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Originally Posted by Double A You're right. Those locations were interesting (though I won't use comparatives yet). But I feel like I've already pointed out that you're choosing specific locations rather than the world as a whole. You're telling me that WW's universe was more interesting than TP's because of those locations. Whether or not I agree is beside the point. I could agree that WW's individual locations were more interesting than TP's (for the record I disagree, but not strongly), but I can't agree that WW's world was a better world than TP's. |
How or why would you segregate the world as a whole from the locations within it? As I've mentioned a couple of times, this distinction is frivolous in Wind Waker because there are no boundaries between the islands and the ocean. The islands are as much the over-world as the ocean. In Twilight Princess, on the other hand, there is a clear boundary between the "overworld" and the "locations". The funny thing is if you just consider the "locations" from Twilight Princess, they're not all that different from Skyward Sword (they're just less fleshed out, intricate, puzzle-based, large etc.) The over-world itself contains a few puzzles but mostly just functions as corridor to the various locations (which are almost always positioned around the perimeter rather than actually integrated into the over-world, which would be better). The fields serve the purpose of creating a more believable world, but they doesn't offer much exploration within themselves, which is completely different from the old Zelda games or Wind Waker.
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The Great Sea and most of the islands lacked character. If you want to point to between-overworld areas, then WW has a slight edge in towns whereas TP has a slight edge in terms of dungeons. But TP's locations were linked by a world that actually felt worldish, at least more so than WW's Great Sea.
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I completely disagree with that. I see no reason why Wind Waker is not a feasible, believable world. It can be a snore to navigate because of the its size and the time it takes to travel, but I remain unconvinced that it is less of a world than the Twilight Princess Hyrule.
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WW literally felt like "a couple of really interesting locations with some puzzles and a bunch of blue between them". That is not how you create a "world".
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But that's pretty much what our actual Earth is like! It's mostly water after all. I suppose the one thing Wind Waker could have done is have couple of larger "continents" and a less neatly arranged layout.
It's not necessarily. I like how they have expanded the lore of the Temple of Time across
OoT,
TP and
SS. Metroid (well, the old ones) were excellent at developing a subtle but consistent lore across games. The best example is how Zero Mission showed the origins of the Wrecked Ship in Super Metroid. Also, because the the original/MZM and Super all take place on Zebes, there is some overlap in the geography and this makes for some terrific lore (ex: there is an inconspicuous block that hides an energy tank in the same spot in both games, the morph ball is found in the same spot in both games, and we observe where Mother Brain was defeated in the original early on Super--it's very artfully designed)
However, the manner in which
TP handles this is often with little tact, and instead the result is cheap rehashes. An example of this is searching for the Poes in Arbiter's Grounds. It's a not too subtle reference to Ocarina of Time's Forest Temple that is poorly conceived since it's unclear how or why it relates. They just put it in thinking that it players would appreciate it based on nostalgia alone.
The races are another example. The Gorons and Zoras were brought back, but I found them much less interesting than an Ocarina of Time or Majora's Mask (or even Wind Waker for that matter).
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If anything, expanding on established lore is a good thing for an adventure game to do in terms of creating a sense of discovery. Visiting the Temple of Time in TP gave me a whole new insight into the Temple of Time in OoT |
This was a case of lore done right. And they did it across three games which is even cooler.
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, the Goron Mines and the Lakebed Temple were more than dungeons, they were a direct insight into the architecture and technology of an ancient race.
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I didn't see them that way. Was it ever made clear what the Gorons were mining and why? I don't recall too much lore or back-story behind the Lakebed Temple . . .
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The Arbiter's Grounds hold additional meaning for someone who's played OoT and is aware of the Gerudo race that once lived there. Actual discovery. |
I'd be interested in what that significance is, because there was not a single tangible reference to the Gerudo aside from the name of the desert and one of the bugs.
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to constantly make discoveries about the land itself as they traverse through it (something I've touched upon in the other thread). It's about being able to constantly make discoveries even if there's nothing special to do gameplay-wise. It's about making a world.
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But I think an effective "real world" (in a video game) would have landmarks and things to explore within the world itself and not just around the perimeter. Yes, the geometry is literally less linear than, say, Skyward Sword, as I showed pictorially. But that doesn't mean that those fields are anything more than glorified corridors. Here is a representation of how I think a more effective world would look:
Those red dots could represent towns, landmarks, or interesting exploration points within the over-world itself.
This is more like what the 2D games were like (and Wind Waker as well). With this kind of layout, the over-world is not just a corridor like it is in
OoT/
TP/
MM (what made
OoT a little better was that at least you could choose which points of interest around the perimeter you wanted to go to, hence an inkling of freedom)
---------- Post added at 07:49 PM ---------- Previous post was at 07:38 PM ----------
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Originally Posted by Advance123 Alright, this is pissing me off. All I'm seeing on these types of threads are people stating over and over what they think and how they think it's right, not accepting and not understanding anyone else's point of view. That's going to both sides of the argument. |
First, you don't have to read or involve yourself in the discussion. Second, there is a difference between not understanding someone's point of view and not agreeing with it. I think our debate has been carried out fairly respectfully, maybe with the occasional cheap shot thrown in for style.
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Remember, nobody can say what most gamers want. Nobody has any concise, concrete proof or any statistics that show what most gamers want, if you do then bloody well link it. Games shouldn't feel like games from the same series either. If you want the same feeling you got before, play the damn game again. People complain about remakes, and the same complain about games feeling different. Logic pl0x.
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I think we're both aware that we're not going to be able to make an objective, irrefutable argument that proves our opinion. Such debates are usually confined to mathematics and science. Most discussions take place in the realm of subjectivity, where there is no definitive right or wrong. That said, even in this realm, there are well reasoned, evidence based, and
interesting arguments as opposed to baseless, banal or poorly reasoned arguments. Just because it is not an absolutely objective issue doesn't mean we just have to throw our hands up and drop the debate.