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Originally Posted by Kee Something This isn't real life; this is a plot-driven video game. |
You asked why the Bulbins were there, that is the answer. The game pretty much implys that the Bulbins are nothing but a bunch of marauders working for their own good. Me saying that the bulbins are inspired by vikings and marauders and being told that "it isn't real life" is like me saying that Malo must be a marketing genius and being told that "it isn't real life," or me saying that
TP's Kakariko residents have some Native American inspiration and me being told that it "it isn't real life." I know that it isn't real life, but no matter how fantasy-ish it gets, there are things that are going to be inspired by real life.
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So, you are asking me what is wrong with limiting the gamers exploration in a Zelda game-- a series based on exploration? I don't even know if this is worth responding too. Yes, let's make towns crap because gamers may not even spend time in there anyways. . .
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Maybe it's better to limit towns, and give alot more of the wild and the unique. I would like that better.
Yes, it is a series based on exploration. However, the goal of
LoZ's exploration
isn't to explore the familiar (Populated towns, houses.) It's to explore the
unusual, the unique, and the wild. Whenever Miyamoto tells his story about his inspiration for Zelda, he speaks of the caves he would always explore when he was a kid. I don't think he spoke much of houses or cities...
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What game are you talking about? I hope you aren't talking about Twilight Princess because it doesn't have a single mini-dungeon. Well, I guess you could consider the Palace of Twilight and Hyrule Castle mini-dungeons, but I consider those garbage.
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Go out and bomb a few rocks. A couple of the largest optional mini-dungeons in the whole series can be found in the southern portion of the desert, in Lake Hylia, and right outside of Kakariko.
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I'm not going to defend Wind Waker because I honestly don't like it very much, but you cannot say that about Majora's Mask or Ocarina of Time.
In Ocarina of Time, you are not only rewarded with a horse, the Biggoron Sword, and access to Gossip Stones through side-quests, you also get to learn more about the NPC's backstories (and how they are all connected in some way or another) and you have the power to change certain things in the world. The best reward, in my opinion, is seeing how you change the world around you. For example: when Lon Lon Ranch is taken over by Ingo, you can save the ranch and bring everything back to normal and Talon vows to no longer be lazy on the job.
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Twilight Princess has their equivalent of the gossip stones, only they are much more rewarding, because they teach you new moves. Also, you might not be able to obtain an "ultimate sword", but you can obtain a very special piece of armor. Also, here's a question: Let's say Ocarina of Time gave you some NPC backstory in some of the sidequests. If
TP offers you a deeper
main plot, doesn't it even out?
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Do I even have to bring up Majora's Mask's rewards?
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Meh, I admit, you do have a point about Majora's Mask.
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In Ocarina of Time, I've completed dungeons out of order, and it made sense. Say you make it half way through the Water Temple, get the Longshot, but you are stuck ad you want to take a break from it. You can leave the Water Temple and go through the Spirit Temple in the mean time until you feel ready to go back to the Water Temple. You may not do it, but that doesn't mean it is pointless to give the player more freedom.
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Like I said, it isn't
true freedom. The game
still makes you do the dungeons in order, at least to about 1/3 or 1/2 of the way through.
Whenever I do the temples out of order, it always seems like much more of an effort and a hassle. It isn't much more of a challenge; it just makes the game more tedious.
Also, whenever I get stuck, I don't give up, and go on to another dungeon. Whenever I get stuck, I turn the game off, and relax. I come back later, with a clear mind, and the answer always comes.
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Well, in my opinion, Twilight Princess is the worst Zelda game for its time. |
Agree to disagree, I guess.