Hey y'all. I know we've done one of these before, but pending the rumored reveal tomorrow, what would you fine folks like to see in a new Zelda game? Keep in mind please, that this isn't meant to be a discussion of predictions of what we think Zelda Wii U will be, but rather a discussion of what we want it to be.
I'll start first with something I've posted here ages ago, but for the most part still holds true for what I would love to see in a Zelda game.
The overworld needs more life in it. Zelda II had several villages with tons of people in them. Since then, we've only had one or two. ALttP had Kakariko and that's it. OoT had Hyrule Castle and Kakariko. MM had Clock Town. WW had Outset Island and Windfall (and maybe you can count Dragon Roost). TP had Ordon, Hyrule Castle and Kakariko again. But that's pretty much it. No life outside the towns and not much inside them either. I'd like to see people roaming about the overworld, some of them fighting monsters, some of them fishing in the streams or hunting. Maybe even some of them living there in huts.
Secondly involves how the dungeons integrate into the world. I'd like to see them more seamless. Not so much like you're halfway through a dungeon before you realize it kind of seamless, but perhaps with areas where you go outside and can see the rest of Hyrule around you. Much like the Skull Palace from ALttP, you can leave and re-enter the dungeon at different points. My other idea for how dungeons would integrate into the world is that when you finish a dungeon, instead of leaving the way you came in, you exit from the Boss room into a completely new area of the overworld, such as a new village perhaps (Lanayru Mines did this). Later in the game after obtaining different items, you can warp to that town and re-enter the dungeon. Once inside, you'll find an area that is unlocked with your new item and it becomes the next dungeon.
Another idea I thought of was after defeating the dungeon boss, you get a piece of an item. Once you have all the pieces, it becomes the weapon you need to defeat the final boss (along with the Master Sword obviously). Perhaps you can even use it along the way as an item, but it's true power isn't available until you have all the pieces. We've already collected Triforce shards, maidens, medalions, pearls, fused shadow pieces and mirror shards. Why not something that can actually be used by the player?
Something else I would love to see is season changes. Like, with an actual calendar. Not necessarily realtime, but based on the regular day/night cycle of the game. Then they could have a calendar based not on our Gregorian calendar (who wants Hyrule to have Novembers and Decembers?) but they could make up their own lunar calendar or something.
Natural disasters would be awesome too. Maybe you have to hide in a low-lying ditch to avoid a tornado? Or a hurricane along a coastline that destroys a town and you have to help them find materials to rebuild it. Or it destroys a seaside jungle and reveals the next dungeon?
I'd like some sort of personality ecology, so to speak. MH3 is setup so that your actions with creatures in the environment affect others. For example, perhaps you didn't help a woman catch her cuccoos, which means that she didn't sell the eggs to the man across the street. This man now has to go hunt for food. While hunting for food, he runs into moblins or something and you have to rescue him. Or, you have a shop and you bring in a bunch of weapons that you've collected and sell them to the townspeople. They decide that since they now have these weapons, they can organize a militia. This militia helps you later to defend the town (or neighboring town) from an attack by the evil force of the game.
Some ideas to breath more life into the world would be:
1) Caves that actually go somewhere. 2d Zeldas do this. I want to go into a cave, have a ton of different branches and exits. I want to come out in a completely different area. TP did this once with the tunnel to N. Faron Woods, but didn't use it again, and that one only had one exit.
2) Sandstorms in the desert change the topography. Maybe the sand blows around and uncovers a hidden cave, or old ruins to explore.
3) An ocean. With tides. And Giant Enemy Crabs. Even if we don't get to sail on it. I still want to explore a coastline. Above the water and below it as well.
4) I want to take a boat out into the ocean and deep sea fish.
5) I want it to rain randomly. Previously in the series, when it has rained, it's been at very specific times. I'd like real weather effects: rain, snow, hail, etc for no good reason other than the weather engine decides it's a good day for an umbrella.
6) A true, honest to god forest. I want to be able to enter the forest at any point and leave at any point, not just follow preset paths. I want to find a cottage deep in the woods that hasn't been touched in a hundred years. Or follow a creek as it turns into a stream with waterfalls.
Just make the world real. Somewhere you'd actually like to visit if it wasn't infested with monsters that would like nothing better than to put your head on a pike.
I want the best elements of the 2D and 3D games combined under a truly seamless overworld that is fun to traverse and not too massive or empty. I also hope to see the streamlined experience of ALBW where the game isn't bogged down by overuse of dialogue or cutscenes and fluff content and fetch quests are optional. Additional player freedom, lack of required hand-holding, and multiple combat difficulty settings are also all things that I hope for. Finally, I hope it looks and sounds lovely. Give us a new Link design, an interesting artstyle, and plenty of orchestrated music.
Because I'm lazy. Stolen from my CYOZ thread of yesteryear, (and haha, we do this all the time Jargon had another thread before that )
My ideal game:
Presentation: 3D. And an evolution of the OoT->TP style. Maybe with somewhat more colour than TP, so maybe a *smidge* of Skyward Sword mixed in. Optional extras could include an orchestral soundtrack (not a must for me, but it was nice in SS I must admit); and voice acting with one caveat- Link does NOT talk. It just wouldn't sit right.
Story: Probably looking at a mixture of Skyward Swords focus on the main plot augmented with the style of Majora's Mask adding character depth to a vast array of intertwining sidestories. Add in a dash of OoT's overall epicness to taste. Oh and try to actually make the story link up with what we know of Hylian lore and perhaps even make sense of the timeline. That'd be nice.
Combat: Skyward Sword was definitely a good step forward. I want that expanded upon. Slow an enemy down by slashing off his leg. Disarm others by attacking their weapon arms/claws/stingers whatever. Different strategies for different enemy types not simply 'slash where they arent blocking'
Difficulty: I really think A Link to the Past got the difficulty curve exactly right. Hard enough to keep you on your toes, not hard enough to be frustrating. Heart upgrades regularly spaced. Follow that model and you can't go wrong.
Overworld: ALttP is credited with having the best designed overworld of any Zelda game. I can see why, it's dense, chock full of secrets and exploration. However IMO what works from a 2D top-down perspective, would quickly become confusing,and horrendous to navigate if translated directly into 3D. A 3D overworld *does* need to be a bit more open. So I'm thinking something the size of TP's overworld (or even larger!), but with the density of features akin to Termina (not counting Termina Field). And crammed full of secrets ala LttP.....
Secrets: Sure it's always nice to stumble onto that blindingly obvious crack in the rock or whatever. But the true thrill of discovery comes from the really well hidden stuff. Now it doesn't need to approach the random 'burn every bush' style of LoZ. But make it challenging. Give us some cryptic hints that have to be puzzled out in order to reveal the secrets. Things like getting the Fire Arrows in OoT. Accessing the colour dungeon in Link's Awakening. Fishing for the empty bottle in TP. Stuff that isn't quite as obvious and requires a bit of thinking.
Dungeons: Skyward Sword's inventiveness of puzzles, combined with Majora's Mask's awesome overall design. And I want dungeon sidequests, to give us a real reason to explore. The stray fairy quest in Majora's Mask was great.
Sidequests: Again we return to Majora's Mask for inspiration. As per the previous point, many of these can interact with the main story where possible. But for the most part they should be fun, satisfying and rewarding. And numerous.
Items. Skyward Sword did a pretty good job with this, all items having a good use (although the slingshot was still superfluous once the bow was obtained). But ALttP did an amazing job too, building on a concept from the original LoZ: Optional items. Various rods, magic spells and canes. Completely unnecessary, but well hidden and awesome. This ties into the secrets aspect as above.
And I'd love to see something like the rings from the Oracles make a return. Skyward Sword touched on this with the various medals, but there were only about half a dozen different ones. The Oracles had 64 different rings with various effects. Collectables that are actually useful instead of just meaningless shiny doodads for a random NPC.
Oh, and item combos- The bomb arrow in LA/TP, shattering frozen enemies with the hammer in ALttP. Let the various items combine and interact more. Let your imagination run wild Nintendo.
Economy: Skyward Sword struck a much better balance than past games, and I think it can be expanded further. More items to buy, more upgrades, more mini-games.
I really don't know. I guess that's the cool thing about Zelda. There's a lot of different elements from past titles it could revisit, and I can trust that they'd all be of solid quality. Or it could go somewhere new, and that'd be great.
Right now, I just hope we get some solid details on it tomorrow.
I kind of want a world devoid of NPC characters a little more like the original.
I want the polar opposite. Not necessarily a ton of them, but make them GREAT npcs instead of annoyances! It's totally possible and they should be in more than one or two villages. I want to save a kingdom.
I want a game that stars a female Link who is just as awesome as male Link. Which isn't some "feminist power!" thing from me or anything of the sort, I just think that would be a really fun difference for a Zelda game. I'm ready for something new, and just that sort of twist would make it new for me again.
Also can we get some voice acting in there? Would be great, thanks.
The only reason I wouldn't want the "option" feature is because then Nintendo would have to (or at least would, even if not "have to") keep the story relatively generic, you know? Like, you couldn't gear it around the main character as much unless the story had very little depth. It's going to dramatically change (IMO) if you're a boy or girl, don't you think? I think it would.
I don't want generic. I've had my fill of generic (and what I mean by that is "yes, it's another standard Zelda story/world/everything"). I want it built AROUND having a female lead, which I think would be really, really cool.
I guess since we're just going with "What I Want" is that I want something that's hardly a Zelda game, ha ha. I want different. I don't want to go find the boomerang AGAIN, and defeat the spider monster AGAIN, etc. etc. I want the Metroid Prime of Zeldas, in a way. That doesn't mean I never want Zelda again (like how we haven't gotten a "real" Metroid game in a very long time) but just as a break I want some reimagining of the series, not just "the next Zelda game."
And probably that isn't what most people want, but I'd enjoy seeing it, here in this dream thread.
Copy/paste of an old post of mine since I don't have time to go through it and clean it up/update it. I like a lot of the things mentioned in this thread so far though.
My ideal Zelda game:
A huge world that includes Hyrule (you probably wouldn't start the game in Hyrule, and I'm not talking like Ordon Village, I'm talking like Calatia in LoZ's supposed back story), at least one other country, maybe a new dimension or two, and an accessible ocean area that you can sail out to/dive/swim in with some islands. However this huge world has to actually have stuff in it unlike the other 3-D overworlds we've had so far. Let there be more than one town (AoL, an NES game, had 8 of them!). Give us a lot of NPCs that actually do something, have something to say, and mean something to the world. Have these NPCs doing things in the overworld like traveling in between towns and countries, fishing, hunting, being attacked by monsters and thieves, etc. Have the overworld filled with monsters as well. Let there be caves, holes, hidden areas, and all other sorts of secret places hidden in the environment that you really have to search for to find like in LoZ or Metroid Prime (for example, maybe you have to burn some hanging vines to reveal the entrance to one area, or you have to wait for the tide to go down to reveal another). Let the environments be diverse, but also make sense for where they are. Make the world as seamless as possible. Don't cut off the lake, the desert, and the icy mountains from the rest of the world (for example). Of course, I don't want this to be like Skyrim's overworld where it's just not feasible to ever travel across it without warping/quick-traveling, and the areas all seem to blend into one another. I want each area to have its own unique feeling but let them fade into each other rather than being forcibly separated and fenced off from one another.
"Realistic" graphics a la MM/TP/the E3 2011 trailer are what I'm leaning towards in terms of graphical style, though looking like a true "next-gen" game. However, the "realistic" look with cel-shading does interest me, but more like how Prince of Persia did it than Skyward Sword. If done right, that could make my perfect game, but I do think I prefer the former.
A large number of dungeons spread throughout the worlds with it being possible to do most of them in whatever order you find them in (unless you need an item found in a different dungeon to progress in the current dungeon*), but they're well hidden and come in all different shapes and sizes (TP took a good step with this one having one dungeon in the mines, another in a ruined mansion, a few in some temples, a couple in palaces, one in a prison, etc.) Not all bosses should stay put in their boss room. Some bosses should even break out of their dungeon altogether once Link has unlocked their Boss Room and the boss will run around in the overworld causing trouble. The bosses shouldn't have glaring weaknesses, the item you found in that dungeon shouldn't necessarily beat them, and they shouldn't attack in patterns only. Make them like fighting really hard versions of regular enemies, but way more powerful. A recurring villain that you fight several times throughout the game wouldn't necessarily be a bad idea either (though it would have to be something more like Ghirahim and less like The Imprisoned). New puzzles and new spins on old puzzles. I enjoy the "push the block" and "shoot the eye" puzzles as much as everyone else, but they're way too predictable now. Hide the eye under some moss that we have to get rid of, have the block rusted in place until we can figure out how to be able to move it again... Also give us some optional mini-dungeons that are really well hidden (a real Talahint ) and let there be items that aren't required to beat the game hidden in these dungeons (and elsewhere in the worlds).
*Though it could be worked so that unattempted dungeons change slightly to adapt to which dungeons have already been beaten/which items have been obtained.
Don't give us a helper in the regular sense of the word. If we absolutely need a hint, let there be some way for us to ask for it and get it, but don't give us a helper that is constantly prompting us to ask for help. Give us a way to identify enemies and things of that nature without having their already glaring weakness always pointed out for us. (I still kind of like my idea for having the Book of Mudora or some other magic book be your "helper" for the game with pages that fill themselves in with info on monsters you've fought (as well as other things), and a "hint" page you can turn to if you absolutely need it.) Maybe even give us a difficulty option at the beginning of the game.
I want magic to return, magic bar and all, at least on par with AoL, but in my "perfect" game, it would be even more in-depth than that. Link wouldn't be a mage or anything, but he would balance between using weapons, items, and spells a lot more so than he would now. But make him need magic so that he can survive in the world... Carry bottles filled with potions, but when those run out (or if you're holding something more important in the bottles), you can still cast a spell to heal yourself some, etc. Give us new weapons and items, but also return some of the old, and give old items as many new functions as possible. Bring back something like the Magnetic Gloves, for example, but not only let it move metal balls and cause Link to fly towards or away from certain panels, but let Link strip the armor off of an assailant, run faster in his Iron Boots, pull an enemy's weapon away from him, etc. (and that also means I'd like the ability to pick up an enemy's weapon to return again). And no Master Sword beyond lore and lore flashbacks (see two paragraphs down).
Lots of sidequests and optional things to do. Fishing, searching for something (be it bugs, Poes, or whatever), and collecting things (rings/masks/whatever) are all a must. I'd also like a bustling city that features a series of tournaments, be they in sword fighting, magic, or whatever. Make the majority of the NPCs real people with "real" lives (or at least lives on a schedule) like in MM, and make me care about them, and include sidequests where I can help them and reap the rewards from them. Include special precursor quests for some of the dungeons.
Have lore spread throughout the lands for me to find like in the Metroid Prime series. Don't make it necessary to find in order to understand the story, but allow it to give me some insight into the worlds' pasts (and include a hidden library somewhere). Let some select pieces of lore show me cutscenes of what they are describing rather than just making me read it all and have to simply imagine everything. (And make some of this lore playable. For example, a piece of lore talks about the original Fierce Deity fighting the monster Majora before it was turned into Majora's Mask? Let me play that short little scene/battle just for the fun of it.) If we're going with the book helper idea, the lore could be in the form of other books or torn out pages scattered around the overworld.
Include various animal partners in the game. Don't make them too integral to the game, but make them like Epona in OoT. She was completely optional, but getting her gave you a few advantages. Let there be several different animals in this game that I can partner up with/ride across the lands on with different advantages and disadvantages to each (and items and equipment to be used on each animal to diminish some of these disadvantages).
Allow me the ability to play around as members of different races. MM and PH gave me very fun experiences controlling races other than Hylians (TWW's experience needed a little work). Even if I can only control them in optional dungeons, that's fine. I don't want the same mechanic from MM to return in full, but I do want to be able to see the world through the eyes of the various races of Hyrule since I already know what a handful of them are capable of.
Bring back songs that do something in the game. I get tired of having to wait on time to change, and it gets annoying having to change into a wolf in order to warp somewhere (or not being able to warp at all), so bring back the songs. These were some of the most memorable parts of OoT, MM, and TWW anyway. Bring back an instrument (maybe several instruments, though I'm not sure if the different instruments would have different effects or be merely an aesthetic choice for the player (or produce slightly different sounds like in MM)) and give us some new songs with interesting effects. I wouldn't mind if a few of the old songs returned (Song of Storms, maybe?), but I would like mostly new ones.
Give us some serious themes like morality, life, and death in this game. Have Wanted signs posted throughout Hyrule Castle Town advertising criminals and monsters that they want caught. Have NPCs lose loved ones and grieve over it. Have NPCs give birth and be happy about it. Have the knights be the ultra strict soldiers of OoT rather than the haphazard, scared group that we saw in TP (or at least have most of the knights in this mindset; having one or two scared knights in the minority might be a nice bit of comedic relief) so if we break a minor law in order for the overall good of our quest, it still puts us on the bad side of the knights. But also let there be a theme of exploration. Don't give us all the answers. Don't even give the NPCs all the answers, but just bits and pieces (so talking to one might give us a clue, but we'd have to find something else to really know where to look).
Multiplayer might be a nice option (online and off), but it is in no way necessary to the experience. I don't want multiplayer to be the only way I can get certain things. It has to be an option only. Maybe allow me to fight in the aforementioned tournaments with someone, or go explore a randomly generated multiplayer dungeon with a friend. Keep it on the minimum, but include it if it can be fun.
Give us a wide range of special skills to learn and use (sword and maybe acrobatic as well). Make combat challenging, but not frustratingly so. Make the shield usage on par with AoL. That's what made the combat the deepest in the series in that game. Find some way to make it work in this Zelda game too. Again, minimize the obvious weakspots, and encourage us to use other items than just our sword against these enemies.
Give us mostly new characters, but bring back a few of the old, obscure ones for nostalgia's sake. I want to see Ralph, Sokra, Error, and Syrup in 3-D. Don't include Ganondorf unless we see him in a way we haven't yet. For example, maybe he's a teenager in this game, and therefore not the main evil. Maybe it's a new Ganondorf who simply isn't evil. Maybe he is the main evil at first with a new, interesting motive, but he is killed/sealed away relatively early in the game to give way to a new evil (who is largely unconnected to Ganon in any way). Same goes for Zelda. Obviously her name is in the title of every game, so she has to be at least mentioned (in the two games she doesn't play a decent-sized role in, she is still either shown in a flashback or mentioned). Set the game after AoL and show us two Zeldas both after Hyrule's throne, or have it so Zelda died recently and one of Link's goals before the game is over is to go to the realm of the dead and try to save her, or else just show us a kingdom that is falling apart after Princess Zelda was called away on some urgent business and is being kept from returning home (see, she's just mentioned, but doesn't actually appear in the game (unless she shows up at the end of the credits to a Hyrule that peace has returned to)). Keep Link as the main character, but don't give him the same farm boy origins he's had. Make him an Aladdin, stealing to survive... A knight in training waiting for the return of the princess... The heir to the throne of the foreign land you start off in... A member of a gang that just recently got a new member who is slowly corrupting the group and talking them into doing despicable things that they would have never done before with Link breaking off from the group to stop them once they threaten the land... Give Link amnesia if it helps, and have him slowly recover his memory if that gives us a solid plot.
Show us all sorts of different races. Give us the classics, some of the obscure races from other games (what does a Zuna or Tokay look like in 3-D?), and a few new ones. And if the Hylian NPCs are going to be traveling across the overworld, have NPCs of other races be doing the same things. Let the races intermingle and show an interconnectedness amongst themselves while also showing their differences. Some may disagree with me here, but I'd like to see a little racism as well. It would make the world more believable. Have one town feature a bar that has a sign out front saying "No Gorons Allowed!!" Have a Zora refuse to give Link the key to a dungeon because he believes that Link is "a disrespectful Hylian" until Link manages to save a Zora's life who then vouches for him to the stubborn Zora. I obviously don't want anything over the top in this department, but show us the differences between these races. Show us the different religions of the different races and how they make each respective race what they are.
Give us a new story which is surprising, deep, complex (but not complicated), lacking plotholes (there's a big wish ), and if it has to have a twist ending don't let it be predictable or similar to something we've already seen (I'm looking at LA/PH's ending here as well as the identity reveals in OoT/TWW/TP/SS). Don't leave us with an open ending. Answer all of the questions by the end of the game unless they're definitely going to give us a sequel (very few Zeldas have managed to do this). Don't give us alternate endings unless the endings are simply added on to each other (by "added on to each other" I mean if you do something in the game or complete with such a percentage, you'll get the shortest ending; do something else or get a higher percent and you'll get the previous ending plus a little bit extra, similar to the Metroid Prime series; it's the same ending, but it could be considered alternate because you do get "different" endings depending upon how much you do in the game). Allow the story to fit in with the previous games without complicating things needlessly.
Voice acting is something I'm not crazy about, but I do agree that it would add to the series. However, there are two things about VA that I would have to have in my "perfect" game. First of all either everyone would get voice acting (that includes Link, though he wouldn't be saying much) or no one would. Second, I think I would prefer it if no one spoke English. It just doesn't make sense to me and doesn't seem like it would feel right to me. Give everyone the Midna treatment. Text is a necessity in this game regardless just so I can confirm what the characters are saying even if they are all speaking English. If there's going to be text in the game regardless, then it doesn't make sense to me to have the characters speak English (unless Link has to find a Jabber Nut or something early in the game like in TMC which allows him to understand what everyone is saying, which would also mean that the player would understand what everyone was saying... if that happened, I would be okay with English, I guess, but I would definitely prefer most of the races to have a distinct accent to differentiate and show that they're not all speaking the same language as everyone else).
Have Rupees mean something in this game. If they're going to be as easy to find as they are in TP (and considering all of the sidequests and mini-games I expect to be in this game, I would imagine Rupees won't be sparse by any means), then they should be used for something... Toll bridges, sidequests, fortune tellers (I want to need hints in this game ), potion shops, items and weapons that can only be bought, item upgrades... This would also mean that there would have to be a severe limit towards finding items in the overworld... Hearts would only appear by defeating enemies, arrows and bombs would very rarely appear in grass, etc. So you would really need to spend these Rupees in towns to heal and get the bombs and arrows you need to defeat monsters and progress through dungeons.
Don't have time match real-life time, but set some events to time, so that it has to be morning before a certain fish appears, or there has to be a full moon in the sky before a certain dungeon will open up. Obviously there is some time control mechanism by way of song, but I don't expect to be able to pinpoint this time control any more than what I could do in MM. Set most of the NPCs on a weekly schedule or something, but also have some one-time only happenings in the game depending on what day it is or whatever (e.g. I don't expect the pregnant NPC to give birth every Friday, but maybe on Day 15 she gives birth, and from then on out she can be seen carrying her baby around town as she goes about her schedule). Just don't prohibit something important from happening because you didn't know about it before the one-time-only event happened. But show time throughout the world. If I plant a Magic Bean, let it have grown into a full plant a few days later. Let it rain and fog up on a fairly regular basis, and let me see the wet grass and the dew still clinging to the leaves the next day before it dries up. Let me see flowers slowly budding over the week and then flowering days later. (So put the NPCs on a weekly schedule, but put the environment and a few NPC events on a larger scale schedule.)
As for music, orchestrated stuff definitely sounds better than MIDI to me, but not so much so that I would have to make the change for the game to be perfect. Each one has its advantage. As for the music itself, I'd want new stuff mixed with old stuff mixed with remixes of old stuff. Maybe even throw in a few medleys.