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Topic: The Legend of Zelda: Breath of the Wild

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EOTW

It does in that example, but it doesn't necessarily have to be the base for an open ended story. So, say you start at point A. The game will tell you how to get to point B, but you are given the freedom to go to C should you choose to do so. Each point has associated story, but each one can be told independently of the others. So each of these plot points is coherent without needing to view the others first, but they all function as part of an overarching plot. Maybe at point C you learn that a great evil has destroyed the land, and if you go back to point B you learn that something menacing lurks within old Hyrule castle. That's not really the best example; I'm not a storyteller, but I hope you get what I'm saying.

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Haru17

Pro Tip from Speech & Debate: Don't use ABC for examples, it confuse me. That lost me a few rounds :/

I believe the same concept is applicable to non-linear and choice-based storytelling. It's very easy to decide "our story can be experienced in any order," but it's very difficult to pull off in a way that feels natural. Very hard to convey to people. In Mass Effect it makes your character feel like an avatar and not someone who lives in this world. And when you go to the ice planet with the not-Zerg and don't have an asari on your team to telepathically communicate with them... well, it all starts to feel a bit thin. Less of a cohesive narrative and more like "character A goes to location B to experience plot point C."

Don't hate me because I'm bnahabulous.

EOTW

Pro tip received, and of course it's hard pull off properly. That's probably a big reason you don't see it very often, but when it's applied skillfully it can work really well. I can only think of like... maybe two times I've seen it done well.

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ZeldAlice

Kazuo wrote:

@ZeldAlice at the end of the trailer it can be seen in its pedestal

Wow, how could I miss that? I've actually seen this trailer Before and didn't notice that the Master Sword was rusted.

ZeldAlice

erv

Maybe the monado isn't all it used to be in this game and part of the story is restoring it like in minish cap.

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Haru17

It's a sword that shoots lasers, not a laser sword.

Don't hate me because I'm bnahabulous.

EOTW

Big twist: Monado is actually the Master Sword confirmed.

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Haru17

Tsurii wrote:

Xenoblade spoilurrs
so...Link is actually dead then?

Haha, that obnoxious youtube ad!? I think the worst thing Twilight Princess has ever done was providing that thumbnail image.

Don't hate me because I'm bnahabulous.

ZeldAlice

Haru17 wrote:

Tsurii wrote:

Xenoblade spoilurrs
so...Link is actually dead then?

Haha, that obnoxious youtube ad!? I think the worst thing Twilight Princess has ever done was providing that thumbnail image.

What kind of thumbnail image?

ZeldAlice

Haru17

Just google the spoiler, Alice.

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DonkeyKongJump

Haru17 wrote:

"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.

While it's a slim chance I hope time travel is in the game.

That way we can go back 100 years before Hyrule got destroyed and see it all lively with towns, the castle and civilization.

Then we can travel back to the present where it's all post-apocalyptic and barren as shown in the trailers and gameplay.

DonkeyKongJump

Haru17

Nintendo has never really made a proper open world before. You can be sure they won't make two at once.

Don't hate me because I'm bnahabulous.

EOTW

I would much rather have one bigger better world than two versions of the same thing again, but like Haru said before, Twilight Princess pulled it off fairly well in a confined space. I could see it working similarly in small limited areas, but I'm not sure anything like that really fits this game's theme. Plus I think we will have perfectly lively towns and villages in this game; I highly doubt they'd go full on Metroid and make everything like "this used to be a happy and bustling place BUT NOW IT'S LONELY AND SAD"

[Edited by EOTW]

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Haru17

Lightning starts fires, so it'll be interesting to see how the grass fares on stormy, rainy nights.

Don't hate me because I'm bnahabulous.

DylanMcGrann

I love the weather in general—that it has meaningful impact on gameplay.

We know there is at least rain, lighting, temperature, and wind. Rain makes climbing harder and puts out fires, including camp fires which I could see being a real problem sometimes. Lighting will strike objects in the world including the player. Lighting is attracted to metal, and given the description for chuchu jelly and topaz, maybe there’s a way to negate or even use lighting. Cold temperatures force Link to warm himself somehow, and cold water quickly results in death. There will undoubtedly be a hot temperature as well, but we don’t yet know how we will have to prepare for that. And wind affects the physics, spread of fire, arrow trajectory, thrown item trajectory (i.e. bombs) and the paraglider.

We also know there is day & night and time of day, which affects things in the world in various ways.

I doubt we’ve seen all there is to the weather. I wonder what else there could be. I think fog, snow, and sandstorms could potentially have a place in this game.

What other games have dynamic weather that affect the player this much? Most games, even with dynamic weather, use weather just for the aesthetic. I can’t think of one where the interactions are this extensive and varied. Plenty of games have used fog to limit player vision. Some racing games and RPGs use rain to alter game mechanics. The Legend of Zelda: Breath of the Wild is doing quite a lot with dynamic weather.

DylanMcGrann

X:

DylanMcGrann

Haru17 wrote:

Meowpheel wrote:

Except that same temple of time is one of the first places you can visit in the game.

I'm telling you, that Goddess Statue is going to

Untitled

I agree. And The Legend of Zelda has done it before. In both Ocarina of Time and Twilight Princess, we’re allowed to visit the Temple of Time before we can enter it or even realize there is a thing to enter. And many other dungeons and locations are experienced similarly.

Part of the Zelda experience in my mind goes like this

player investigates a location of interest > isn’t able to do anything or doesn’t realize an action is possible > leaves > eventually gains the knowledge or ability > returns to that location > enacts new action > player progresses

There is clearly something significant regarding the goddess Hylia statue. It could very well be blocking entry to something significant. It could be something else. But there’s clearly an unrevealed significance there.

DylanMcGrann

X:

DylanMcGrann

Untitled

I think we can safely say that the Master Sword pictured at the end of the trailer is in a forest or or wooded area. The dense shrubbery, moss, exotic flowers, and shadows of leaves all suggest it could be in the games ‘forest area,’ wether it’s the Deku Forest, Lost Woods, or something else. It is hard to tell if the object on the left is a tree or a rock, but I think it’s relatively inconsequential. The ‘god’ rays and shadows all suggest the forms of trees overhead. It might be in a valley or small cave, but that’s definitely sunlight we see.

DylanMcGrann

X:

Octane

@DylanMcGrann You can edit your posts if you want to add more. Please refrain from double posting.

Octane

EOTW

You know whats going to happen when I get to that scene in the game? "Oh, Its the Master Sword! Coo- (gasps) -Is that a flower that only grows in the sacred grove?! I will make the most bestest potions evar!" Then I will proceed to explore the forest, only realizing I never grabbed the sword about four hours later.

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Eel

What if the lost woods actually changes bit by bit over time, while you're not looking, to make you feel lost inside them.

[Edited by Eel]

Bloop.

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