curl-6 said:
You really think a Zelda game is going to be more demanding in terms of scope and complexity than anything else on the market? Seriously? Let's be honest, they could have gotten in done by now, and indeed they planned to, (see the original 2015 release date) but Aonuma started chasing butterflies and derailing production, just like he did with Skyward Sword. |
In terms of actual level design complexity and variety? Absolutely. If its overworld is structured like any of the other Zelda overworlds, anyway. It will have at least 8 vastly different dungeons that will be completely distinct from each other aesthetically and will be intricate and complex in design, and then they have to create locals in the overworld that make sense as a place to host these dungeons, meaning they all have to be aesthetically distinct from each other and then they have to organically put that variety together in a way that makes sense and is believable. How many massive open world games have grassland, explorable bodies of water, desserts, volcanic areas, snowy areas, swampy areas, woodland areas, etc in the same game, to then host numerous complex dungeons, to then host distinct towns, cities, and villiages? How many? Games aren't made like this. The closest is Xenoblade and likely XCX, because that is in the nature of world design in JRPGs, and there aren't many massively open world JRPGs. Out in the wild, are there?
I always said the delay wasn't a real delay. They never would have made the 2015 deadline, and they were either lying about it or more than likely delusional.