SJReiter said:
I'll admit, you have me confused. You say that modern 3D Zeldas have been structured in the manner we have seen up until now due to hardware limitations. I find a quote from Aonuma discussing how hardware limitations segmented the game's worlds, and you say that was not the quote you were referring to. But anyway, that's besides the point.
I will say again what I said before: you are misinterpreting these quotes, or at least, taking them too literally. When Aonuma says that he wants to "change things" in Zelda Wii U, I really do not think he means "change how all 3D Zeldas have been played up until now." I think what he means is that there will no longer be a 'Navi,' or 'Fi,' or 'Midna' character, who constantly hints at or explicitly tells you where to go. But it does not in the slightest mean that we will see a return to the opaque, yes opaque, structure we see with Zelda NES. That type of formula simply does not work in the modern age, and again, I will say that you should expect to be disappointed if that is what you are hoping for from Zelda Wii U.
The reason why I am excited for Zelda Wii U is because I really think they will be able to strike a wonderful balance between providing the player with some sort of basic structure with which to progress through the game, while at the same time allowing the player to do or go anywhere they please. That way, while I may know that my next objective will be completed in the next town over, I am not obliged to go there immediately in order to accomplish something. That is the type of game I am expecting from Zelda Wii U.
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That's literally what he means. I'm not taking anything too literally. He literally said he wants to "rethink the conventions of Zelda," make you think "is this Zelda," and that he wants to "turn expectations of tradition on his ear." I don't understand how any intelligent human being can read the man literally say that he wants to recreate the feeling of getting lost, wondering what to do, and wondering where to go specifically from the original Zelda, and not see that as him literally saying that that that's the way Zelda is going to be. How someone can read him saying that this "tradition" of linearity was being called into question, right before he says that he's making Zelda U's mission statement to completely change the "traditions" of recent Zelda games.
And yet the conclusion you draw from that statement is that he obviously doesn't want to make the player feel lost, not knowing what to do, and not wondering where to go? HOW? How am I taking that quote too literally when he was saying it literally. How can anyone possibly take him wanting to make players feel lost by giving them no guidance, referencing Zelda NES, making an entire non-linear Zelda game about not giving players guidance, and saying that Zelda U would take that concept even further, as him saying "yeah, but we're still going to guide the players in Zelda U, guys." How? How can you take him saying that he wants you to feel lost FOUND IN ZELDA NES, as him not "returning to the 'opaque' structure FOUND IN ZELDA NES?" HOW?!
I genuinely cannot understand how you think there will be any structure or guidance beyond what ALBW did, which was literally jut had an X on the map where the dungeons were, yet still be able to accomplish the goal of completing any dungeon in any order. I do not understand, at all, how you can possibly think that there can be any stucture and linearity matching prior 3D Zelda games in a world map the size of Kyoto where you will be able to get to any one of likely 8 specific points of intrest spread evenly across that seamlessly open world in any order that you want.
Linear structure.
Any order.
I don't understand.
No, it's gonna be like ALBW, if not less structured. You'll be dropped in the overworld, be told the basic goal and drama of the game, and then you'll be prompted to find the dungeons yourself. I wouldn't be suprised if they didn't even give you the courtesy of an X on the map. Instead, you'll have to find the dungeons yourself though exploring the world yourself, just like in Zelda 1. And you'll get lost, and you'll and you'll wonder what to do, and you'll wonder where to go, just like Aonuma said he wants. And then, like in ALBW, once you're in, near, or at the end of a dungeon, it'll feed you the plot at those points so it can remain completely non-linear. And since it'll be like ALBW, which Aonuma specifically said, there will be no stupid hour long set up for some stupid premise no one cares about and will let you start actually really playing the game minutes after you first boot it up once you get the jist of the call to action.