Re: Design your own Zelda Game!
Thanks. I wasn't sure people would accept the idea of no dungeons, but I think I explained what I ment well enough to see my point of view. Now, to continue my post...
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Items-
Another gameplay flaw I see with a lot of Zeldas is the limited use of items. While it is cool to have a ton of items that do all kinds of things, I think it would be better to have far less items, but use them far more frequently. Does Link really need 20 different items? I don't think so. It also bothers me how in the more recent Zeldas, you can only defeat bosses using the dungeon weapon you got-- only one strategy. In Majora's Mask, you are given so much freedom in boss battles. For example, the final battle allows you to finish Majora in any form (there are even hidden plants for Deku Link). Not only that, but all the dungeons in Majora's Mask were designed for you to use all the items you had up to that point, not just the most recent item/ability you've obtained. Stone Tower Temple is the perfect example.
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Boss Battles-
To go back to the boss battles, Zelda bosses need a revamp for sure. They are not even battles anymore, just simple puzzles that, onced figured out (which shouldn't be too hard), you can walk through without worrying about dieing. Now, if I were in charge, this would not fly by me. I would take inspiration from Metroid Prime, Shadow of the Colossus, and Majora's Mask for the boss battles. Tp be more specific, I'd mix things up. Some battles would be brawls that didn't require you to 'solve' the enemies weakness. Other battles would require you to find their weakness, but you'd still have to fight to stay alive, even after you "figured them out." Notice how even after you find the boss's weak point in Metroid Prime, you still have trouble defeating it because they don't just let you attack. Same with in Shadow of the Colossus, bosses are huge puzzles that need to be solved, but even after you solve them, it is a challenge to scale and defeat them.
I guess I'll be even more specific: bosses will try kill you, and not just try to hid their weak point.
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Shops-
I really want to make shops more useful. Making shops more useful may seem like a small improvement, but I assure you it could drastically improve the games quality and challenge.
First of all, something that currently annoys me with the Zelda games is how I always have a full wallet with nothing to buy. How do you solve this problem? Make shops more useful, of course! How, you ask? Well, the solution will fix this problem as well as another problem... You know how hearts, magic jars, arrows, and bombs are always flying out of bushes and enemies? They are quite useful indeed, and it would be a pity if enemies and plants didn't drop them.... Do you see where I'm going with this? Yes, I'd make it so you could only find arrows, hearts (red potions), magic jars (green potions), and bombs in shops (and treasure chests). This would a) make shops far more useful, b) add more challenge to the game, and c) make rupees much more important to collect.
However, I wouldn't just stop there. I'd put specific shops that upgrade you weapons or abilities for a high prices. Of course, these abilities wouldn't be required to beat the game, but they'd make it more fun and easier to progress through. You want to learn the downward thrust? That'll cost you 3000 rupees. Huh? You want that crossbow? Well, I hope you can spare 5000 rupees.
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Enemies-
I'd make enemies more of a threat to the point where you could no longer just fly through a group of 10 Lizafols. You'd have to pick your battles, and play it smart because being outnumbered by foes with weapons would leave you at a major disadvantage. After all, they work together, set traps, attack relentlessly, and even call in reinforcements if you don't take out the leader fast enough. Now, as you become more skilled with your sword, gain new abilities and weapons, and increase your hearts, you may stand a chance, but you better have some potions because this is still not going to be easy. You may just want to play it safe, and shoot them with your bow from a long, safe distance.
The 3D Zelda battle engine is excellent. It really is, but the enemies have been way to easy to showcase the complexity. Even Majora's Mask, I feel, failed in pushing the battle system to its limits (though, it did the best job so far; TP came close too with its cave of ordeals). Think about it, you have all these moves like side-jumping, back-flipping, rolling, and etc. How often do you really take advantage of these abilties in order to survive an intense battle? Probably never, and that's a real shame.
Enemies must be tougher! Zelda II does get a lot of crap from fans, but I respect it in the sense that each ability you learn becomes EXTREMELY useful in battle. Why was that? That's because the enemies were challenging, and they required you to use anything skill you had! While I'm not a huge fan of Zelda II in general, I have to admit that I feel very statisfied when I defeat an Iron Knuckle or a Daira.
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Last edited by Stickerbrush; 04-15-2008 at 11:53 PM..