Another 2.0 paper that’s just like the sequel, only better. It makes more sense this time, as I have some suggestions the general fan base would actually go for. Also, this proposal is for the game after the one that’s going to be show cased at E3 2010. Now without further ado…
The first thing I want to talk about is story in general. In the past games, we’ve had our typical tale: Gannondorf attacks, Link gets pulled into conflict, Link gets Master Sword, Link kills Gannondorf, lather, rinse, repeat.
Now despite previous gripes that I have, this isn’t a bad thing unless Gannondorf is helplessly tacked onto the end while we groan in annoyance. I say that we need to…reconstruct the premise a little bit. In Wind Waker, he started out as a kid and remained a kid. In Twilight Princess he was in his late teens and remained there. In Ocarina of Time, he started out as a kid and became an adult through time-travel.
Now, I like the transition from kid to adult, but it’s pulled off all wrong in
OoT. We immediately go from kid to adult after three dungeons and the change is very abrupt. I think that maybe we could have him get gradually older by completing dungeons. Like when we beat the boss fight and warp out, Link’s model is slightly older, taller, Ect. Ect. After a certain amount of dungeons, Link is a guy in his late teens! The story could focus on that a couple of times that Link is growing up. He’s becoming an adult…which is a part of what Zelda is about.
Now let’s think about what Gannondorf’s role in this is. In the past, he was indirectly involved in some horrid tragedy that affects Link in a way that makes him set out. But I think…what if Gannondorf was directly involved? Yeah, like if he was present while a large group of Bokogoblins raided Link’s village or something. Link sees him, ties him to the attack and he runs off after him, the fate of Link’s loved ones unknown. The reason I say this is because WW Link is the most emotionally vested in defeating Gannondorf. I want to duplicate that, make Link a more real person.
Another thing I want the plot to do is to focus on the role of the Triforce. I mean, it’s clear what it gives Gannondorf and Zelda, but what about Link? Every time he gets it, he stops being a scared little boy…and becomes quite awesome. But what else does it give him? I don’t think it gives him incredible sword experience (sans the secret moves in
TP), but I do believe that it gives him incredible balance and agility (sans the flips). I would like to know, really, if bearing the Triforce makes him a Demigod. That’s my pet theory, and I think it’s kind of plausible, really.
Building up on the Gannondorf roles section above, I would like to get a bit more into what Link’s relationship with the people of his village (city block?) is. I liked Orca a lot. I mean…I
really liked Orca. I liked all of Outset because I felt a little bit of Link’s connection to them. So, again, I want to see more of that in the next game.
The next thing I want to discuss/talk about is the gaming environment. Now I have…hinted (with the subtlety of a falling city) that I want a futuristic Zelda. I don’t think that could work for the next Zelda game. Maybe for the one after that, but not the next one. Let’s keep the Medieval theme for just a few more games.
But I do, however, want a bigger sense of Hyrule as a nation. Remember in Link’s Adventure (I like that game) when there was lots and lots of towns? I kinda want that. I wanna big Hyrulian continent, and I wanna see where Gannondorf has his massive empire established. I want to see towns that have suffered from Gerudo bandit raids. I wanna see ship ports with ships that really go out into the ocean!
Also, in environment, I have to include a short section on dungeons. Now, the traditional dungeon, go here, beat boss, get item, repeat. Now, I don’t think we should throw that formula away, I just think we should make it harder to see. Like say we head off into the forest, looking for the ‘stock McGuffin item number 2’ we come to a cliff. After circumventing that, we come to another road block, then another, until we finally realize that we’ve been in a dungeon the whole time we’ve been in the forest! The forest is the dungeon! The boss would be in a small pond or something. That’s what I want. I want the dungeon to feel like I’m not in a dungeon (save for a few temples; Those are necessary to maintain the feel of Zelda, I think). That way it feels a whole breath of fresh-air, and a little non-linear. Yeah.
The next thing I want to talk about is graphics. Now don’t get me wrong, I think the graphics in Twilight Princess looked fine. They conveyed all the emotion the creators wanted to convey, but there are a couple things I thought were lacking, and these might just be (they are) nitpicks.
You know the fancy sword moves that Link pulls off? You know that really cool sword twirly-thing that Link does when you press the put-away button at the exact right time after killing a monster? Okay, now how many times did you do it before you got ridiculously tired of it? About six times, huh? Now let’s say…suddenly, when you press the button out of boredom, he did a different twirly thing? Not better, just different? What if the next time he did a different one than the previous one? I’m saying there should be multiple sword twirly animations for Link putting away his sword. Like maybe three or four different ones. Yeah.
Hey, do you remember back in
OoT (or maybe just Majora’s Mask) where, if you stood still long enough, Link would kinda practice with his sword? Now flash to WW and
TP. He doesn’t do that anymore! He just kicks dirt off of his boots! I want the cooler idle animations back (I know that’s a dumb complaint, but I thought it was pretty cool). I want more of them too…like say Link would sit down and whistle a song or play one on the instrument he has. I think more idle animations would give Link a bit more personality as far as that goes.
Also, I’d like to see where Link keeps all of his items. Like give him a back-pack or something that he takes items out. Get rid of the sword-sheath, that thing doesn’t really make sense. Give Link a buckle on his back instead, thus helping us make sense of how Link puts his sword away. You could also put a quiver on his back, visually showing us where Link keeps his arrows and how many he has left.
Also, have you ever seen an item float above your hand when you 'pick it up'? No. I wanna see Link actually holding the items he takes out of chests for once. But that's just me.
Last thing that I want to see is the actual effects of being wounded. I want to see Link panting after taking a few hits, and gashes and tears in Links armor and tunic when he’s close to death. Might show a bit more when Link is close to death, and it’d be better than that irritating beeping sound that resounds when you’re down to three hearts or lower. And I think it should have a definite effect on how Link behaves as far as animations go. He running could be labored, he could be panting excessively, you know. It’d help me get into the game.
Now for the most important part: The game-play.
Now, I want the games to be much harder. I mean, I want to be dying about 10% more than I normally do in Zelda. The first thing I want to see gone in Zelda is the hearts. No not the twenty hearts that define how much health you have left, I mean the hearts that appear after you cut grass that restore a heart. I want them gone (or turned into a cookie you can get at the village bakery). Because that is factor number one in what makes the games easier: the fact that we can get our health back after a battle by seeking the nearest clump of cut-able grass. Usually, we get three or four of them when we cut grass, which makes it worse. Getting rid of the hearts for good would heighten the priority of health potions and having fairies. I also think fairies should be a lot rarer.
Another thing I want is for the enemies to do a little bit more damage. Without hearts, we shouldn’t make it too much more damage, but enough to make it a priority to not get hit. I also want AI’s to be better so they actually stand a chance, so they know when to flee. And so they know how to fight in close quarters so we’re not utterly wailing upon them…they know how to fight (at least in the later stages in the game, when we know how to fight as well).
Don’t forget that placement has a big effect on how hard individual encounters are! A single well placed enemy could make all the difference of changing a fairly easy encounter to a near impossible one.
But there is something new I want to add. Let’s call it the Armor Mechanic, I think. When you start the game, you have three hearts as per normal. But over the course of the game (before the first boss), you get a piece of armor, like say the chain shirt. That adds a ‘shield’ (working title) underneath the heart meter, which also has four ‘quarters’. Now, this chain shirt stops a quarter of ‘heart damage’ and replaces it with a quarter of ‘shield damage’, dropping a quarter of the shield instead. And throughout Link’s adventure, he’ll find more pieces of armor to go with it (boots, shoulders, gauntlets, a breast plate…) thus adding more shields until we have five.
You may think this is just adding another heart bar. That’s not true. The armor that Link has can only block one shield worth of heart damage before Link actually takes heart damage (or maybe we can make the damage localized depending on area). Maybe the armor can be upgraded to block more heart damage. Maybe. Like all of Link’s armor gets upgraded to a higher quality of steel (or gets made magic by a fairy).
Anyway, another thing I want to talk about is sword fighting. Yeah, the secret moves were cool, but I think Nintendo should emphasize another mechanic. The one that allows Link to change the direction of which way he’s swinging while L targeting (or whatever it is on the Wii). I think Nintendo could use that to let us get around enemies who can block Links attacks, thus adding another dimension to sword combat. I honestly think it can work.
Here’s a quote from a previous paper on the usage of stealth mechanics.
Quote:
Link is going through a dungeon when he walks into a room. On the floor are two moblins, and above is a door and an archer bokogoblin. After quickly dispatching of the two moblins, Link is faced with a problem. He can’t kill the bokogoblin because he doesn’t have the bow and there’s no ladder up.
Quickly circling around the room as he dodges fire arrows, he finds no way up. Frustrated, he exits the room. He starts to look around when beside the room entrance; he sees a series of ledges.
Curious, he climbs the ledges and comes to a hole in the wall just large enough to crawl through. He climbs in and crawls through it to see where it leads. What he finds is…the ledge he couldn’t get up to earlier due to the lack of a ladder. Link quickly disposes of the bokogoblin and heads through the door.
There, does that help? The only reason I wanted the stealth mechanics back (besides the obvious) was so the designers could really revolutionize dungeon design and layout. They could make a serious death labyrinth with mechanics like these but they chose to ignore them and their dungeons suffered for it. (Snow Peak was still cool though).
You wouldn’t have to have stuck to the shadows, really, because Link is a warrior. He ain’t no pansy, friend. And if you think this would get rid of the purpose of locked doors, they could just switch between the two. Oh, and if you’re still not convinced, I have two words for you: Locked. Chest.
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I stand by this suggestion, and with open-ended dungeons, it would be even better than ever!
Something I suggested above in the graphics section is having Link be shown cut, gashed and bleeding. That would also put an emphasis on how necessary health potions are, as opposed to previous games, where I never used them. I instead would be packing dozens of them. Also, I think you should have to pay money to get your armor repaired. That way it’s sparkling new, and we’re better protected for our adventures!
Now for items. I’ve gone through this extensively in previous papers, and you can find my ideas for items here (don’t forget to put a link here), but I’ll rehash them for you, partially because I’ve edited them somewhat.
The first item is the ‘GaleWings’ or something (trying to come up with a better title). This is an actual equipable item, as opposed to the Ooccoo armor that I proposed last time, which had to be equipped like an armor set.
When Link equips the armor, he has a pair of white and gold wings strapped to his arms, and a pair of tail-like things on his boots, as well as an eagle-like metal helmet on his head.
When he jumps off of a ledge and press’s the action button (which I think is universally ‘A’), he starts gliding. When he tips downward, he gains speed, but goes down. When he tips up, he goes up but he loses speed. There’s a bar near the bottom of the screen. When that empties (after about, say, three minutes) the magic making the wings glide runs out of power and he starts dropping. He can still glide, just at a severely changed speed/fall rate ratio (that’s in favor of falling rather than speed) until he sinks to the ground completely.
The next item is, again, a compromise between me and the devoted (crazed) fanbase: The Crossbow. It’s an upgraded version of the bow, one with bolts that travel faster and hit harder, but when you need to reload, you have to press the action key to place a bolt in the chamber, then again to fire (We could have this just be on Link’s back over his back-pack). Can anyone say bomb-bolts?
Quote:
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The second item I want is the…well, no, I just want an additional feature to the Hookshot. Do you recall the grappling hook from WW? I kinda want a function like that. Like you’d be hanging off the ceiling, and then you can start swinging like your on a rope. Chain, rope…not that much different. Oh, and give us the ability to repel off the wall with our Hookshot, like you can with modern mountaineering equipment. Repelling is fun.
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Quote edited for the sake of honesty.
Now for the next item that I could think of is the…well, actually, let’s go with the Short Sword, or some-such. He starts out with it at the beginning of his adventure. Since over the course of the story, eventually, Link would get big enough for a bigger sword (like the Master Sword). He’d still be able to use this, but it’d be a faster, alternate weapon. When he gets the Master Sword, this one would be worn on the hip, and the MS on the back.
The last item I could think of is the Fist. I say we toss out the concept that Link can’t attack without a sword and give him fisticuffs. But it’s like really weak, only a three hit combo and little damage. But you can de-equip your sword to use it, so that’s something!
Now, I’m debating with the concept of magic, like say Farore’s Wind. On one hand, it makes sense that Link would have it, as he’s Farore’s chosen Hero and would probably be able to manipulate Farore’s chosen element (wind). On the other hand, I want FW to be completely retooled, and not just something to let us warp in and out and in between dungeons. I suggest upping it’s power and give it more things for us to do, but if it does what I want it to do, than it’ll make the ‘Gale Wings’ (or whatever their called) obsolete because I think we should give that function to FW.
The first capability of FW is, of course, warping. To do this, you simply go to the map screen and select the area you want to warp too. Then you warp to there. Incidentally, you can warp between rooms, but you have to have been to the room first, and you have to have been on the relevant floor (because some rooms transcend floors).
The second capability of FW would be the ability to change the wind’s direction, like WW, but different. Different in the respect that you go to the map screen and select the compass in the bottom left corner of the screen to change the direction of the wind.
The third capability of FW would be the hurricane. When you’re standing around, not ‘L-targeting’ and you activate FW, Link thrusts his fist into the air with his Tri-Force glowing, and a powerful tornado envelops Link, sending everything within Sword distance flying. It will literally pick up enemies and throw them (Iron Knuckles are immune due to their heavy armor, but if you could take that off…) There’s a bar near the bottom of the screen, when that runs out, you can’t Hurricane until it’s full.
The fourth capability is the Gale. While L-targeting, you activate FW. You put your hands forward and with your Tri-force glowing, a surge of wind blows forward, picking the enemy up and thrusting him away from you. Again, there’s a bar down near the center of the screen and when that runs out, you can’t Gale or Hurricane until it’s full (and again, Iron Knuckles are immune due to their heavy armor).
The fifth capability is the exact same thing as the ‘Gale Wings’, you activate it when you jump off a ledge and your gliding in wings made up of green and gold energy. You can hold the button for FW down for a turbo, but that makes the bar at the bottom go away much faster. If it runs out, you drop from the sky, but you can re-activate it to help soften your fall. After using this, the bar comes back slower than if you used Hurricane or Gale.
Those are just ideas, and I’m debating weather or not we want to get rid of the ‘Gale Wings’. I think you should get this as a ‘blessing’ from Farore, instead of when you get the Triforce of Courage. Like say you get the various capabilities by completing something like the Cave of Ordeals and it’s revealed that fairies are disciples of Farore (aka why they help you) and as you complete sections (complete with the most intense mini-bosses you have ever seen) you get capabilities.
But here’s a treat I think would not go awry. Say you’ve beaten Gannondorf in the game, and it gives you the opportunity to start over again, ala Wind Waker. You go “aw what the heck” and go for it. When you start the game…you check your inventory and it turns out that you’ve started with the Triforce of Power. Yes, by beating Gannondorf, you have obtained his most treasured possession.
First capability: When you activate the Triforce of Power without ‘L-targeting’, your weapon bursts into flames. It does more damage and might have increased range. I dunno.
Second capability: When you’re ‘L-targeting’, you can charge up a Fireball and launch it toward and enemy. When it hits, it detonates like a bomb and knocks the enemy back and does damage.
Third Capability: The Triforce can combine with your bombs to create a bomb-mask like effect, except with out the damage to yourself and an increased radius and damage to the enemy. It still takes up a bomb, though.
And say when you’ve done this, Gannondorf has some different dialogue with you as he can sense his triangle and he can’t use magic this time through (he makes up for it with serious awesome sword moves).
And that is all I’ve got. Agree with me on anything? Got your own preferences as to how the next game should be? Post and comment!