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Originally Posted by Mirren
Ack, non-linearity isn't challenging, it's just annoying. Having to look around every nook and cranny of a fairly large overworld without any form of guidance or any idea of what you're looking for (all the while doing no real tasks) isn't a fair challenge in the least, it's tedious.
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Some guidence is in order these days, but non-linearity is always a plus. You may find it annoying, but I guess you just don't like to have freedom in your games. I guess that's why you love Twilight Princess so much, it tells your exactly what to do all the time like an instruction manual.
Giving gamers the freedom to explore is the essense of Zelda, and one of the original reasons it was so revolutionary. The Metroid games are praised for the same thing. Clearly, non-linearity is a good thing for most gamers.
As for the recent games, I would agree that Wind Waker and Minish Cap are two of the easier entries into the series, but I actually enjoyed them a lot more than I did something like
ALttP or LA. More inventive bosses, much more variety in the main campaigns, having an actual idea of what you're supposed to do next, I liked that a lot better.
Non-linearty adds challenge because it requires the player to play on there own without having their hand held the entire game.
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And to be honest, I found TP to be one of the harder games
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I find that hard to believe.
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the challenge I had in MM wasn't the puzzles or enemies, but that aggravating time system.
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You must be slow at finding things then because I can't think of the time system ever being a problem for me.