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Forums - Gaming - Let's develop a new open world structure for Zelda Wii U!

I'm really tired of the same "go to that place marked on the map and do this" structure that we see on every open world game. I was playing Dying light, and I was like "fuck this shit :(, I just played Far Cry 4 and before that Shadow of Mordor, I'm DONE" (Until the release day of The Witcher 3, Batman and Xenoblade X, obviously)

Zelda wii u is going to have different type of open world, Aonuma said something like: "this game is not going to be like the current open world games" he also said something like "now you can explore this area, and maybe you want to see the difference from the other side of that area" I don't remember the exact quotes but was something like that, anyway, how can they make a different type of open world?

I would give you blank map, Link is a explorer, right? so his mission would be to explore the map and create the new map of hyrule. A lot of random missions, dungeons and caves. When you find those random places you can name those areas, yeah something like that.

 let's be creative, what would you do?




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Changing the quest structure would probably be the main thing. Changing quests from "things someone asked you to do" to "things you decide to do" would make a big difference.

For example, say you stumble upon a cave. You go in, take a peek around and nothing happens, so you leave. Later, you get to a town and someone in the town then tells you that something is happening in this cave, which triggers something to happen. You then go to the cave, do the thing, go back to the person and complete the quest. That is the old system.

The new system would be stumbling upon the cave, and by exploring it, events trigger. The "quest giver" would be the map (or the monster, or even your own curiosity), which you could only fill out by exploring, and the quest would be explore. This presents a world that is based more around exploration than errands, and gives meaning to your exploration.

However, the main issue will be spacing these challenges and making them different. I am personally worried that Zelda U will feel barren, with a few interesting points sprinkled over a stock landscape. Finding the right pacing to make the game exciting is the most important thing to me.



Zelda U will be great. But you are forgetting the king. Witcher 3. This will rewrite open world game standards. Just wait.



daredevil.shark said:
Zelda U will be great. But you are forgetting the king. Witcher 3. This will rewrite open world game standards. Just wait.

I'm excited for the witcher 3, but it's more of the same but better and bigger. Both are similar games, but completely different... zelda is more about puzzles, dungeons and you have to think more. the witcher 3 will be the natural progression of skyrim.



sundin13 said:
Changing the quest structure would probably be the main thing. Changing quests from "things someone asked you to do" to "things you decide to do" would make a big difference.

For example, say you stumble upon a cave. You go in, take a peek around and nothing happens, so you leave. Later, you get to a town and someone in the town then tells you that something is happening in this cave, which triggers something to happen. You then go to the cave, do the thing, go back to the person and complete the quest. That is the old system.

The new system would be stumbling upon the cave, and by exploring it, events trigger. The "quest giver" would be the map (or the monster, or even your own curiosity), which you could only fill out by exploring, and the quest would be explore. This presents a world that is based more around exploration than errands, and gives meaning to your exploration.

However, the main issue will be spacing these challenges and making them different. I am personally worried that Zelda U will feel barren, with a few interesting points sprinkled over a stock landscape. Finding the right pacing to make the game exciting is the most important thing to me.

perfect!



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I would like it if it was Shadow of the Colossus style where u can go around and encounter large bosses out of no where and you have to find ways to kill them via tools that you have



                  

PC Specs: CPU: 7800X3D || GPU: Strix 4090 || RAM: 32GB DDR5 6000 || Main SSD: WD 2TB SN850

I'm probably going to get heat for this, but you asked for it.

Episodic Zelda leading up until the year the Wii U is no longer supported, each episode in DLC form at a reasonable price such as MK8 and content the same as the original release of Zelda Wii U in terms of content.  Imagine playing a Zelda game with the scope normally presented from a console Zelda game and traversing the world of hyrule.  You'll see mysterious landmarks and statues and relics of Hyrule's past giving you clues and tidbits of the oncoming episodes in this game.  As your playing the first installment, you climb up the ranks as you normally do in a Zelda game obtaining tools and weapons and magic as normal Zelda fanfare.  But then the game is over until episode 2.  All those relics from before are now open to new adventures and dungeons and an even more epic boss than the previous.  You will keep all your items, making it the biggest inventory of weapons and tools in any Zelda game ever, keeping the theme of being an expansive Zelda world. The world in itself could change over time, over seasons, new mysteries unlocked, new exploration that warrants the grand size of the world itself.

Year 1, Hyrule.  Year 2, Termina.  Year 3 fill in the blank of Zelda hub, etc...

By the end of the Wii U's run, we will have had multiple Zelda games in one console with Nintendo being able to profit continously from just one game and it makes it so that Zelda will be relevant for a long time. 



Captain_Yuri said:
I would like it if it was Shadow of the Colossus style where u can go around and encounter large bosses out of no where and you have to find ways to kill them via tools that you have


As a side quest or as the main quest? Because it seems like you will find boss-like enemies while wandering around, but they seem to be more of a side quest thing.



 let's be creative, what would you do?



Well first thing let's get rid of the markers riddled in today's open world games. Remember games like Star ocean: Till the end of time, Dot//Hack and even most of the Zelda titles but mostly Ocarina of Time and Wind Waker. I want it where we actually have to read and comprehend what they are saying in order to progress in the game.



Current Consoles: PS3, PS4, Wii U

PC Specs: i7-4770, GTX 560 Ti, 12GB 1600Mhz DDR3

sundin13 said:
Captain_Yuri said:
I would like it if it was Shadow of the Colossus style where u can go around and encounter large bosses out of no where and you have to find ways to kill them via tools that you have


As a side quest or as the main quest? Because it seems like you will find boss-like enemies while wandering around, but they seem to be more of a side quest thing.

Well I don't really want it being tied to quests but rather be random surprises where if you wonder around and explore, a random huge ass monster appears. Of course, not so random that where you have nothing to kill the bosses with but as you get more and more weapons, I want more and more large monsters to appear! And of course, there should always be a way to escape them in case you don't want to fight or have them only appear like that at Night



                  

PC Specs: CPU: 7800X3D || GPU: Strix 4090 || RAM: 32GB DDR5 6000 || Main SSD: WD 2TB SN850