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Forums - Nintendo - Zelda Wii should use a simpler control scheme and a different design

Zelda has had the same control scheme for the most part since the NES game - you pick a tool and you assign it to a button. It can't get any simpler without the game actually ripping the choice of buttons away from you.

There would be two people that would benefit from a random destruction of the control scheme like that. People who don't play video games, and people who suck at them. This thread was made by a person that sucks at them and as such it explain why the suggestions are just short of offensive.

The problem with TP wasn't that there were too many items. In fact, TP is a bit light on what Link can use and magic was removed entirely. No, the problem was that the items you got had limited use outside of the dungeons you obtained them in. I'll give Nintendo credit for introducing SEVERAL new items to the series in this game, though (as opposed to OoT which simply rehashed everything from LttP).

But what's even more hilarious than the godawful "simplification" of the control scheme is the actual opposite suggestions, like using C for the shield and controlled slashes. There would be no point in controlled slashes if the enemies don't have patterns, so it could easily turn into AoL with tough enemies that need to be hit in certain areas when confronted. Then we'll end up with another thread crying for more "simplifying."



Tag - "No trolling on my watch!"

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shit yes forgot about magic being taken out. Need that back in.


Thanks Claude



 

 

ill second what claude said



I think a large inventory items is one of the most important thing for an action/adventure game yes I admit in zelda that there was items we've used just few times which I'll call a Linear Item but I don't think if Nintendo just delete them is the solution no in opinion the way to face this problem are the Mini games something like many many minigames.



makingmusic476 said:

In the next Zelda, I'm hoping that it's not so obvious that you're in a dungeon. I'm also hoping that the layout of the dungeons won't follow obvious formulas.



I'd also like this. I'm playing Okami (on PS2) and recently I was halfway through a dungeon before I had even realized I was in a dungeon! That was awesome

I'm surprised about the negativity surrounding this idea. I suppose they could use an item system like that of TP's with the four items, but I really think it would be a lot simplier this way.

Plus, this "simplification" of control scheme and design could actually lead to a much harder game, and I'm sure we all want that. (TP, although a lot harder then ultra easy TWW, was still too easy)

Also, as for the general game idea, a sequel to TP could work good = imagine a Zelda game where you START with all of the main items! (in this case Bow and Arrow, Bombs, Ocarina and Clawshot) That'd be cool.

I just think this could make for a refreshing change, and if they were going to do a control scheme like PH, I'm sure something like this wouldn't be too far fetched.



Top 3 favorite games: Super Mario Galaxy, The Sims 2 (PC), The Legend of Zelda: The Wind Waker

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ClaudeLv250 said:
Zelda has had the same control scheme for the most part since the NES game - you pick a tool and you assign it to a button. It can't get any simpler without the game actually ripping the choice of buttons away from you.

There would be two people that would benefit from a random destruction of the control scheme like that. People who don't play video games, and people who suck at them. This thread was made by a person that sucks at them and as such it explain why the suggestions are just short of offensive.

The problem with TP wasn't that there were too many items. In fact, TP is a bit light on what Link can use and magic was removed entirely. No, the problem was that the items you got had limited use outside of the dungeons you obtained them in. I'll give Nintendo credit for introducing SEVERAL new items to the series in this game, though (as opposed to OoT which simply rehashed everything from LttP).

But what's even more hilarious than the godawful "simplification" of the control scheme is the actual opposite suggestions, like using C for the shield and controlled slashes. There would be no point in controlled slashes if the enemies don't have patterns, so it could easily turn into AoL with tough enemies that need to be hit in certain areas when confronted. Then we'll end up with another thread crying for more "simplifying."

I don't "suck" at Zelda. And how would this "help" me if I sucked? All it does is allow for more clever uses of the items you have and less tedious switching. 

Also, that's the thing with the items. Surely when you have a game like TP with so many items, a lot of them are going to be neglected. That's just a fact. And I mean, it's not like it's that different of a change. Look at OoT's items

Slingshot = unused after first and second dungeon

Bombs = very useful

Boomerang = unused pretty much

Hookshot = Used a lot

Bow & Arrow = Used a lot

Skull hammer = Pretty much unused after Fire Temple

Longshot = Used a lot, upgrade to hookshot

Hover boots = Used sometimes after Shadow Temple, but for most part not really

Mirror Shield = unused after Spirit Temple 

So basically it won't be that much of a change, you'll still get the items that are really used a ton, and you won't have to deal with those annoying items that only appear for one dungeon and then are completely useless.

And finally

"But what's even more hilarious than the godawful "simplification" of the control scheme is the actual opposite suggestions, like using C for the shield and controlled slashes. There would be no point in controlled slashes if the enemies don't have patterns, so it could easily turn into AoL with tough enemies that need to be hit in certain areas when confronted."

What is wrong with C for the shield? You'd rather have the auto shield that blocks everything ala TP? C could be put to much more use then for some stupid "first person view" button.

And I don't understand what you mean by "There would be no point in controlled slashes if the enemies don't have patterns"...sorry, but I'm a little confused

You'd rather they decide "eh, waggle as B button is good enough", rather then try and put in more controlled slashes? 

Anyway, I stand by my ideas. They'd be great!



Top 3 favorite games: Super Mario Galaxy, The Sims 2 (PC), The Legend of Zelda: The Wind Waker

The slingshot and boomerang were used quite a bit...as young Link. The slingshot was used throughout the first three dungeons, and it and the boomerang were used yet again at the bottom of the well in Kakariko Village.

The skull hammer was used for every rusty switch you could find, and they popped up frequently enough after the Fire Temple.

And the Spirit Temple was the last temple, so you can't complain about the Mirror Shield not being used much from that point on. And it still looked way more badass than the normal Hyrulean Shield, even when not being used to solve puzzles via sunlight. :P

As for the Hover Boots, they were just cool to mess around with, unlike many of the items from TP that had no use whatsoever outside of certain specific instances. They could've at least made the Spinner a fun skateboard-esque device for use outside of temples, ala the hover board from Jak 2/3.



Many of the problems you guys have can easily be solved, albeit not all. Enemies are too hard? Use the first sword, I did that throughout almost the entire game.

Too good shield? Take on a wooden shield, make it burn up, voila, you have no shield at all. I did this most of the time.

Those two make you have to think of clever ways to use your other items in fights, as you'll get pretty badly owned otherwise.



Now, some of the following might be a mix-up in my head from previous games, so remember that!

Boomerang - stuns opponents, great if enemy is already damaged a bit. You can easily run in and finish him off.

Skull Hammer - Great after opponent has already been "boomed"


There were also 2 more, but I forgot them while writing those. I'll put them up later.

Face it - Zelda Wii isn't going to be a lot harder. Maybe a bit, but not a lot. 33% of the people playing Zelda TP were women/girls. (Nintendo something october last year). Most of them are casual, and that aso gives a perspective that casuals might be very important for the tLoZ franchise.

The only thing you can hope for, is a "normal" and a "hard" mode, and that would effect the enemies only.


If you want the game to be more difficult, MAKE it more difficult by taking away your own stuff. That will make you have to think before most battles.

Oh, and another one, only use the sword from Epona when you're on the field. That will make it a bit harder too.





http://www.vgchartz.com/games/userreviewdisp.php?id=261

That is VGChartz LONGEST review. And it's NOT Cute Kitten DS

Well, it would be nice if items are used in more places than just the dungeon they're found in, which could increase difficulty quite a bit when you get more and more items to solve puzzles with.

For a graphical style I really hope they go for a windwaker style, that game is still gorgeous today.



@NintendoTogepi
Don't be afraid the next zelda will be huge it will be celshaded and of course very very immersive and about the Items I've to say this the next zelda gameplay on the wii will fallow the same way it is on the DS.