- Pronouns
- She/Her
I've been giving this some thought lately, and several points come to mind.
1. Immersion
2. Self-insertion
3. Breaking conventions
4. Remember when it was on the table?
5. If it worked for...
1. Immersion
Zelda has always been about worlds. When Miyamoto and co. made the first Zelda, one of the first steps was to draw the map, as opposed to the character art. When Mario's and Link's 3D debuts were being developed, the former started everything by having programmers work on his movement abilities, while the latter had everyone focus on the environments and their atmosphere. This focus on worlds has been persistent during the entire history of the series, as Hyrule has seen constant enrichment in terms of functionality, area design and lore over the years. A first-person perspective as a function in a game is not only for convienient use of FPS controls: It's also an incredibly effective way for the player to feel more immersed and connected to the game world than a third-person perspective often does.
2. Self-insertion
Link may have a fixed name nowadays, but he's always been a self-insert. This is your adventure, and especially in previous entries, Link was nothing more than your typical avatar to project yourself onto. A first-person perspective could work wonders for a Zelda game to enhance that feeling of this being your adventure, where there's no spunky guy to distract you from being involved in the feeling of embarking on an adventure that is truly your own.
3. Breaking conventions
Lately, breaking conventions has been on Aonuma's lips. It's what they did in preparation for BotW, to ravenous success. He even used the words when describing the idea to let Zelda have a magic-based gameplay style. While there's a fear that Aonuma saying that open-air is the future might result in a new formula that will just also grow rigid, they might still be hard at work in favour of just coming up with cool new ideas and innovations to make the series remain fresh.
4. Remember when it was on the table?
During the development of Ocarina of Time, Miyamoto actually did experiment with the idea of making the game first-person to, as mentioned, give the main stage to the true star of the game -the world of Hyrule.
5. If it worked for...
Prior to releasing Breath of the Wild, Fujibayashi and Aonuma said that they had played a lot of Skyrim, a a game that seemingly inspired BotW. Skyrim is an open-world game in first-person. One can have a strong opinion on Skyrim's combat, but if there's one company that can ensure engaging gameplay in every possible scenario, it's Nintendo.
Thoughts?
1. Immersion
2. Self-insertion
3. Breaking conventions
4. Remember when it was on the table?
5. If it worked for...
1. Immersion
Zelda has always been about worlds. When Miyamoto and co. made the first Zelda, one of the first steps was to draw the map, as opposed to the character art. When Mario's and Link's 3D debuts were being developed, the former started everything by having programmers work on his movement abilities, while the latter had everyone focus on the environments and their atmosphere. This focus on worlds has been persistent during the entire history of the series, as Hyrule has seen constant enrichment in terms of functionality, area design and lore over the years. A first-person perspective as a function in a game is not only for convienient use of FPS controls: It's also an incredibly effective way for the player to feel more immersed and connected to the game world than a third-person perspective often does.
2. Self-insertion
Link may have a fixed name nowadays, but he's always been a self-insert. This is your adventure, and especially in previous entries, Link was nothing more than your typical avatar to project yourself onto. A first-person perspective could work wonders for a Zelda game to enhance that feeling of this being your adventure, where there's no spunky guy to distract you from being involved in the feeling of embarking on an adventure that is truly your own.
3. Breaking conventions
Lately, breaking conventions has been on Aonuma's lips. It's what they did in preparation for BotW, to ravenous success. He even used the words when describing the idea to let Zelda have a magic-based gameplay style. While there's a fear that Aonuma saying that open-air is the future might result in a new formula that will just also grow rigid, they might still be hard at work in favour of just coming up with cool new ideas and innovations to make the series remain fresh.
4. Remember when it was on the table?
During the development of Ocarina of Time, Miyamoto actually did experiment with the idea of making the game first-person to, as mentioned, give the main stage to the true star of the game -the world of Hyrule.
5. If it worked for...
Prior to releasing Breath of the Wild, Fujibayashi and Aonuma said that they had played a lot of Skyrim, a a game that seemingly inspired BotW. Skyrim is an open-world game in first-person. One can have a strong opinion on Skyrim's combat, but if there's one company that can ensure engaging gameplay in every possible scenario, it's Nintendo.
Thoughts?