A is where you are, point B lies almost directly between A and C. Point C is where you are going. In WW lats say that point C is an island. Because the ocean is flat (or 2d) you will be able to see everything static between points A and C. While you are traveling between points A and C there is no point in turning around, you won't see anything static that was previously hidden because you are on essentially a 2D plain. Now lets do the same thing with ZU . You are at point A and are traveling to C what you can't tell at first is there is a valley containing a town at point B. You can't tell this because with elevation you now have three axises to deal with. Something can be hidden in a valley, or the far side of the hill. If you have one of those two things you now have to turn around to see the backside of the hill, something you don't have to do in WW. This changes the gameplay, and in my opinion adds to exploration.
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Of course it adds to exploration in that way, but that's not what's being argued. It very inconsequencially changes the way you go about doing the same thing. That's not extra content. You're not exploring more things, you're just exploring more of nothing. If there were a giant wave, an example I've already used, in the ocean of WW, you wouldn't be able to see what's past it. Maybe you want to and maybe you do. It doesn't change the fact that you did the exact same sailing for the exact same distance to get there. It just changes the way it looked to get there. That's not a signifigant change in gameplay at all. That third plain didn't add anything tangable to getting from point A to point B. You know what is tangable? Shooting swimming enemies, filling a map piece, scavenging for sunken treasure, exploring the remnants of an abandoned island. Riding over a hill on a horse or through a bridge or a bunch of trees instead of your usual grassy plain does absolutely none of that.
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Bolded - that is an assumption we can't make about the new game since we haven't played it. You claim there is not extra content without even knowing what content there is. You could be correct or you could be flat wrong. Again we won't know until we play it.
As for the wave you mentioned we know there wasn't one but let's say there is. The wave would be our point B, we weren't planning on stopping at point B, we were on our way to point C until we realized that there was something obscured at point B. You said "Maybe you want to and maybe you do. It doesn't change the fact that you did the exact same sailing for the exact same distance to get there." you're correct you did the exact same sailing to get to point B, only you were going to point C, so it changes the trip from points A to C when you stop to investigate point B. To say it doesn't change the trip is only valid if you ignore point B and go straight on to C.
"Riding over a hill on a horse or through a bridge or a bunch of trees instead of your usual grassy plain does absolutely none of that."
again you are assuming there is nothing on the other side of the hill, from the game play video we know that is an erroneous assumption as we watched them round a rock and come upon enemies. We watched them round a rock and come across a group of horses. We have played WW and we know there were no large waves obscuring our view to the horizon. With three plains it very much makes a difference the route you take, with two plains you can see to the horizon and nothing is hidden. Unlike with two plains if your north south course is 4 meters to the west or 4 meters to the east that could make a difference as to wether or not you see the enterace to a dungeon.
KORL and Epona can both, it seem, be left to sail/run in the direction you pointed them in, in WW there was little to run into, in ZU there seem to be lots of things to run into. We will have to wait and see if the AI for Epona does the job well or not.