Sometimes I’m just shocked by what hasn’t been spoiled for me.Definitely one of my favorite parts of the game!
Sometimes I’m just shocked by what hasn’t been spoiled for me.Definitely one of my favorite parts of the game!
I'm kind of having the feeling I might not entirely be playing the game as intented
For some context, while exploring Hyrule, I somehow managed to reach the Thunderhead Isles using some of those floaty rocks and rocket airplane creations, found my way across the various Isles to another Island (Dragonhead Island) and ran into a big door which required a pretty decent health bar. I have done absolutely nothing regarding the main quest yet and am just kind of meandering about the world aimlessly. So I'm having a potential gut feeling that maybe, just maybe, that I might need to actually start following some quests...
That's the beauty of it. Just follow your instincts as a free bird.I'm kind of having the feeling I might not entirely be playing the game as intented
In my opinion, they could do that a lot more often. No reason in an open world to not restrict access to a some dungeons/tombs/caves/areas until you have received a certain key or did something else important in that world.There are definitely a few quests that require you to complete things in a certain order (which is cool imo because it fulfills that “linear” Zelda itch within an open world context). This is one of those quests.
I'm kind of having the feeling I might not entirely be playing the game as intented
For some context, while exploring Hyrule, I somehow managed to reach the Thunderhead Isles using some of those floaty rocks and rocket airplane creations, found my way across the various Isles to another Island (Dragonhead Island) and ran into a big door which required a pretty decent health bar. I have done absolutely nothing regarding the main quest yet and am just kind of meandering about the world aimlessly. So I'm having a potential gut feeling that maybe, just maybe, that I might need to actually start following some quests...
I think it's the right behavior not to predict what exactly EPD3 is trying to do, and while it's safe to assume that their future direction is to go for open world and freedom as the absolute core of the gameplay, they're committed to bringing a completely different gameplay and experience with each installment, so I'm very much looking forward to the sequels that are made free from the BOTW framework
I don't think it makes sense to talk about "freedom" in general, the Legend of Zelda series has always been an action-adventure game, and the root of freedom is that EPD3 wants different players to be free to adventure in their own way, and pure openness and freedom is something only sandbox games do, so any discussion about how to expand the freedom of the future Legend of Zelda series can't ignore the essence of action-adventure, which is exploration, puzzle solving and collecting. For EPD3, the player's creativity itself must be utilized for level design and map exploration or puzzle solving in order for it to have any meaning.Moving the discussion here:
Judging by how TOTK evolved from BOTW, I’m thinking the team wants to develop even more tangible interactions with the world. It feels like Ultrahand and Ascension are steps into that direction. A direction where Link can literally roam wherever he wants to, having the series go from Open-Air to Open-Anything.
Of course, I agree with you that "multiplicative design" or "systematic design" will be one of the directions in which the Legend of Zelda will continue to expand in the future, but I just caution that we need to differentiate between the freedom of adventure and the freedom of a sandbox game!Moving the discussion here:
Judging by how TOTK evolved from BOTW, I’m thinking the team wants to develop even more tangible interactions with the world. It feels like Ultrahand and Ascension are steps into that direction. A direction where Link can literally roam wherever he wants to, having the series go from Open-Air to Open-Anything.
It’s gonna be hard to achieve when you take into consideration that, for the sake of narrative, the game should have some restrictions in place to dodge situations such as TOTK’s Sages having the same cutscenes and dialogue.Of course, I agree with you that "multiplicative design" or "systematic design" will be one of the directions in which the Legend of Zelda will continue to expand in the future, but I just caution that we need to differentiate between the freedom of adventure and the freedom of a sandbox game!
I’ve had this weirdly recurring thought on the next entry. I don’t know why it won’t leave my brain. It’s nothing but unwritten fanfic. But it’s just lodged in there.
The Legend of Zelda: The Lightning Knight. A new open world setting chiefly revised to include short-range aerial teleportation in which the player summons thunderstorms, taps into them through the power of… whatever, and “rides the lightning” to blink in and out of existence across the stormclouds. During the “blink,” you can use a key ability to warp into a separate realm that only lightning-riders can reach, a spin on the Sacred Realm.
The main overworld is a made-from-scratch concept, AKA not Hyrule, whilst the Sacred Realm stand-in is decidedly Hyrule-esque. And needless to say, Nintendo can market this mechanic as “truly the evolution of open-air.” Ha.
I guess the one thing I can take from my mental fixation with this is that I think there’s still plenty that can be done with the style introduced in Breath of the Wild, but it needs to be a paradigm shift on some level as well.
That would be veeery interestingI think Hidemaro Fujibayashi is a developer who is very passionate about the time theme, and if the time comes I think there's a good chance that he'll make a Legend of Zelda that focuses on time-based gameplay
Both BOTW and TOTK have time-based powers already with Stasis and Recall, so yeah, I could absolutely see him wanting to expand further on that for the next game.I think Hidemaro Fujibayashi is a developer who is very passionate about the time theme, and if the time comes I think there's a good chance that he'll make a Legend of Zelda that focuses on time-based gameplay
both of these abilities remain essentially a design based on the rules of physics rather than time itself, and the Legend of Zelda series has historically implemented time play into exploration and puzzle solving with Ocarina of Time and Oracle of ages and Skyward Sword, the latter two of which were designed by none other than Hidemaro FujibayashiBoth BOTW and TOTK have time-based powers already with Stasis and Recall, so yeah, I could absolutely see him wanting to expand further on that for the next game.
Out of the three that you mentioned, I've only played SS, but I can see what you mean.both of these abilities remain essentially a design based on the rules of physics rather than time itself, and the Legend of Zelda series has historically implemented time play into exploration and puzzle solving with Ocarina of Time and Oracle of ages and Skyward Sword, the latter two of which were designed by none other than Hidemaro Fujibayashi
Yes, just now another friend similarly suggested a kind of paradigm-shifting imagery for open air, and I think the time theme could work just as well, after all I believe that future Legend of Zelda gameplay about freedom will bring more paradigms to open worldsOut of the three that you mentioned, I've only played SS, but I can see what you mean.
I'm personally more interested in the physics gameplay, but it could certainly make for an interesting open world experience.
Hidemaro Fujibayashi is a brilliant or genius in his gameplay conception, as you can see from Oracle of Seasons and Oracle of Ages, where the change of seasons and time travel are products of his conception, and although time travel is already very much a part of Ocarina of Time, you can see that Hidemaro Fujibayashi is very enthusiastic about the theme of "flow of timeIf Hidemaro Fujibayashi was behind the Lanayru Province in Skyward Sword, then I can definitely see him trying to do something similar in the next Zelda game at some point.
Although OoT already has time manipulation in it, I feel that the delivery that could be done via modern Zelda would be a spectacle!Hidemaro Fujibayashi is a brilliant or genius in his gameplay conception, as you can see from Oracle of Seasons and Oracle of Ages, where the change of seasons and time travel are products of his conception, and although time travel is already very much a part of Ocarina of Time, you can see that Hidemaro Fujibayashi is very enthusiastic about the theme of "flow of time
I think if it just did that it would just be repeating what was done back in the OOT and SS days, I think it would likely take on a different look.Of course, it's possible that I can't predict what EPD3 will come up with because they really are a bunch of geniuses.Although OoT already has time manipulation in it, I feel that the delivery that could be done via modern Zelda would be a spectacle!
But I wonder what sort of setting we’ll get in a hypothetical time manipulation game? Another post apocalyptic scenario, where we manipulate time to interact with the past and save the world?
What different look were you thinking? I'm honestly curious what time manipulation mechanics they could pullI think if it just did that it would just be repeating what was done back in the OOT and SS days, I think it would likely take on a different look.Of course, it's possible that I can't predict what EPD3 will come up with because they really are a bunch of geniuses.
Any discussion of future Legend of Zelda gameplay innovations must be predicated on the premise that the core gameplay must serve the two points of "freedom" and "environmental interaction", and it's clear that the time-based gameplay design of OOT and ss doesn't satisfy either of these two points, and EPD3 won't repeat the wheel-buildingWhat different look were you thinking? I'm honestly curious what time manipulation mechanics they could pull
I feel like Zelda as a whole is going to stay the course in terms of open-world games, but what I'd be happy about would be to continue to use time manipulation. Personally, the coolest idea would be to expand on the ideas laid with the Lanayru region in Skyward Sword. I'd love if you could alter sub-sections of the map to a specific time period and how that could affect the world as a whole. Maybe you could have special quests that are affected by sub-sections interacting with eachother, certain quests can be completed and a future version of the sub-section can grant access to special equipment or areas, you could show bloodlines of NPCs evolve with the time periods or have characters that live for a long time carry information over time like the Zora or ancient machines.What different look were you thinking? I'm honestly curious what time manipulation mechanics they could pull