<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Malstrom's Articles News]]></provider_name><provider_url><![CDATA[https://seanmalstrom.wordpress.com]]></provider_url><author_name><![CDATA[seanmalstrom]]></author_name><author_url><![CDATA[https://seanmalstrom.wordpress.com/author/seanmalstrom/]]></author_url><title><![CDATA[Email: Zelda Wii&nbsp;Structure]]></title><type><![CDATA[link]]></type><html><![CDATA[<p><em>I know you have lots of emails, but you certainly deserve to be<br />
flooded lately. 😀 What Aonuma meant with structur was NOT making a<br />
more story based Zelda. He meant breaking the typical overworld -&gt;<br />
dungeon -&gt; overworld course. Breaking the old patterns of puzzles,<br />
bosses and even the overall game course and world design is exactly<br />
what the Zelda series needs right now to be fresh and more appealing<br />
to the long time Zelda audience.</p>
<p>See here: <a href="http://www.gonintendo.com/viewstory.php?id=104845" target="_blank">http://www.gonintendo.com/viewstory.php?id=104845</a></p>
<p>Aonuma: &#8220;We&#8217;re making efforts regarding the total flow of the Zelda<br />
game. So far, the basic flow of the Zelda games is you&#8217;re exploring a<br />
field, you go to a dungeon, you conquer it and return to the field.<br />
We&#8217;re looking at altering that traditional flow. That&#8217;s all I can<br />
share, and I can&#8217;t say more until E3 next year.&#8221;</p>
<p>What you say about what Zelda Wii will become, a linear, story focused<br />
Zelda, they already did this with Twilight Princess. And I don&#8217;t see,<br />
why they should repeat this mistake. Besides Twilight Princess the<br />
Zelda series never really was too story heavy.</p>
<p>And what you say about Super Guide is wrong as well. There was no word<br />
yet, that Zelda Wii is going to use it (or is there?). And even if it<br />
does, it doesn&#8217;t mean the game will become linear. Do you really<br />
think, that Super Guide will play through the entire game for you? If<br />
it will be used, it&#8217;s most likely just for certain puzzles or bosses.<br />
As for the directions, there was always something in Zelda to guide<br />
you where to go next, you don&#8217;t need a Super Guide to find the next<br />
dungeon or whatever.</p>
<p></em>Altering the flow is translated to mean &#8220;Amazing Story!&#8221; and &#8220;OMG Plot Twists!&#8221; Remember, Nintendo developers keep trying to do this but Miyamoto keeps axing it.</p>
<p>Look at Sakamoto with Metroid: Other M. While he isn&#8217;t part of the Zelda Team, that way of thinking appears to be in many Nintendo developers.</p>
<p>I disagree with Aonuma&#8217;s analysis of the Zelda problem. When people complain about the &#8216;formula&#8217;, they do not complain about the dungeons and overworld. They are complaining about the &#8220;Amazing Story!&#8221; and &#8220;OMG Plot Twists&#8221; that are polluting Zelda. For example, Twilight Princess spent the first half of the game of Link finding a cat, doing ram herding, trying to find the kids, and going on a bug scavenger hunt when in dog form. This awful story and cliched plot twists are what is turning people off, I believe. All these bad habits began in Ocarina. This is why people say to stop using the Ocarina of Time formula. They do not say stop using the NES Zelda formula.</p>
<p>What I hear from Zelda fans is that they want a RICHER overworld with dungeons that are not in a linear order. I hear that everywhere.</p>
<p>Aonuma is saying he wants to do away with the &#8216;frame&#8217; of the dungeons and overworld. What I hear from fans is just the opposite. The fans seem to be complaining that the dungeons are too linear and the overworld doesn&#8217;t seem much like an overworld. I get the impression that Zelda fans want more overworld, less linearity, which means less &#8216;cinematic story&#8217; a &#8220;character plots&#8221; which increase linearity.</p>
<p>My take on how Zelda works with the dungeons and overworld was with the &#8220;Zelda as a Crucible&#8221; post. I believe the overworld acts as the standard of the game and the non-linearity illustrates that Link is weak and cannot go everywhere&#8230; at first. So he enters unpleasant dungeons, which are not supposed to be *fun* but are supposed to be challenging, and exits the dungeon stronger than when he entered. More of the overworld can be traveled.</p>
<p>I always fondly remember Zelda dungeons as places of pain from Zelda I up to the 3d Zeldas. Link would go through these &#8216;crucibles&#8217; because when you stepped into the sunlight again, you&#8217;d get a true feeling of accomplishment.</p>
<p>Modern Zelda with its dungeons feel like a conveyor belt of levels. Dungeon 1. Dungeon 2. Dungeon 3. And the Overworld feels nothing more than a road to go from one dungeon to the next. I no longer feel I am in a rich world where I can enter crucibles (dungeons) and grow myself.</p>
<p>The Zelda Team has been consistent in one thing: driving Zelda into the ground since Ocarina. Probability says they will continue in that fashion.</p>
<p>I think Aonuma is misanalyzing fans&#8217; complaints of the formula. In Aonuma&#8217;s mind, the formula is dungeons and overworld. In fans&#8217; minds, the formula is the cliched &#8220;story&#8221; and the linearity that it brings.</p>
<p>What is going to occur is that Aonuma is going to do everything the fans do not want. Any chance of non-linearity of the dungeons is gone. The overworld will be gone. In its place will be &#8220;Linear Adventure&#8221; with &#8220;Amazing Story!&#8221; and many &#8220;OMG plot twists!&#8221; Everyone will be &#8220;WTF!&#8221; Hardcore gamers will wrongly blame all of Zelda Wii&#8217;s errors on Motion Plus and &#8216;casual gaming&#8217; in general.</p>
<p>Sorry, but I am a pessimist on Zelda: Wii. Spirit Tracks (which I consider an absolute parody of the Zelda universe with choo choo trains and Zelda the boo jumping around everywhere) is indicating where the Zelda Team wants to go.</p>
<p>I would love dungeons and overworld and NOTHING ELSE. No stupid cat to rescue. No dumb rams to put in the barn. No stupid &#8216;uncle&#8217;. No stupid children to rescue. No cinematics at all. Within ten seconds of the game, I would get my sword and pick any direction I wanted toward the horizon and off I would go. This &#8216;original Zelda&#8217; approach did, indeed, convert non-gamers to Zelda fans. If it worked in 1988, it can work in 2011.</p>
<p>But I <em>know</em> the Zelda developers are licking their chops to inflict us with more &#8220;Amazing Story!&#8221; and &#8220;OMG cut scenes!&#8221;. In a game, less is more. They would be devastated by the &#8216;back-to-basics&#8217; picture I described above. Why, they wouldn&#8217;t have any way to show off their GENIUS.</p>
<p>Every Nintendo game is being infected with &#8220;OMG Story!&#8221; developers. They infected Mario Galaxy with &#8220;OMG Story!&#8221;. They tried to infect Mario 5 and Galaxy 2 but Miyamoto put a stop to them. Metroid: Other M is &#8220;OMG Story!&#8221; on steroids. &#8220;OMG Story!&#8221; is taking a huge place in all the Zeldas since Ocarina so why wouldn&#8217;t it be in Zelda: Wii?</p>
<p>I guess we won&#8217;t know anything for sure until the gameplay is unveiled in some form at E3 2010.</p>
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