
Renjaku and I were talking about what the future of the Legend of Zelda is on Wii U, which got me thinking about where I'd like to see the series go. Is this all likely to happen? Probably not, but I think it's always fun to play the "what if" game. I used to do it all the time as a kid. I've done it before with my ideal Mario game, so I thought it'd be fun to do the same with Zelda.
I don't want to get bogged down in what the story would necessarily be, as I want this to be more of an ideal game in terms of gameplay.
First, I would like to see the series return to its roots in a couple areas. This is primarily regarding non-playable characters. In my ideal Zelda game arriving in 2014 (wishful thinking? probably), the game would have
very, very limited NPC interaction. Yes, you heard that correctly. Unlike previous games like Wind Waker, Twilight Princess, and Skyward Sword, Link would not have that cavalcade of characters to talk with, trade with, and complete tasks for. This world isn't unlike the original Zelda before it. Monsters roam the land, and Link explores a section of Hyrule (or a new land) that is largely uninhabited. Maybe you stumble upon a man or woman in a cave, living their lives as best they can, but for the most part, there aren't many characters in the world.
Why do this?
1.) It makes the world seem more dangerous. The land is so perilous that people simply can't set up towns and camps. Perhaps there is a small refuge that Link finds later in the game, but for the most part, it's all Link, on his own, in a perilous land.
2.) It allows Nintendo to focus on other areas - world design, game progression, hidden secrets, etc.
3.) With fewer characters, each character could become more important/memorable. Having recently played the Oracle games, I remembered just how many characters there were in the games, and how largely forgettable they were. "Who was looking for this item? Who am I supposed to talk to?" I think a smaller cast can allow for some better character development.
Second, is that the
world would more or less be completely explorable (is that a word?) from the get go. In the most recent Zelda games, the player has been locked down to certain areas, restricted mostly by either the story, or by Link's equipment. In my future Zelda game, you could basically just go wherever you want. Maybe some final areas are restricted, but the player would be free to roam and explore as they wish, not unlike the original Zelda game (and to a lesser extent, A Link to the Past).
Third, is that
Link does not have a "partner" character. There's no fairy flying around with him. There's no spirit in his sword. Link doesn't have a stone that lets people talk to him telepathically. Link is on his own. I think Nintendo can figure out other ways of giving the player direction, but they can do so without having someone tag along with Link all the time.
Why do this?
1.) Again, this can make the game feel more dangerous. When you're out there on your own, it's all about you and your wits. To me, this is what Zelda was about from the beginning - being out on your own, in the woods, with nothing but your sword, your shield, and some other fancy equipment.
2.) Nintendo hasn't done this in a while. The past couple games have given us Midna and Fi, who were always with us throughout the whole adventure. Let's shake things up a little bit and take the "partner" character out of the equation.
Fourth, is that the
game's overworld is not a hub. It's not a ring of land around a castle. It's not an ocean with (IMO) arbitrary islands peppered conveniently in squares throughout the map like a grid. It's not a world sectioned off into isolated areas, connected by a hub area. It's a sprawling, organic landscape with rivers, cliffsides, forests, and mountains. If you see an area in the distance, you can go there. I'd like to see this for a couple reasons:
1.) It makes the game world feel more natural. You don't see those "puppet strings" that the developers use to design the world. You don't think "Well obviously this is a hub designed to make travel more convenient." In a Zelda game, the world should be half of the star. If that world feels believable, and that suspense of disbelief is in full gear, then it starts to become an
experience.
2.) It makes the game world unpredictable. Zelda veterans won't be saying "I feel like I've been here before." With an uninhabited world and no feeling that the game is too "mechanical," the player is surprised around every corner. It makes that sense of discovery very rewarding.
So, those are just some things I'd like to see return from Zelda's roots. Limited NPCs, with Link mostly on his own, in an organically designed world that begs the player to explore and adventure.
And in this game,
Link does not have a central gimmick around his gameplay. No, this isn't "that game where Link turns into a wolf." It's not "that game where Link controls the wind." It's not "that game where Link controls the seasons." It's not "that game where Link can turn into a drawing for some reason." There isn't some overarching "thing" that acts as the core of the game. This is a game where Link is armed with a sword and a shield, and various other tools that each get their own time to shine. If this game is going to have some sort of core "gimmick," I'd like to see that translate more into the world or story (see something like A Link to the Past or Link's Awakening or the original Legend of Zelda).
Regarding the story (I don't want to get into it too much),
I think a more "hands off" approach would be refreshing. Think something like Shadow of the Colossus, where you have an initial premise, and then are free to do your own thing. Some scenes happen throughout the game that inform the player of what is happening, but there isn't much lore introduced by other characters. The lore is created more by what you see in your environment. There's some cool stuff IMO in Skyward Sword that is effective in this way. When you see ruins, you think "Oh wow, this place was really important." There's some suggested history there, allowing the player to infer the importance of a location, but it isn't force fed to a player through 5 minute long cutscenes.
Now, regarding the gameplay...How do you control the game? Is it motion controlled? Or does it feature the Gamepad, allowing the player to write down notes, and navigate their maps and inventory? Will the player be holding the Gamepad up to the screen, looking into another world?
I personally don't want to see the Gamepad be too gimmicky. That is, I don't want them using certain features of the Gamepad simply because they can. For instance, perhaps the Lens of Truth makes an appearance. One idea would be that the player holds the Gamepad up to the TV screen to see what is "actually" there. In my opinion though, not only would this prove cumbersome over time, but it's also largely a superficial feature. If I can only look at one screen at a time, what do I gain from a "window" on the Gamepad, other than heightened awareness that I'm holding a controller? I know some people are fans of this mechanic, but I personally don't see much of a difference between this, and toggling a view on my television. All I feel I get out of it is an inconvenient way to do something that I could've done with a button, and a chance to look at a screen that doesn't look nearly as good as the TV I'm playing on.
So, if they go the Gamepad route, I don't think they need to be too crazy with it. Inventory management, and map navigation. I want to be able to put little icons on the map, reminding me to return to areas later. If I see that something in the game world is odd, I want to leave myself a little note to return there later. The game would be smart enough to remember all of this, so all of my notes on my map would stay there.
I'd also greatly appreciate the ability to move the camera with the right stick. This was my favorite part of Wind Waker, believe it or not. I didn't feel claustrophobic at all. I could view Link's world however I wanted to. Sometimes it was fun just to stop and smell the roses. In other games, you'd have to turn Link and keep hitting the Z button just to get another view. It wasn't always the most successful way of viewing the world.
If they go motion controls again,
I think having an evolution of Skyward Sword's controls could work great. I'd like to see aiming become easier, but overall I did enjoy that control scheme. I think the swordplay felt a little too mechanical at times ("Oh look, an enemy that conveniently is built around the exact way I can swing my sword"), and I think they could push the mechanic a little more so that it doesn't seem so "lock and key," if that makes sense.
What I'm kind of beating around the bush with all this is...
.the control method is not the thing that gets me excited about the next Zelda game. I couldn't care less if I'm using the Gamepad or if I'm using the Wiimote. What I care more about is how the game unfolds, and how the world is designed. Those are the things, IMO, that matter the most. The control method is merely a device to get us INTO that world, and I think regardless what that control method is, the other aspects of game design are more important. You can have the controls be as different as you want, but if the game still unfolds exactly as the other games have, you'll still get that "been there, done that" feeling. Metroid Prime 3 had different controls than Metroid Prime, but we all know that wasn't what made MP3 different than MP. The main difference was how the world was designed, and how you progressed through the game. I think once you nail that kind of stuff, the rest is just gravy, especially in an adventure game like Zelda or Metroid.
There are some other things I could get into....how are puzzles laid out, how do Link's items interact with the world, etc, but for now I'll leave it at that.
tl;dr:
My ideal Zelda game has:
-Limited NPC interaction
-A sprawling, natural, non-hub game world
-No "partner" or "buddy" character
-A "hands off" approach to storytelling - show, don't tell.
-Gamepad usage would be an evolution of what we have - inventory management, map navigation, camera control. The Gamepad basically becomes Link's bag that he keeps all of his stuff in.
And no, Link does not obtain a magical item that conveniently looks like a Gamepad.-Wiimote usage, if there, is an evolution of Skyward Sword. A second player could then use the Gamepad to help Link stun enemies or move things around.
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