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Topic: The Legend of Zelda: Breath of the Wild

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Gamecubed

I think it'd be neat to see how the order you complete the dungeons in affects the world around you. I wouldn't go as far as saying we need to get into Bioware territory, but it would still be neat to see how your choices can literally change the world.
Let's say.... Zoras Domain is frozen solid and at the same time, the Gorons can't get into Dodongo's Cavern (I know it didn't happen like this is OOT, but this is just an example). If you choose to help the Zora's first, maybe you'll see the Gorons in an even more dire situation because you left it too long. If you help the Gorons first, maybe helping the Zoras becomes more difficult (maybe that dungeon becomes harder). That's a really rough example, but it makes sense in my head.

Or maybe there's tensions between some of the races. So if the Zoras and Gorons aren't getting along, and you help the Zora's first, maybe the Gorons won't initially be very kind to you.

Gamecubed

Spoony_Tech

Gamecubed wrote:

I think it'd be neat to see how the order you complete the dungeons in affects the world around you. I wouldn't go as far as saying we need to get into Bioware territory, but it would still be neat to see how your choices can literally change the world.
Let's say.... Zoras Domain is frozen solid and at the same time, the Gorons can't get into Dodongo's Cavern (I know it didn't happen like this is OOT, but this is just an example). If you choose to help the Zora's first, maybe you'll see the Gorons in an even more dire situation because you left it too long. If you help the Gorons first, maybe helping the Zoras becomes more difficult (maybe that dungeon becomes harder). That's a really rough example, but it makes sense in my head.

Or maybe there's tensions between some of the races. So if the Zoras and Gorons aren't getting along, and you help the Zora's first, maybe the Gorons won't initially be very kind to you.

I like your thinking. Nintendo, get to it!

John 8:7 He that is without sin among you, let him first cast a stone.

MERG said:

If I was only ever able to have Monster Hunter and EO games in the future, I would be a happy man.

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Switch Friend Code: SW-7353-2587-4117 | X:

Blast

I can't wait to see more gameplay at E3. Hopefully a cutscene too. I wanna see more of it so bad and its not even my most anticipated Wii U game.

I own a Wii U and 3DS. I also own a PS4!

Master of the Hype Train

Spoony_Tech

Blast wrote:

I can't wait to see more gameplay at E3. Hopefully a cutscene too. I wanna see more of it so bad and its not even my most anticipated Wii U game.

I'm guessing Tree house gameplay. At least that's what I'm hoping.

John 8:7 He that is without sin among you, let him first cast a stone.

MERG said:

If I was only ever able to have Monster Hunter and EO games in the future, I would be a happy man.

I'm memory of @Mr_Trill_281 (rip) 3-25-18

Switch Friend Code: SW-7353-2587-4117 | X:

Blast

Spoony_Tech wrote:

Blast wrote:

I can't wait to see more gameplay at E3. Hopefully a cutscene too. I wanna see more of it so bad and its not even my most anticipated Wii U game.

I'm guessing Tree house gameplay. At least that's what I'm hoping.

Lol I can see Aonuma now..... "Guess what I'm playing guys?" Then the screen shows Link in a cutscene.

I own a Wii U and 3DS. I also own a PS4!

Master of the Hype Train

CM30

All I want to see from this game is a world that has more content in, and more variety in how you experience said content. So actual optional dungeons, more than one town, tons of sidequests, etc.

And you know, more than one mode of transport. Why is always Epona or the King of Red Lions or Loftwings or whatever? Why not multiple ways to travel the world? And different areas you can access with each form of transport? So you'd have some dungeons and places in the sky, some on the ground, some across the sea, etc. And you'd be able to walk or swim along the same routes you travel via horseback, boat, etc. Wouldn't that be better than the current 'model'?

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LzWinky

Gamecubed wrote:

I think it'd be neat to see how the order you complete the dungeons in affects the world around you. I wouldn't go as far as saying we need to get into Bioware territory, but it would still be neat to see how your choices can literally change the world.
Let's say.... Zoras Domain is frozen solid and at the same time, the Gorons can't get into Dodongo's Cavern (I know it didn't happen like this is OOT, but this is just an example). If you choose to help the Zora's first, maybe you'll see the Gorons in an even more dire situation because you left it too long. If you help the Gorons first, maybe helping the Zoras becomes more difficult (maybe that dungeon becomes harder). That's a really rough example, but it makes sense in my head.

Or maybe there's tensions between some of the races. So if the Zoras and Gorons aren't getting along, and you help the Zora's first, maybe the Gorons won't initially be very kind to you.

That could at least make the difficulty flow well

Current games: Everything on Switch

Switch Friend Code: SW-5075-7879-0008 | My Nintendo: LzWinky

Spoony_Tech

CM30 wrote:

All I want to see from this game is a world that has more content in, and more variety in how you experience said content. So actual optional dungeons, more than one town, tons of sidequests, etc.

And you know, more than one mode of transport. Why is always Epona or the King of Red Lions or Loftwings or whatever? Why not multiple ways to travel the world? And different areas you can access with each form of transport? So you'd have some dungeons and places in the sky, some on the ground, some across the sea, etc. And you'd be able to walk or swim along the same routes you travel via horseback, boat, etc. Wouldn't that be better than the current 'model'?

Sounds more like Final Fantasy.

John 8:7 He that is without sin among you, let him first cast a stone.

MERG said:

If I was only ever able to have Monster Hunter and EO games in the future, I would be a happy man.

I'm memory of @Mr_Trill_281 (rip) 3-25-18

Switch Friend Code: SW-7353-2587-4117 | X:

LzWinky

Walking is a mode of transportation, as is running and rolling on the ground

Current games: Everything on Switch

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Haru17

CM30 wrote:

All I want to see from this game is a world that has more content in, and more variety in how you experience said content. So actual optional dungeons, more than one town, tons of sidequests, etc.

And you know, more than one mode of transport. Why is always Epona or the King of Red Lions or Loftwings or whatever? Why not multiple ways to travel the world? And different areas you can access with each form of transport? So you'd have some dungeons and places in the sky, some on the ground, some across the sea, etc. And you'd be able to walk or swim along the same routes you travel via horseback, boat, etc. Wouldn't that be better than the current 'model'?

Optional dungeons are irrelevant, what matters is how many quality dungeons we get. Similarly there's already the sailcloth, so the loftwing would only make that item redundant. That and this world is mainly land so boats wouldn't be of much use.

Don't hate me because I'm bnahabulous.

Haru17

CanisWolfred wrote:

Since I was gone during the footage: I'm sold. Seriously, this scene: http://www.spriteless.com/wp-content/uploads/2014/12/Zelda-U1...
reminded me a lot of this scene in Twilight Princess I can't find a screenshot for because I forgot what the area was called...might have Been in Zora's Domain or Lake Hylia...anyways, if they're promising more of that, that's all I need.

I know, right? Just exploring a huge Zelda world with dynamic lighting in a day night cycle is going to be amazing, especially since we can ride horseback and use the sailcloth to glide everywhere. We still haven't seen the game at night, but I hope it gets reasonably dark and we can light the way with the lantern like in Twilight
princess; that lighting is always so good.

I hope there're crazy jumping and traversal puzzles around the world. Some of my best gaming memories are activating the Windfall Island feris wheel, hookshotting into the windmill in Kakariko Village and climbing the chains to enter Blackrock Spire in wow.

Don't hate me because I'm bnahabulous.

Nicolai

Haru17 wrote:

We still haven't seen the game at night, but I hope it gets reasonably dark and we can light the way with the lantern like in Twilight
princess; that lighting is always so good.

That would be cool if it depended on the phase of the moon, like in real life. In fact, in a land like Hyrule, the stars should really light-up the night sky! I remember that in Ocarina of Time, MM, TP, etc., the sky was always bare, like you were viewing it from the inside of a large city.

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Henmii

"as you play, the world will change and be affected by what you choose to do"

I am curious about that. It reminds me a bit of what Aonuma said regarding puzzles. It almost sounds as if the game learns. In other words: The game throws more challenging stuff at you when things get to easy for you! Does this mean a "generic" world? Hopefully not, but we'll see.

By the way: I was wrong about the "real-time" map. Yup, its just a normal map.

Henmii

iKhan

^I'm hoping that just means the game will adapt so that the difficulty grows with progress, rather than being uniform across the board or being of set difficulty in each dungeon.

Currently Playing: Steamworld Heist, The Legend of Zelda: Majora's Mask, Tales of Graces F

Spoony_Tech

I was just thinking maybe a volcano goes off ravaging the land and leaving it's Mark after you put a certain set of sequences in motion. This can be done near the beginning or towards the middle. What it does though can cause you more problems if done to early and you need to find things in the area affected. Maybe now the treasure you need is buried underneath layers of rock and if you got it before it would've been an easy open and find. If you don't have the item to get through the rock then you need to find it. Of course this could work with you triggering making water rise somewhere and now you're unable to swim to a cave or something. Just some thoughts.

John 8:7 He that is without sin among you, let him first cast a stone.

MERG said:

If I was only ever able to have Monster Hunter and EO games in the future, I would be a happy man.

I'm memory of @Mr_Trill_281 (rip) 3-25-18

Switch Friend Code: SW-7353-2587-4117 | X:

Henmii

Interesting ideas! I like the sound of it!

Henmii

JoyBoy

iKhan wrote:

^I'm hoping that just means the game will adapt so that the difficulty grows with progress, rather than being uniform across the board or being of set difficulty in each dungeon.

That would make sense and not even that hard to implement I think.

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Haru17

Spoony_Tech wrote:

I was just thinking maybe a volcano goes off ravaging the land and leaving it's Mark after you put a certain set of sequences in motion. This can be done near the beginning or towards the middle. What it does though can cause you more problems if done to early and you need to find things in the area affected. Maybe now the treasure you need is buried underneath layers of rock and if you got it before it would've been an easy open and find. If you don't have the item to get through the rock then you need to find it. Of course this could work with you triggering making water rise somewhere and now you're unable to swim to a cave or something. Just some thoughts.

I would really prefer reactive changes in the world like this to randomly generated or changing dungeons. Dungeons are always so well designed, asking for them to be adaptive is like trading in more, better dungeons to play through one of several, inevitably lesser, routes.

For me Zelda games have always been about permanence; permanent story progress, item unlocks, and precise level design. Even in Majora's Mask with all the resetting there were a set number of states that could either be achieved or not, and you still kept your major item unlocks.

I don't like the idea of randomly generated dungeons because the aesthetics and layout of the dungeons would always be generic or not utilized to its fullest. That and I don't want dungeons to adapt to your actions because creating those 2+ alternate dungeons would take twice the effort or so, resulting in less dungeons and less puzzles in the open world (the thing we want full of stuff to do, remember?).

Besides, there's already enough cards in the air with nonlinear dungeon order going on.

Don't hate me because I'm bnahabulous.

iKhan

Haru17 wrote:

Spoony_Tech wrote:

I was just thinking maybe a volcano goes off ravaging the land and leaving it's Mark after you put a certain set of sequences in motion. This can be done near the beginning or towards the middle. What it does though can cause you more problems if done to early and you need to find things in the area affected. Maybe now the treasure you need is buried underneath layers of rock and if you got it before it would've been an easy open and find. If you don't have the item to get through the rock then you need to find it. Of course this could work with you triggering making water rise somewhere and now you're unable to swim to a cave or something. Just some thoughts.

I would really prefer reactive changes in the world like this to randomly generated or changing dungeons. Dungeons are always so well designed, asking for them to be adaptive is like trading in more, better dungeons to play through one of several, inevitably lesser, routes.

For me Zelda games have always been about permanence; permanent story progress, item unlocks, and precise level design. Even in Majora's Mask with all the resetting there were a set number of states that could either be achieved or not, and you still kept your major item unlocks.

I don't like the idea of randomly generated dungeons because the aesthetics and layout of the dungeons would always be generic or not utilized to its fullest. That and I don't want dungeons to adapt to your actions because creating those 2+ alternate dungeons would take twice the effort or so, resulting in less dungeons and less puzzles in the open world (the thing we want full of stuff to do, remember?).

Besides, there's already enough cards in the air with nonlinear dungeon order going on.

While I don't want randomly generated dungeons, I do want to see them swap out enemies as you progress. If you enter a dungeon first, you could find Bokoblins, but if you enter last, you'd find Darknuts. Puzzle difficulty has never really had much progression anyway, so adjusting it wouldn't make sense.

Currently Playing: Steamworld Heist, The Legend of Zelda: Majora's Mask, Tales of Graces F

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