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Forums - Nintendo Discussion - Zelda Wii Ideas

wow i got a lot of positive feedback thinks guys i wasn't sure anyone would like my ideas.



Nintendo Network ID: Sherlock99

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Sherlock99 said:

1. Story. Reboot the series. Start fresh and from the beginning. Really create a strong history and mythos for Hyrule that can be explored and built upon with each sequel or prequel instead of this messed up thing we have now that tries to vaguely connect each game but not really. Fully develop the characters, give them a history, especially Ganondorf and Link, provide them with real personalities and some depth for why they do what they do.

Agreed wholeheartedly. I always loved how many games, particularly RPGs, had whole backstories and lore that wasn't necessary to completing the quest, but definitely gave the game world a great amount of depth and culture. The lore, scripture, and literature found in games like Fable and Ogre Battle 64 was really impressive and should definitely be included in Zelda games given the series' already rich mythos.

 

2. Narrative. With #1 in mind the game needs a strong narrative, with voice acting, except for Link. A really well thought out plotline that doesnt have to be super deep but more so than previous titles and definitely has to be well executed and cohesive. Not some patchwork like TPs plot was.

I'm not a stickler for voiced NPCs, I wouldn't mind either way. But I would like a deeper storyline in Zelda games. I  also enjoy the fresher stories and settings of non-Hyrule Zelda's (particularly Link's Awakening and Majora's Mask)  - no Zelda, no Ganondorf, no Master Sword, no Triforce trilogy, no Hyrule, etc.  Zelda games set in Hyrule are very predictable, ie. Ganondorf's at it again, Zelda's kidnapped, find Master Sword, defeat Ganondorf.  I think a deeper, more involved, and varied story would go a long way. I am definitely not opposed to voice acting for NPC, but I'm not particularly an advocate either.  Deeper, fresher Zelda narratives FTW.  



3. World. Create a well developed world. Take a note from SotC and create a world that feels natural and isnt so cookie cutter showing it was made with the purpose of being a game, but looks and feels like a real kingdom with size to it. Intelligently place the towns, cities and dungeons throughout the land. Make it feel like this is a real working kingdom. And reward the player for exploring its, dont put as many restrictions on Links ability to explore, intelligently create obstacles for him to overcome.

Zelda game with the world the size of Oblivions = *drool*

 

4. Dungeons. Dungeons need to be trimmed down. We dont need 9 random dungeons strategically placed throughout the world for Link to tackle one by one. Bring down to 4, maybe 5 at the most. Have them be structures in society that have a real purpose and function within the world, not isolated temples set aside for Link to go from point A to B and fight the final boss. Take a page from Metroid and make them big since theres fewer of them and allow for multiple avenues of exploration and dont allow them to be tackled in one run. Design them in such a way that it cant all be explored the first time through. Work it into their layout and purpose in the story so that they have to be revisited after a time like in Metroid and reward the player for it.

As far as dungeons are concerned, I'm fine with either 4 or 5 gigantic dungeons or 9 moderate sized dungeons. My biggest gripe with the dungeons (and the Zelda series lately in general) is the lack of challenge. Enemies don't take much damage and the puzzles are sometimes dumbed down. Being the Zelda masochist that I am, I want to be stumped on a perplexing brain-bender. It makes the satisfaction of solving the puzzle and hearing that Zelda puzzle-solving chime all the more sweeter. I don't mind the dungeon structure of finding small keys, map, compass, dungeon item, boss key, then fight boss... I just want harder puzzles and enemies that actually put up a challenge.

5. Items. Cut down on items, really only have a few that make up the core of the game. Give the player these core items early in the game and upgrade them if applicable and really use them to their fullest through the game and its puzzles. Focus on the bow, boomerang, hookshot, iron boots and bombs and intelligently upgrade them or apply twists to their design to really let the player use them throughout the world and make it rewarding for the play to experiment with these items, dont make their use so cut and dry.

I loved how certain items in Twilight Princess were used in totally different (and cooler) ways, such as the Iron Boots (walking on ceilings/walls) and the hookshot (double clawshot is fuckin' AWESOME). But I always liked how later dungeoun puzzles never let you forget about any item. But I do agree that item mainstays should be expanded and applied in new ways. I also feel as though items should have multiple upgrades.

 

6. Bosses. Build off that depth of the items and apply it to bosses. Add some depth to the formula of expose the weak spot, hit it three times and youre done. Make us really think about how we have to utilize our arsenal to attack and expose the boss and use more than just a new item to do so but the environment around us and allow for multiple ways to do so.

Nothing to add here. I'm in total agreement.



7. Combat. Take the NMH sty.le of combat and really build off that. Make timing, hight and rythym of pressing A for attacking important, and really use the motion controls for techniques and counter attacks that are actually needed to defeat enemies. TP was great with all the techniques it had, but only like two were actually necessary. Make using these attack techniques integral to the combat.

YES! The first thought I had when playing NMH was that I wish Zelda's combat system used the same scheme - A-button to strike with a slight waggle to do a finisher. I agree with you as far as techniques are concerned too.

 

8. Towns and cities. Make more than three of them. Really populate the world and allow it to be explored with NPCs that have some real substance to them like in MM. Make it so the player cares about the people of the world and their plight. Make the world feel alive

Agreed. Though I think this has been more a problem of hardware limitations than anything. Hyrule Castle Town in TP felt more vibrant than any town before (with the exception of Clocktown maybe).

 

9. Main quest. Have the main quest really affect the world and be in the world not just confined to the dungeons/temples. Have events take place in the towns and cites and overworld. Don't have the enemy be so complacent allowing Link to take each stronghold one after the other. When we beat a boss or take a dungeon have the enemy counter attack, some kind of retaliation. Like I said the dungeons should be returned to have it because the enemy has recaptured an area or opened a previously sealed off area to have as their new stronghold. Make it really feel like a battle for the fate of Hyrule.

Awesome idea.



10. Side quests. Like I said before with the NPCs have these sidequest really bring the player closer to them in ways main quest events cant. And as well have them also affect the world around you. Opening up extra avenues for Link and improving relations with the people of the World. TPs quests like getting Rupees for Malo to open his shop or fix the bridge type things but more and definitely MM sty.le side quests.

The Bombers Notebook was by far the best set of side-quests in any Adventure, RPG ever. I would love for a similar set of lengthier and more inclusive side-quests to be in the next Zelda game.

 

11. Make Rupees mean something. Eliminate finding bombs, arrows, MP, bombs and rupees from the over world from cut grass. Confine them to chests, boxes/barrels and dungeons. Give meaning to their existence and for our getting bigger wallets. Even if its just a bunch of superficial things like different outfits and unneeded upgrades for Links equipment, but have these upgrades be useful not junk like the Magic Armor in TP.

I have no idea how Hyrule can have a viable economy when all one has to do is cut the grass for an extended period of time in order to become rich. I so agree with only finding certain items in shops or chests and making bigger wallets worth tracking down out of necessity.

 


ALSO:

- I'd like for Link to be able to collect weaponry and armor en masse - each with it's own special powers and abilities.

- Bring back the RING SYSTEM from the Oracle games (it was awesome). The ring system was similar to Paper Mario's badge system

- I think a stat system should be added to Zelda in some form. For each Heart Piece you find or successfully put together, a roulette wheel (a la Vagrant Story) could appear and boost one of your stats by +1 or something. It's wack how Link earns a whole bar of magic by visiting a fairy, it should start off very small and grow as you collect Heart Pieces.

It would be hot if everyone's Link is different at the end of each game (stat--wise, and upgraded equipment-wise). Making it so the more thorough players would have a more powerful Link. This is true in Zelda games of past, but the less inquisitive players would only have less hearts, or less bottles, for example.



Excellent ideas and an Excellent post.

I'm not sure many people would be happy if Nintendo did Idea no.1 though, because Miyamoto has said there is an overarching timeline to the series, and reseting it would really be a waste of the last 20 years.

Though all your ideas are great, I definitely agree with 1, 2, 4 and 9 the most.



@Kenology: That's getting dangerously close to WRPG status. :|



Nah, I don't think so.  I think it'd still be Zelda, but with some WRPG elements that'd fit quite nicely in the Zelda formula.



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True.

As far as the scale of the game goes, on one hand I'd love to see a gloriously rendered Hyrule (or whatever the location is) much larger than even TP, but at the same time I fear that it would only hinder the chances of having characters as engaging as those from MM even more. With a scale that large, they'd have less time to devote to the development of each character, and we as players would have a difficult time keeping track of all the characters in the game.

I'll take Majora's Mask level characters and side quests over size of the overworld, any day.