After the quick sinking of my other thread, "Box Of Personalities", I've took some time to elaborate on a certain member's (Tally-Chan, cough cough) analysis of my idea. He said he wanted originality, gutsy ideas, and a rise in the standard of Future Zelda Game Idea threads like these. Always wanting to please, I took these ideas on board and crafted something entirely different. If you're not a fan of these kind of threads, feel free to go away before I get into things.
So I give to you my most recent Zelda-based brain burp, "The Echo Space". Okay, it's not going to win any awards for it's name, so deal with it.
The idea is for the DS, as many of my ideas are, however it is, through my eyes at least, the very opposite of Phantom Hourglass.
The game harks back to the likes of
LOZ, LA,
OOS and
OOA in the sense of having similar controls and the same screen-by-screen scrolling system. This game doesn't make use of the DS's touch screen or Mic gimmicks, but instead presents much more unorthodox innovation. The game makes use of a system that shows two different worlds, ala light and dark world, each on a screen. It's a confusing idea to grasp, so here's some illustrations of the idea.
The basic idea here is that Link is on the bottom screen. Let's say Link is currently standing on screen F5 in the regular game world, then the top screen will show screen F4 (the screen above F5), but from the Echo Space (you know, cliched parallel realm and all that). However if you press a designated button (X? Y?) then the screen Link is standing on is shifted up to the top screen, instead showing the Echo Space on the bottom screen (and if Link was standing in screen F5, it would show screen F6 of Echo Space).
The Echo Space isn't just there for show, however, it can be interacted with, from one screen to another:

(No, it wouldn't really be black and white, that was just to quickly illustrate the difference between Regular Space and Echo Space)
The idea here is that things can cross between the gap between the two screens so as to materialise in the realm opposite to the one Link is currently inhabiting. Things can cross between the realms without consequence, but Link can only move through in special cases (e.g. hookshot, minecart, teleporter). The ability to have things transfer through the realms with ease despite Link having more difficulty doing so opens up room for ingenius puzzles. You can also "turn off" the other realm so that both screens show Regular Space (or Echo Space if you are currently there) so you can interact between two screens in the same space. There is also the ability to close the DS's clamshell and re-open it, sending any glowing red game objects from the top screen to the bottom screen (but not vice-versa). This adds s further element of possible puzzle gameplay to the swapping of screens, interaction between screens and hopping of realms. And don't go thinking it's limited to the overworld; dungeons and houses and everything else have an opposing space to call their own (I say opposing space because both spaces are laid out entirely differently). Is this starting to make more sense yet?
Exploration would be brought back to the norm ala
LOZ for the NES. Although the game would be slightly more linear, and less... uninhabited, it would be all about exploring, socialising with locals, finding dungeons and completing them. In fact, here's a diagram for Game Progression -
As you can see, it would start linearly, and branch out as the game progresses. For each segment of the quest, you must solve some sort of social quest, involving talking to people, exploring towns, helping villagers, etc. to get some sort of key, or item, to gain access to a dungeon. You then have to scour the world for said dungeon, hid like they are in
LOZ, and complete it. You must start with a particular dungeon, but then it gets somewhat more non-linear, letting you slightly change the order of the middle dungeins, before at the end branching to two dungeons, which each branch to two more dungeons, which all lead back to one final dungeon.
And although the focus here is to go back to the semi-linear exploration/progression that made older titles like LA so great, that doesn't mean the thrill of getting to know the inhabitants of the world is lost. In fact, expanding on an idea from an earlier thread I made, Echo Space would have a new "Wordbank" system that would allow interaction with NPCs on many different topics:
Basically, you can pick up information from characters (in the form of bolded, important words) and feed it back to other NPCs to get more information about things. This is necessary for many of the dozens of sidequests in the game, as well as being mandatory for some of the "social quests".
And that is all I have as far as Gameplay is concerned. I've got an idea for a story too, so look away if that's not your kind of thing.
I was thinking that the game would start out in an un-named land, although many refer to it as "New Hyrule". Legends are passed down about "Old Hyrule" but no-one has seen it in centuries. Although the residents of "New Hyrule" remain upbeat, the world is in decay. Trees and crops are becoming scarcer, water is ripe with monsters, grass is dull and pale, and many residents are worshipping false idols (most of which being Moai's, or "Easter Island Heads"). On the brink of dystopian breakdown, a group of marauders, the Cult Of Ganon (like in AOL, but without Dark Link), kidnap the princess, and try to escape. Link, a young crop grower and best friend of Princess Zelda, attempts to save Zelda by jumping onto the back of the Cult's chariot, and ends up getting dragged through a rift in space.
Now in the Echo Space, a talking moai embues him with knowledge of how the Echo Space works, the reason for the COG kidnapping Zelda and Link's role in all of this. It turns out that the Cult need the soul of a decendant of a Triforce bearer to return their leader and God, Ganon, back into his restrained, intelligent form. They also need to break down the barrier between the Echo Space and the normal world once and for all, because Ganon is permanently sealed in Echo Space, unable to leave whilst it exists independently of New Hyrule, and the Soul Sacrafice is only a valid ritual in Regular Space. The only way to break down the barrier is with Nine of the Shards Of Duality, rare stone shards that are filled with the energy of the two realms. Since the only way to find the expertly-stealthy COG is to get to their next destination before they do, Link decides to track down the Shards Of Duality to not only stop them from releasing Ganon, but also to save Zelda. Echo Space is a dark looking world, but with more foliage, water and natural resources than New Hyrule. At the end of each dungeon you do, you reach a Shard, buy the COG shows up, and releases a giant monster (boss of the dungeon) to dispose of you. When you beat their monster, they retreat in fear, heading for the next Shard. Sometimes you randomly find a lone member of the Cult in New Hyrule, who will chase you and attack you unless you retreat quickly. The same also happens in the Echo Space, only with a beastly, inhuman, unintelligent Ganon instead of a Cult member.
Nine dungeons later and you have nine of the Shards Of Duality, and are ready to take on the Cult Of Ganon. You arrive at their hangout, a sealed-off cave, which opens due to you having Nine Shards Of Duality, and you enter to retrieve Zelda. You fight the eight members of the Cult at different points in the dungeon, coming to the final one, Horsehead. After defeating him, he feigns a surrender, before striking back at Link and stealing the shards. The Cult escape, and destroy the barrier between the two realms, essentially creating an overlapping mix of the two worlds, and the one new world exists on both screens. Just before they sacrafice Zelda, the unintelligent, extremely large pig Ganon swipes with his fist, destroying the entire cult in one go. Link, having acquired Silver Arrows from the COGs dungeon, and the Triforce (supposedly) from his decendants, must take on the beast Ganon IN New Hyrule Town. You beat him once and for all, slice him in half, and watch both halves disintergrate into white glowing light that fizzles away.
It turns out that each Space was a seperate "half" of old Hyrule, seperated into two realms, with one containing Ganon to prevent him from attacking, and the other containing Hyrule's inhabitants. With all of the trees, water, grass and resources from one "side" of Hyrule reconnected with New Hyrule's inhabitants, Hyrule is back to normal and the resource crisis seen throughout the game is resolved. You now have a second quest option, with flipped overworld maps and new caves/dungeons.
Okay, the story is a little stale and predictable, but it gives the gameplay style context, at least.
So what do you think? Is it "gutsy" enough for you? Or is it perhaps a little TOO far out of the box? Would you buy this game?