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  #1   [ ]
Old 05-11-2007, 12:03 PM
Goron
Join Date: Mar 2007
View Posts: 133
A new sense of freedom.

Hello. I just wanted to share my opinion about a thing that would make my Zelda experience complete to the max. (Except a little better storyline in the future, not so predictable)

It would be to take the freedom of Zelda to the next step. Zelda is known for it's freedom, it was one of the first games (if not THE first) to have a whole world without levels, but you can instead choose which level you want to enter or exit. That is great and all, but in the future, I bet places such as towns and mountains are gonna be 20x the size they are now, so this is what I'd think would be the ultimate thing...

Have anyone watched Assassins Creed? There they present the ability to be able to climb on ANYTHING that sticks out more than two inches. ANYTHING. No matter if it is a smal window edge, or if it is a stick standing up on the ground, you can jump/climb on it, then continue from there. Wouldn't Zelda be perfect with such abilities? To be able to climb around in a town, see the world from the roof tops as well, not just walking and running around, wouldn't that be super? Well, it sure would be to me.
What do you think?
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Old 05-11-2007, 02:38 PM
There's No Words Here!
Join Date: Aug 2004
Location: Wisconsin
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Re: A new sense of freedom.

Yes, yes. That would be great. There must be parameters, of course, but designing the game to be nonlinear, not only in the sense of allowing players to explore, but allowing them to explore in the way they see fit would be an obvious improvement.

With most adventure games (Zelda included, mostly), there is a very specific way in which things must be done. Provided they're each accustomed to the controls, there is little room for one player to be "better" than another. Incorporating alternative methods to puzzle solving could allow skilled and creative players to reap rewards, save time, or simply experience the satisfaction of devising their own solution.

Essentially, the idea is, if something seemspossible, it probably should be.
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  #3   [ ]
Old 05-11-2007, 06:39 PM
Goron
Join Date: Mar 2007
View Posts: 133
Re: A new sense of freedom.

Exactly. Well said.
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Old 05-11-2007, 06:44 PM
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Re: A new sense of freedom.

That would be interesting to implement.

I'd also like to see things like 2 ways to get through a dungeon. So you can skip some puzzles, without affecting the end result. That's the kinda thing this could bring on. More freedom more versatility.
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  #5   [ ]
Old 05-11-2007, 06:50 PM
Lol, King of Darkness
Join Date: Jul 2006
Location: Where the Sun don't shine
View Posts: 3,361
Re: A new sense of freedom.

Hmm.. I'm going to be critical here. I think freedom can be confusing if there's too much of it. I appreciate freedom in a game, but also good direction. One response would be to make the direction less obvious? Instead of limiting which directions you can push the block, make the player work it out.
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Old 05-11-2007, 07:20 PM
Goron
Join Date: Mar 2007
View Posts: 133
Re: A new sense of freedom.

Well, they'll still be able to make levels hard enough to actually require a level design (like Prince of Persia), but to be able to do it in maybe different ways from other games, make Zelda more fast, fun, more free, on a bigger scale. Well, I'm not gonna argue that everyone will want it, cause everyone won't, but I don't think it'll be a problem at all. If anythin, it'll be an upgrade to the series.
I mean, how much more fun wouldn't it be if you could climb any tree in the Lost woods? Jump around in the tree tops.
Go to Kakariko or Hyrule castle (Or whatever kind of places there will be), and just climb up on a house, then follow the rooftops? It would make every single place loads of times more fun, and it would increase the replay value, creativity and the skill of every single player by tenfolds.
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Old 05-11-2007, 11:25 PM
Hylian Knight
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Join Date: Jul 2006
Location: Victoria
View Posts: 1,910
Re: A new sense of freedom.

Yes, that's exactly something Zelda needs.
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