Doing dungeons in any order would ruin the story if its not carefully executed. Just make them pretty and intense like Twilight Princess with story in them.
Doing dungeons in any order would ruin the story if its not carefully executed. Just make them pretty and intense like Twilight Princess with story in them.
my idea would to have them do in sections so each 2 or 3 dungeons have to completed but in whatever order. Basically every 3D Zelda mostly works like that anyway. Wind Waker's story is heavily focused on before and after dungeon 3, Twilight Princess's story is heavily focused on between 3 and 4, Skyward Sword has much of its story after dungeons 3 and 6 etc.
though alternative would be to just make an awesome sidequest game ala Majora's Mask. My suggestion is both though.
Open world games work best when they're sidequest-centric and give players freedom to do what they want. Zelda Wii U would do well to not emphasize the main plot too much if they're really going for that.
Linear games with a more open world design result in games like Xenoblade Chronicles where exploration isn't rewarded very well.
Doing dungeons in any order would ruin the story if its not carefully executed. Just make them pretty and intense like Twilight Princess with story in them.
my idea would to have them do in sections so each 2 or 3 dungeons have to completed but in whatever order. Basically every 3D Zelda mostly works like that anyway. Wind Waker's story is heavily focused on before and after dungeon 3, Twilight Princess's story is heavily focused on between 3 and 4, Skyward Sword has much of its story after dungeons 3 and 6 etc.
though alternative would be to just make an awesome sidequest game ala Majora's Mask. My suggestion is both though.
Yeah... Very well made side quest missions with a good dungeon structure is very vital. If Aonuma drops the bomb that any dungeon can be done in any order then the story and difficulty would be probably be garbage.
Doing dungeons in any order would ruin the story if its not carefully executed. Just make them pretty and intense like Twilight Princess with story in them.
my idea would to have them do in sections so each 2 or 3 dungeons have to completed but in whatever order. Basically every 3D Zelda mostly works like that anyway. Wind Waker's story is heavily focused on before and after dungeon 3, Twilight Princess's story is heavily focused on between 3 and 4, Skyward Sword has much of its story after dungeons 3 and 6 etc.
though alternative would be to just make an awesome sidequest game ala Majora's Mask. My suggestion is both though.
Yeah... Very well made side quest missions with a good dungeon structure is very vital. If Aonuma drops the bomb that any dungeon can be done in any order then the story and difficulty would be probably be garbage.
I actually remember that when ALBW came out, Aonuma was confronted with the fact that all the dungeons were all on the same difficulty level, and he said he'd never even thought about it.
I think using a link between worlds shows that they were experimenting with dungeons in any order, but it didn't work that well as IMO it was quite easy. I still support 2/3 dungeons open at a time idea.
Doing dungeons in any order would ruin the story if its not carefully executed. Just make them pretty and intense like Twilight Princess with story in them.
my idea would to have them do in sections so each 2 or 3 dungeons have to completed but in whatever order. Basically every 3D Zelda mostly works like that anyway. Wind Waker's story is heavily focused on before and after dungeon 3, Twilight Princess's story is heavily focused on between 3 and 4, Skyward Sword has much of its story after dungeons 3 and 6 etc.
though alternative would be to just make an awesome sidequest game ala Majora's Mask. My suggestion is both though.
I still don't understand why the Wind and the Earth Temple weren't both an option in Wind Waker, it's not as if the difficulty was any different and it wouldn't have influenced the story either. Arbiter's Grounds works as an introduction to the mirror, but the Temple in the Sky, Temple of Time and the Snowpeak Ruins could've been done in any order with some effort.
It's something I'd like to see in Zelda U. Don't make everything completely optional, a difficulty curve is always appreciated, but I some options here and there wouldn't hurt the game. Especially since it's going with the idea of an open world.
Doing dungeons in any order would ruin the story if its not carefully executed. Just make them pretty and intense like Twilight Princess with story in them.
my idea would to have them do in sections so each 2 or 3 dungeons have to completed but in whatever order. Basically every 3D Zelda mostly works like that anyway. Wind Waker's story is heavily focused on before and after dungeon 3, Twilight Princess's story is heavily focused on between 3 and 4, Skyward Sword has much of its story after dungeons 3 and 6 etc.
though alternative would be to just make an awesome sidequest game ala Majora's Mask. My suggestion is both though.
I still don't understand why the Wind and the Earth Temple weren't both an option in Wind Waker, it's not as if the difficulty was any different and it wouldn't have influenced the story either. Arbiter's Grounds works as an introduction to the mirror, but the Temple in the Sky, Temple of Time and the Snowpeak Ruins could've been done in any order with some effort.
It's something I'd like to see in Zelda U. Don't make everything completely optional, a difficulty curve is always appreciated, but I some options here and there wouldn't hurt the game. Especially since it's going with the idea of an open world.
A string of dungeons without any order is a bad idea. Just bad. Ruins difficulty and story.
@Blast: As I said, it wouldn't have affect the difficulty or story in TP and WW, so I don't see how it's impossible. I'm not asking for anything to be without order, but the choice between 2 or 3 dungeons wouldn't affect the game in a negative way, as it would be possible in theory in other Zelda games. Besides, it's not as if story was ever a ''huge'' part of Zelda, there are some cutscenes here and there, but it's not like Uncharted; where it's a continuous string of 5 minutes of cutscenes followed by 10 minutes of gameplay.
Doing dungeons in any order would ruin the story if its not carefully executed. Just make them pretty and intense like Twilight Princess with story in them.
my idea would to have them do in sections so each 2 or 3 dungeons have to completed but in whatever order. Basically every 3D Zelda mostly works like that anyway. Wind Waker's story is heavily focused on before and after dungeon 3, Twilight Princess's story is heavily focused on between 3 and 4, Skyward Sword has much of its story after dungeons 3 and 6 etc.
though alternative would be to just make an awesome sidequest game ala Majora's Mask. My suggestion is both though.
I still don't understand why the Wind and the Earth Temple weren't both an option in Wind Waker, it's not as if the difficulty was any different and it wouldn't have influenced the story either. Arbiter's Grounds works as an introduction to the mirror, but the Temple in the Sky, Temple of Time and the Snowpeak Ruins could've been done in any order with some effort.
It's something I'd like to see in Zelda U. Don't make everything completely optional, a difficulty curve is always appreciated, but I some options here and there wouldn't hurt the game. Especially since it's going with the idea of an open world.
A string of dungeons without any order is a bad idea. Just bad. Ruins difficulty and story.
I disagree. Half of the ALBW Lowrule temples are basically around the same difficulty and doing them in nearly any order is fine. (it's only annoying when you do Thieve's Hideout late or that Ice dungeon too early)
And there is an order, just only for the actual major jumps in difficulty, like literally every 3D Zelda.
I disagree. Partially because it's still harder than literally every other Zelda in the past decade.
Which Zelda games fall in the last decade though? Skyward Sword and the DS games. That's it!
Well Twilight Princess is still less than a decade old. And the new version of Four Swords I know is easier.
Hyrule Warriors I might count, but it's hard for me to say because it has so much content and is so reliant on leveling up that comparing difficulty is...weird.
If it wasn't for Majora's Mask that would include the remakes too.
Forums
Topic: The Legend of Zelda: Breath of the Wild
Posts 5,321 to 5,340 of 15,166
Please login or sign up to reply to this topic