- Joined
- Mar 24, 2019
We know, because you keep saying it unprompted. Over, and over, and over.And I’m one of the weirdos here who enjoys those games’ style more than the older ones.
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We know, because you keep saying it unprompted. Over, and over, and over.And I’m one of the weirdos here who enjoys those games’ style more than the older ones.
Considering how it's been touched upon with their competitors, the answer is kind of obvious: They'll try and manage to find an way to piss off someone with an "open world dungeon" or somethingI do wonder how they could implement larger and more dungeons while retaining the freedom and emergent gameplay mechanics of BOTW and TOTK
Hey, when you feel like the odd one out, it’s only natural. Though if it annoys you, I’ll try to remember to stop myself.We know, because you keep saying it unprompted. Over, and over, and over.
You can’t please all parts of the fanbase, especially when it’s one as fickle as the Zelda fanbase.Considering how it's been touched upon with their competitors, the answer is kind of obvious: They'll try and manage to find an way to piss off someone with an "open world dungeon" or something
Then the clear solution is to make at least two different games at an time in order to kickstart the jihad for the best Zelda gameYou can’t please all parts of the fanbase, especially when it’s one as fickle as the Zelda fanbase
Most of the people mad at BotW/TotK would have been satiated by actual dungeons, but Nintendo couldn't even do that. I've resigned myself to there being more open world garbage, but the only thing I realistically wanted out of TotK was dungeons, and I didn't even get that.You can’t please all parts of the fanbase, especially when it’s one as fickle as the Zelda fanbase.
All the people that like the new formula were here shitposting when the game first came out, I think outnumbering the haters, but they moved on while us haters are still around brooding and complaining like the bitter old men we are.Hey, when you feel like the odd one out, it’s only natural. Though if it annoys you, I’ll try to remember to stop myself.
I don't get why they don't just do small budget top down titles with traditional mechanics and some minor experimentation like the GB/A games again. Don't just do Link's Awakening again but give it off to someone within the studio that wants to make it instead of every game needing to be a console seller.Then the clear solution is to make at least two different games at an time in order to kickstart the jihad for the best Zelda game
Tri Force Heroes did not meet expectations so all top-down games will not meet expectationsI don't get why they don't just do small budget top down titles with traditional mechanics and some minor experimentation like the GB/A games again. Don't just do Link's Awakening again but give it off to someone within the studio that wants to make it instead of every game needing to be a console seller.
I forget that it's been 8 years since the last B-side game. 8 years before Tri Force Heroes was Phantom Hourglass and there were two games in between.Tri Force Heroes did not meet expectations so all top-down games will not meet expectations
But they could. Easily. Just include traditional dungeons and scale back on some of the most hated shit like breakable weapons.You can’t please all parts of the fanbase, especially when it’s one as fickle as the Zelda fanbase.
Well, Link's Awakening was somewhat close to being an B-side game. But in a way, the two N64 games that made their way to the 3DS were also messing with their usual release scheduleI forget that it's been 8 years since the last B-side game. 8 years before Tri Force Heroes was Phantom Hourglass and there were two games in between.
It's a terrible time to like the portable Zelda games over the console releases.
Create an open world that is explorable, but a dungeon trail that is locked off. This can be easily accomplished even taking in BOTW’s mechanics, with TOTK making it even easier. For an example, take a Zora dungeon. The Zora are water people, so presumably their temple would be underwater. If you had to go through story to get the water boots, that can create a linear track for people who enjoy linear Zelda, while also rewarding people who like to explore as now they can check out water areas. Gorons could have lava gear, Rito air gear, etc. This creates natural locks that halt progression without sacrificing the open world Hyrule. From there, have a linear system of X dungeon being open and having the item needed to get to the next, this way you can naturally build up items (or Sheikah powers) for better puzzles.I do wonder how they could implement larger and more dungeons while retaining the freedom and emergent gameplay mechanics of BOTW and TOTK. And I’m one of the weirdos here who enjoys those games’ style more than the older ones.
Keep breakable weapons, but have the final dungeon give you the Master Sword without wait time as the ultimate progression marker. For those who want a challenging Zelda, the Master Sword is a mid weapon. That means without stronger breakable weapons, Ganon can wreck unskilled players. The divide between Trad Zelda and open world should be a split on difficulty with the open world giving more resources to take on challenges, while the standard linear route is Master mode. Bonus points if you can find other non-breakables by exploring.But they could. Easily. Just include traditional dungeons and scale back on some of the most hated shit like breakable weapons.
No more magitek please.zelda: link get ipad
If they absolutely need to keep it then at least provide a way to restore durability like in Dark Cloud.Keep breakable weapons
Having some form of collectible to rebuild weapons would be a good incentive to explore the open world. I personally don’t mind durability as limited resource gameplay made up some of the best challenges of BOTW. It made the game difficult early on before stacking up slots and hearts. If done well, it can potentially create the challenging Zelda game I know I have seen people have asked for.If they absolutely need to keep it then at least provide a way to restore durability like in Dark Cloud.
There's just no fun in having a weapon break because then you're obtaining useless junk in chests you feel no excitement for and just end up avoid encounters where possible, making the game boring.
It might make it more challenging but it also detracts from exploration. If your reward for exploration is a brittle weapon then you just don't care. At least I don't. In Dark Cloud I could get hyped for a new weapon, but if it's fully disposable then I can't give a shit.Having some form of collectible to rebuild weapons would be a good incentive to explore the open world. I personally don’t mind durability as limited resource gameplay made up some of the best challenges of BOTW. It made the game difficult early on before stacking up slots and hearts. If done well, it can potentially create the challenging Zelda game I know I have seen people have asked for.
Sadly, that's what's going to happen.No more magitek please.
Decent weapons were the only reason to really explore in BotW as it was, outside exploration itself. You tended to look in the places that looked funny on the map because you knew there would be some boss character or chest to fish. I actually like durability for the nonessential weapons. I just think there should be a "shitty but unbreakable" sword that upgrades throughout the game until the Master Sword. 5 ATK on the plateau. +5 when you do a very obvious quest the story points you to. And that cycle repeats per dungeon/beast until you end up with a Master Sword at 30 ATK that never breaks and there's better weapons in ATK regardless. You can then do the same to other weapons that are unbreakable from dungeons that are used in very obvious ways for things blocking paths in or out somewhere. Durability as the mechanic exists in BotW was only held back by the health being set like a third of it probably should be so you don't just use trash constantly that breaks on three tosses.but it also detracts from exploration.
It becomes a shittier Elden Ring? Which was already itself a mediocre game to begin with.the answer is kind of obvious:
Elden Ring's dungeons were the best part of that game because they weren't open worldIt becomes a shittier Elden Ring? Which was already itself a mediocre game to begin with.