@Haru17 Awww there goes my theory of a dungeon being a very dense wood being chased by guardians. It reminded me so much of the image of the master sword in the manual of LttP
I never drive faster than I can see. Besides, it's all in the reflexes.
That's pretty rare in games. Most either use a billboarding technique (Xenoblade, Xenoblade X, No Man's Sky) or a criss cross mesh (Dark Souls, Bloodborne, Uncharted, Witcher 3). Neither of which allows for individual blades to move independently.
Can anyone find an example of an open world game where the blades move independently? The only other game I can think of that does this is Flower. Which is pretty much just grass in its entirety.
If you look closely, you'll realize that the Master Sword was in a cave, not a deep forest.
Are you sure about that? It looks to me like it's at the base of a really huge tree. Or a group of really huge trees. 0.0 What if the Lost Woods / Sacred Grove has the biggest most ancient trees in the game? What if it's a massive expansive forest with giant trees?! Jeez I just made myself giddy! XD
I guess it could be a tree. It's an arching brown surface with moss growing upon it, so either cave or giant tree. I just assumed that it was a cave because that seems like a good way to keep players from just randomly finding the Master Sword.
Cave? I just prefer Nintendo to hide the Master Sword in the hidden temple than a large cave. Just perhaps, the Temple of Time was buried due to the mass cover of trees and dirt. That would be a great reference to Ocarina of Time.
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I'm not what to post, but something should pop up here eventually.
Well, I guess I'd rather the Master Sword be just a piece of equipment than a major plot point yet again. But if it is a major plot point, then finding it randomly is poor structuring for a story.
Well it is a more open ended structure, right? So maybe there is a plotpoint pointing to the sword which comes with clues and helpful tips for the journey. Finding it on your own would be very difficult but still possible, and it would cause a slight shift in the way the story is told. There are plenty of games that pull off open ended story telling really well. The recently released Zero Time Dillema for example. You start off anywhere you want in the plot and piece things together bit by bit. That could work really well in an "open air" structure if done correctly.
"Time Dillema." Let's please not do the time travel thing again. It worked as little nods in Wind Waker and Twilight Princess, but Skyward Sword just felt like it was reaching with it.
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