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Originally Posted by Great White North No. Romance is a minor, very minor, element in the Zelda series. |
In
SS, this implied "romance" was granted its own cutscenes. While I agree that romance doesn't come close to, say, the swordplay in how "major" it is, having more than a couple of minutes of screen time (or, heck, simply
being one of the more major things emphasized in cutscenes) brings it out of the realm of "very minor".
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Further, the Zelda games themselves aren't lent to making the gamer feel like it's open ended and such. Zelda is presented as a story in which the player gets to immerse themselves in being Link, not in making Link do the things they would have done.
That's not anti-gamer, that's simply what is. No different than every book not being one of those book adventures where the reader picks an option and turns to X page.
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The Zelda series still markets itself as an adventure. The fact that modern Zelda games "aren't lent to making the gamer feel like it's open-ended" is an issue I'm quick to highlight when I talk about certain games. Regardless, this particular discussion isn't about open-endedness in general, but simply providing the ability to make a
particular set of choices.
What reason would a game designer have to not go the extra mile and provide a choice in this particular situation? Perhaps I
don't want to see the cheesy cutscenes associated with romance, but still want the plot to still feel consistent/unbroken (the result of skipping cutscenes). I suppose all it would take would be to make it so that talking to certain characters activates/unlocks certain cutscenes. Perhaps responding to characters in the right way could
intensify such a relationship between two characters. How could the existence of choice possibly have a negative impact on anyone who plays the game, least of all the players that actually
want to see a ZeLink romance (heck, having the ability to intensify the romance would arguably
benefit them)?
But why not anyway? The only reason I can think of is that the person who designs these cutscenes/blocks of dialogue wants to
force everyone who plays the game to experience these particular things. Being restrained in some ways (mainly gameplay-wise) isn't inherently bad, since some limits need to be placed on the player in order to make the choices they DO make more interesting. But in this particular case, the lack of such a simple set of choices is inherently anti-gamer, as it prioritizes the developer's vision over the gamer's experience.