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Dungeon length and frequency.
How long and how many should the dungeons be, in your opinion?
IMO, they should be somewhat short, yet very frequent. This would allow the game to be more of a pick-up -and-put-down-anytime sort of game. Also... Quote:
Short - MM length dungeons. Long - TP length dungeons. Also, assuming that there are "many" dungeons", there would be more short dungeons than there would be long dungeons. If there are "few" dungeons, there would be more sidequests.
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._,.-~*´¨¯¨`*·~-.¸-'(_tëH <ÐøÚßL€ Â> ìZ TøÕ gÕøÐ ƒøR ¥Õ0_)'-,.-~*´¨¯¨`*·~-.,_¸. Knowledge is knowing that tomatoes are fruits, wisdom is remembering to not put one in a fruit salad Yesterday is history, tomorrow is a mystery, but today is a gift. That is why it they call it the present Better to stand up and be wrong than sit down and be right. |

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Re: Dungeon length and frequency.
I like 'em long and hard. Lolz. How mature. A dungeon's length depends solely on the player, saying how many of the levels in OoT/TP/TWW can be cleared in under 20 minutes if you know EXACTLY what to do. Though ALttP is supposedly the longest Zelda, I can get through some of the levels in under 15 minutes. But first timing, a dungeon should last like 2-3 hours.
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Re: Dungeon length and frequency.
I like the longer and harder temples. I'd like to be in there for quite some time, exploring my surroundings and getting to know the place. There should be tons of puzzles and things to keep me occupied, too. :3
I'd like to have a ton of temples across Hyrule (or wherever Zelda Wii takes place) and all of them have their own difficulty and length. |

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Re: Dungeon length and frequency.
I don't like incredibly long temples. They force me to play for an extended amount of time and I can't put down the controller when I want to (because if you turn the game off you are warped to the beginning of the dungeon).
I bet you do...
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._,.-~*´¨¯¨`*·~-.¸-'(_tëH <ÐøÚßL€ Â> ìZ TøÕ gÕøÐ ƒøR ¥Õ0_)'-,.-~*´¨¯¨`*·~-.,_¸. Knowledge is knowing that tomatoes are fruits, wisdom is remembering to not put one in a fruit salad Yesterday is history, tomorrow is a mystery, but today is a gift. That is why it they call it the present Better to stand up and be wrong than sit down and be right. |

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Re: Dungeon length and frequency.
Ha, you actually sig'd it. xD You've never heard of that one before? Short dungeons = Mini dungeons. And I tend to not like them.
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My art gallery filled with funny Zelda comics and flashes. Weee. |

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Re: Dungeon length and frequency.
In my definition, Short =/= Mini.
I meant "short" like MM's dungeons, and "long" like TP's dungeons. And sorry, I couldn't resist sigging it.
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._,.-~*´¨¯¨`*·~-.¸-'(_tëH <ÐøÚßL€ Â> ìZ TøÕ gÕøÐ ƒøR ¥Õ0_)'-,.-~*´¨¯¨`*·~-.,_¸. Knowledge is knowing that tomatoes are fruits, wisdom is remembering to not put one in a fruit salad Yesterday is history, tomorrow is a mystery, but today is a gift. That is why it they call it the present Better to stand up and be wrong than sit down and be right. |

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Re: Dungeon length and frequency.
...MM feels like it has the longest dungeons in the series. I don't know, it's hard to measure dungeon length when you've replayed all the games to death. All of them seem short unless they're new.
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Re: Dungeon length and frequency.
Meh, MM's dungeons felt pretty short.
__________________
._,.-~*´¨¯¨`*·~-.¸-'(_tëH <ÐøÚßL€ Â> ìZ TøÕ gÕøÐ ƒøR ¥Õ0_)'-,.-~*´¨¯¨`*·~-.,_¸. Knowledge is knowing that tomatoes are fruits, wisdom is remembering to not put one in a fruit salad Yesterday is history, tomorrow is a mystery, but today is a gift. That is why it they call it the present Better to stand up and be wrong than sit down and be right. |

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Re: Dungeon length and frequency.
...But. Well, Stone Tower Temple alone had four mini bosses. Four! I think MM's levels get consecutively longer/harder...as they should. The older Zeldas feel like they have shorter levels.
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Re: Dungeon length and frequency.
Ehh... the thing about that is, I haven't finished MM. I've only done the first three dungeons.
I'm gonna finish MM after my exams.
__________________
._,.-~*´¨¯¨`*·~-.¸-'(_tëH <ÐøÚßL€ Â> ìZ TøÕ gÕøÐ ƒøR ¥Õ0_)'-,.-~*´¨¯¨`*·~-.,_¸. Knowledge is knowing that tomatoes are fruits, wisdom is remembering to not put one in a fruit salad Yesterday is history, tomorrow is a mystery, but today is a gift. That is why it they call it the present Better to stand up and be wrong than sit down and be right. |

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Re: Dungeon length and frequency.
Fail. Come ooon. Well, now you know that the last level is really long. And has two sides...@_@ I confused the crap out of myself in that level. I never look at maps, EVER. And then I started following the map for that level and became extremely confused when I realized the dungeon had flipped.
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Re: Dungeon length and frequency.
I remember the dungeon flip thing from when my dad played.
And cmon, the Water Temple from OoT wasn't as hard as people say, how much harder can Stone Tower be?
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._,.-~*´¨¯¨`*·~-.¸-'(_tëH <ÐøÚßL€ Â> ìZ TøÕ gÕøÐ ƒøR ¥Õ0_)'-,.-~*´¨¯¨`*·~-.,_¸. Knowledge is knowing that tomatoes are fruits, wisdom is remembering to not put one in a fruit salad Yesterday is history, tomorrow is a mystery, but today is a gift. That is why it they call it the present Better to stand up and be wrong than sit down and be right. |

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Re: Dungeon length and frequency.
The Water Temple isn't hard because I've memorized it and I'm sure you have too. As long as you remember to search every reachable room after you change water levels you'll never get stuck. However, flipping upside down makes it harder to search the dungeon. It's an awesome level. It's not hard, but I think it's pretty long. And Gomess is a big grim reaper meanie. :C
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Re: Dungeon length and frequency.
TPs dungeons were just great. The depth and intricacy of some of them made up for the way to easy puzzles. I'd definitely like to see some more like that, maybe with better puzzles.
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Re: Dungeon length and frequency.
Quote:
__________________
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Re: Dungeon length and frequency.
i would like if there were alot more but much shorter
alot of the times the dungeons puzzles all feel reused and there kinda like filler
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Re: Dungeon length and frequency.
Also, if the dungeons are shorter, there's more room for more dungeons, meaning more unique puzzles.
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._,.-~*´¨¯¨`*·~-.¸-'(_tëH <ÐøÚßL€ Â> ìZ TøÕ gÕøÐ ƒøR ¥Õ0_)'-,.-~*´¨¯¨`*·~-.,_¸. Knowledge is knowing that tomatoes are fruits, wisdom is remembering to not put one in a fruit salad Yesterday is history, tomorrow is a mystery, but today is a gift. That is why it they call it the present Better to stand up and be wrong than sit down and be right. |

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Re: Dungeon length and frequency.
MM definitely does not have short dungeons there just aren't many. The first one, eh kinda, but its the first dungeon, what do you want? The second one was challenging and longish not epic but not short either. MM's Great Bay temple is a really hard temple. OoT's water temple is easy in comparison. and the Stone Tower is easily one of the hardest Dungeons (other than Aol dungeons) I've ever played. 1 it requires a lot of skill to survive, and 2, it has ridiculous puzzles.
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or at the very least, the return of mini dungeons |

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Re: Dungeon length and frequency.
Cmon, the Great Bay Temple, while quite difficult, was not that long.
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._,.-~*´¨¯¨`*·~-.¸-'(_tëH <ÐøÚßL€ Â> ìZ TøÕ gÕøÐ ƒøR ¥Õ0_)'-,.-~*´¨¯¨`*·~-.,_¸. Knowledge is knowing that tomatoes are fruits, wisdom is remembering to not put one in a fruit salad Yesterday is history, tomorrow is a mystery, but today is a gift. That is why it they call it the present Better to stand up and be wrong than sit down and be right. |

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