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Linear Zelda games are “games of the past” says Zelda Producer 

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The Tears of the Kingdom development team have been doing interviews recently, given they were in the US ahead of their success at the Game Awards. Eiji Aonuma has raised some eyebrows responding to fans requests for a more linear experience, or an older style Zelda game. Today we’re going to have a look into Eiji Aonuma’s response, plus look at where linear games came from and what was the breaking point for fans, which helped Nintendo pivot into Breath of the Wild and Tears of the Kingdom.
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17 дек 2023

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Комментарии : 63   
@Asin24
@Asin24 5 месяцев назад
I 100% prefer the old style of Zelda more, but that doesn't mean my solution is 'it has to be that old style' you can very much open the game up without going full open world as well. It's sad that the creator doesn't understand exactly what it is people miss from the old Zelda games that his newer games clearly lack. Even many die hard BotW and TotK fans I see often will mention the same things that the fans who prefer the old games feel is lacking. You don't need to go back 100% to the linear Zelda style, its about learning what makes them compelling and finding why to apply it in a way that both old and new fans will feel the game is far better off for both of them which I feel is completely possible.
@triforcetimes
@triforcetimes 5 месяцев назад
Good points here, hopefully next Zelda will be new, they have such a good track record
@KuMiis
@KuMiis 5 месяцев назад
you dont have to go back to the linear formula as it was, just for the love of god, the story doesnt have to be a convoluted expositioned mess , randomly carpet-bombed around the world
@triforcetimes
@triforcetimes 5 месяцев назад
Yeah story is messy in the open world version of Zelda, tidy that up and we've got a winner
@KuMiis
@KuMiis 5 месяцев назад
@@triforcetimes there are so many great things with the botw/totk format. But after the first 20 hours i just got tired of the same dry explaining the plot dialogue over n over again. Not t mention i just stumbled on the master sword and the dragonheads island, and then i had t do these quests whilst knowing ehats gonna happen. Totally killed the immersion for me
@thelastwindwaker7948
@thelastwindwaker7948 5 месяцев назад
I've never been partial to open worlds, but if they did it more like Wind Waker or Twilight Princess, where sections of the world open up as you go, I'd be more okay with it. That and scale down the size of the world a bit, but since open worlds pride themselves on how big their maps are, I doubt they'll do that. I just don't want half the game to be collecting materials or repeating the same physics "puzzles" over and over. I've seen a lot of talk about Zelda inspired indie games but I wonder how many really go for the traditional 3D Zelda. I've seen so many BOTW inspired games like Sable, Genshin and T'chai, that it wouldn't be too surprising if they just kept copying that game instead.
@JamiePackmule1
@JamiePackmule1 5 месяцев назад
I’m probably the only person to feel this way, but I’m so disappointed. I miss the feel of the old games
@triforcetimes
@triforcetimes 5 месяцев назад
what's the feel you miss form the old games? did you not find that in BOTW and TOTK?
@AliceinEntropy
@AliceinEntropy 5 месяцев назад
The thing is it isn't just nostalgia for me and I am sure for everyone. I just in the last few years did a replay/first time play of all the mainline zelda games and some not so mainline ones too. Me experiencing the old format didn't feel worse than botw or totk it felt kinda better. I think the open world stuff is neat but I am really not tired of the old format at all. I also think thinking any game style being a thing of the past is really backwards AAA dev thinking. The kinda thinking that makes you say "throw out that cool idea you have because that isn't going to give us the biggest sales in the widest audience and pull the biggest numbers with the newest flavor of thing everyone is doing". Doing that kinda thing you will just end up killing creativity and selling out. It stings hearing the things in these interviews because it's like a dev I care more for pulled the blizzard "you think you know what you want but you don't" (which they ended up being wrong on). Them also saying "we don't care about the past lore we made because it might limit us in future games, just make your own fanfiction" so basically throw out any deep thinking for the series. Throw out the timeline and even connecting totk and botw. Wouldn't want them to be limited! The fact they don't even understand why something more linear might have merit worries me. The fact they think they got the old dungeon formula in to appease these fans they think are stuck in the past worries me. The "dungeons" in totk weren't much of an improvement and still far from what they need to be.
@isaacbunsen5833
@isaacbunsen5833 5 месяцев назад
@@triforcetimes The open world games feel watered down in pretty much every way.
@Ianmar1
@Ianmar1 5 месяцев назад
​@@triforcetimes Delayed gratification. Seeing a landmark in the distance and asking "how am I going to get there?", seeing a puzzle and asking "how am I going to solve that?", getting stuck into a dungeon for what feels like hours. The people who seem to like BotW & TotK talk about endless distraction, but I play games to focus.
@m4r_art
@m4r_art 4 месяца назад
You're not alone. The old Zelda was better. The new Zelda is just more appealing for younger fans. Just shows what companies think of fans and how they prefer money to fandom and lore.
@fayatime2848
@fayatime2848 5 месяцев назад
The difficulty of the new zelda's is decreasing
@porobotboyxxx
@porobotboyxxx 5 месяцев назад
I just want the Hookshot/Clawshot back.
@triforcetimes
@triforcetimes 5 месяцев назад
Love the hook shot
@comradeweedity1648
@comradeweedity1648 5 месяцев назад
I don't have any issues with open world, in fact I love it. However they need to essentially do what elden ring did but more. Hidden lore, harder areas that discourage you going that way, quests, and throw in some classic Zelda dungeons.
@triforcetimes
@triforcetimes 5 месяцев назад
Love this idea
@MCHdesu
@MCHdesu 5 месяцев назад
Make it more linear, but still keep open world if you want ti
@triforcetimes
@triforcetimes 5 месяцев назад
how would that work? I like this idea
@benjaminlammertz64
@benjaminlammertz64 5 месяцев назад
@@triforcetimes A Link Between Worlds pretty much nailed that combination. The major story beats and the dungeons themselves were linear (also, the game had one of the best stories i have seen in a Zelda game so far), but the world was open and you could do the dungeons out of order.
@J0J0Jetz
@J0J0Jetz 5 месяцев назад
if its botw again it's a no buy for me
@triforcetimes
@triforcetimes 5 месяцев назад
What didn't you like about breath of the wild?
@J0J0Jetz
@J0J0Jetz 5 месяцев назад
@@triforcetimes I love Botw, totk was too much of a copy and paste. If they copy and paste again, I really have no interest.
@MartKart8
@MartKart8 5 месяцев назад
I was thinking I'd like a Zelda game similar to The Legend of Zelda, with the open world with the linear temples/levels Link has to explore, like the time he had to collect the 8 pieces of the Triforce of Wisdom expect all in 3D.
@triforcetimes
@triforcetimes 5 месяцев назад
a legend of zelda remake in 3d would be wild
@michaellane5381
@michaellane5381 5 месяцев назад
Agreed, also I found it annoying we didn't have multi-step quests everywhere... Like the 4 temples all have a sort of "collection" phase to find the champion, a get to the dungeon, then collect 4-5, then a boss, with slight variations on the mini-boss, Hyrule Castle itself is entirely linear, and the monster clearing/hunting has 2 steps each... Yet we have no multi-stage side-quests like the 4 regional phenomena unless you count getting your hood put down, not even a quest to delve in the depths of Akkala... For some reason our largest multi-stage quest is... Yiga? And before someone says it isn't progressing us... Let me point out that technically no quest offers progress in a game where you can jump the final boss at level one.
@rafaelmoura2103
@rafaelmoura2103 5 месяцев назад
breath of the wild is the closest you will get to that, if you alternate between divine beasts and labyrinths, up to the hyrule castle, theres a total of 9 levels, and the dungeons in zelda 1 were shaped like animals and were even called labyrinths
@michaelmercury1297
@michaelmercury1297 5 месяцев назад
They can still have linear missions inside an open world game.
@triforcetimes
@triforcetimes 5 месяцев назад
true. I'd love to see that
@arvis4prez
@arvis4prez 5 месяцев назад
I haven’t played BOTW or TOTK, but I have played Ocarina, Majora, Wind Waker, Twilight Princess, and got about halfway through Skyward Sword. So with that background established, I’d like to give my thoughts on linear vs open world games. I think there’s some value to a linear world. For one, the story has a better sense of pacing than in an open world game, and there’s a more natural difficulty curve from start to finish because the developers know what you will have at least and at most, and can then craft puzzles and combat encounters around that. But I don’t know if I would say that the worlds in previous Zeldas (apart from *possibly Skyward Sword) were linear. You still had a plethora of things to do in towns or in the world in side quests or minigames. To help illustrate, let’s take a look at Dark Souls, because it has both linear and open world progression. The first half of the game is a steady flow from one area to the next, with a couple offshoots here and there that lead to optional bosses. The second half (after you get the Lordvessel) gives you four objectives and lets you go at them in any order you want. While the first half has a difficulty curve, going from Undead Burg to Anor Londo, the second half has a difficulty plateau, because you could tackle any of the four areas first. On top of that, each of the Lord Soul bosses drop 60k souls when you beat them, which helps highlight how similar the difficulty is. I think that’s something that’ll happen to some degree in open world games, which is why (to my knowledge) most people who’ve completed Dark Souls say the first half is great, the DLC is great, but the Lord Soul part is meh. The feeling of improving and getting better, either through player skill or better gear for your character, is hamstrung. Not to mention that linear games and dungeons can have interesting puzzles and challenges to overcome. And I think that’s what’s missing from BOTW and TOTK. It’s one thing to be given all the pieces and left to put them in their proper place, but it’s another thing to have players essentially make the pieces themselves to fit into the puzzle’s outline. I imagine that, while novel, the ultrahand, build anything you want mechanic, would wear out its welcome eventually, and players would just start taking the path of least resistance to get through it. At some point, it stops being challenging and ends up being a chore. That was something that was underscored in the BOTW reviews I saw, that while clearing enemy camps was fun, there’d come a time where you would be breaking your best weapons only to be rewarded with a worse weapon. So to me, I think that open world Zelda is a great idea, but the best open world Zelda is going to be the first one from 1986. I don’t think we’ll get one that beats it out because these games require a lot of time, resources, energy, and money. That’s not a slight against the Zelda devs at all, but it is just an acknowledgment of the world we live in. It’s why 3D Zelda’s tended to have weak exploration compared to the 2D games. Ocarina didn’t have a secret dungeon with a mini boss at the end and some cool reward because it cost a lot of resources to create the game world. It’s why you go everywhere on the map in order to beat the game. And free exploration usually amounted to going into a small hole, opening a chest that had 20 rupees, and then leaving. I think what players want is a feeling of craftsmanship while playing. That encounters and drops and dungeons and side content have been crafted by an artist for them to solve, rather than just the copy paste caves of old, except now that’s a third of the game’s content. If they can get that down in an open world game, it would be fantastic. But as it is, I reckon most players are going to have that nagging feeling in the back of their mind that recognizes something is missing, but they can’t figure out why.
@triforcetimes
@triforcetimes 5 месяцев назад
Which open world games do you like?
@arvis4prez
@arvis4prez 5 месяцев назад
@@triforcetimes I don't play very many of them (I'm mostly into Fire Emblem, Mario, and Metroid), but the ones that I have played are Skyrim and Far Cry 5, and a little bit of Fallout 4 (that I ended up dropping soon after). They're all fun at first, but eventually, especially I noticed with Skyrim, there comes a point where it stops being new and starts being the same tired, repetitive nonsense you've already been doing the last hundred hours or so. I noticed that once I completed every major questline in Skyrim, I didn't want to play anymore. I got burnt out. That said, I'll still revisit it from time to time if I dream up a new character I want to play through as. Even with something like Minecraft, where your total freedom is restricted solely by your inventory, I play for a bit, and then stop.
@kierenbuckley370
@kierenbuckley370 5 месяцев назад
I liked BOTW but it isnt my favourite Zelda game not even in my top 3 and i hated TOTK
@triforcetimes
@triforcetimes 5 месяцев назад
What's your top 3?
@lnsflare1
@lnsflare1 5 месяцев назад
The God of War reboot (and presumably Ragnarok) is basically an M-Rated traditional 3D Zelda game, and it was excellent.
@triforcetimes
@triforcetimes 5 месяцев назад
God of War 2018 and 2022 are both great
@dustybees6308
@dustybees6308 5 месяцев назад
I want to see a super solid balance. Skyward sword was great for story but at the sacrifice of exploration. Breath of the wild also had a great story but you were forced to explore to find all the little details. Ocarina, twilight, and waker all had a balance while remaining linear. I personally tend to like that better. I loved TotK and still do. Breath of the wild is more just a beta tears. Though the fact that you can cheese 90% of it has left a sour taste in my mouth. It removed challenge. I actually find my self looking at a link between worlds as the standard they need to scale up and try to achieve. It isn’t linear beyond the first dungeon. Though it builds upon the overall story with the completion of every dungeon. No matter what dungeon you complete.
@triforcetimes
@triforcetimes 5 месяцев назад
Agree, Link between worlds is a good example. Could that translate to 3d open world?
@samgourhan207
@samgourhan207 4 месяца назад
I feel that these new zeldas felt more limited than the old ones. Look at the witcher or arkham. Your weapons never break mid fight and you certainly can keep a better pace with the grapple hook or roach. What the hell is the stamina wheel? I'm pretty sure it was the worst part of skyward sword
@triforcetimes
@triforcetimes 4 месяца назад
The weapons breaking is the games way of nudging you to try new weapons. Given for much of the series link was limited to a few swords, personally I didn't think it was limiting.
@samgourhan207
@samgourhan207 4 месяца назад
@triforcetimes You know that's a fair point I still think that it should have been handled like the witcher 3. Also I did enjoy your video. What music did you use for it?
@triforcetimes
@triforcetimes 4 месяца назад
thanks, great to hear you enjoyed it. I have some custom music for the channel, made for intros and outros, but I use the dark world theme throughout as background music
@samgourhan207
@samgourhan207 4 месяца назад
@triforcetimes Ahhhh. I thought that was it but it sounded different. Let me guess it's a remix?
@zedhead90
@zedhead90 3 месяца назад
I think that in game design, rules are as important as freedom. TOTK’s puzzles and level design can just kind of be bypassed, and I don’t think that’s especially satisfying. It’s not even satisfying to break it. Looking at BOTW, a game I don’t particularly like but had a better grip on this than TOTK, there are a lot of puzzles you can’t just jank your way out of and actually had to engage with them on their terms (also the case with most other Zelda games). Or if you do find a solution the developers did not intend, you felt clever for breaking the rules. You wouldn’t feel especially clever if there were no rules for you to break. Freedom matters, but so too does structure, and Aonuma’s flippant tone deafness on the matter worries me.
@spooderblade3914
@spooderblade3914 5 месяцев назад
It’s not that nostalgia aspect more so the store writing is just shit look at Elden ring for example open world with a little bit of restrictions and deep lore rather than the story working around the open world
@triforcetimes
@triforcetimes 5 месяцев назад
Elden Ring is a great example of doing it right
@SumireSakura
@SumireSakura 4 месяца назад
After playing BoTW and ToTK I do not want to go back to top down or linear games. I do not like Ocarina of Time mainly because I played that game after I experienced BoTW and it felt very disappointing and annoying. Everybody ranks Ocarina as no. 1 Zelda game but for me it's not even in my top 10 Zelda games. I don't like that game at all. The controls and gameplay and everything feels very irritating. I want more open air Zelda. I want as much freedom and I really dont care about the story either. And what I really dont want is definitely traditional dungeons. I never liked a single dungeon from any of the previous games. I loved the ToTK ones and the Divine Beasts.
@triforcetimes
@triforcetimes 4 месяца назад
I think Nintendo agrees with you, Eiji Aonuma said they're going to stick with the open world style
@m4r_art
@m4r_art 4 месяца назад
The Old Zelda must return to some extent at the very least. Denying the qualities of old Zelda is foolish. Miyamoto needs to spank Aonuma for his remarks or force another director for the better future of the franchise. Let's remember Ocarina of Time had 5 directors and that's what led to its success. A team work instead of a solo vision. And both Koji Kondo and Miyamoto were involved. It's ironic even that always the best games in the history of gaming like Zelda or Final Fantasy had some close relationship between the composer and the director. In that way Koji Kondo often was a voice for Miyamoto's vision on the dev team. And Nobuo Uematsu was a voice for Sakaguchi on Final Fantasy. And they did great projects. The new Zelda completely ignored original music, and thought they could subjugate good sound with airiness and an incidental piano. Sorry it doesn't work without proper music. The leitmotifs were so strong in the old Zelda. Also what's sad is how they are constantly forcing a lootbox logic and an infinity of meaningless costumes. Back in the day you had 2-3 suits that made for a very consistent design. The ideas were less experimental but very clear and structured. The items also gave purpose. In Majora's Mask, the masks had purpose. You had meaningful companions, Navi, Tatl, Midna or Fi. Everything of old Zelda was colorful and full of meaning. And new Zelda just replaces that with Fortnitization and Minecraftization. It's off-putting and doesn't satisfy old fans. Where are music instruments? Why do I need to use towers to find parts of a map? Why give technology to a setting that doesn't need it to that extent. Why build commoditization and give Link a camera, wouldn't that shorten his attention span. What if he starts following Zelda's ZikTok reels? Zelda should be unanimous, universal and for all generations. A family game, not something you give to Gen Z just because they are the core numbers in the purchasing games demographic. There is so much more to building a long-lasting legacy. Zelda is not just for kids. We were kids many years ago, and Zelda is much more than just gameplay, open world, or freedom. It's about story, it's about a legend and a fresh idea that should survive the test of time, and not just a tool to boost sales, because it makes new gamers feel free. Sometimes less is more. And Zelda badly needs a step back to move forward.
@triforcetimes
@triforcetimes 4 месяца назад
I think we should expect more open world zelda, check out this interview with eiji aonuma www.nintendolife.com/news/2023/05/expect-more-open-world-zelda-games-going-forwards-suggests-eiji-aonuma
@m4r_art
@m4r_art 4 месяца назад
@@triforcetimes I know that, that's why I want them to take a different direction.
@Rekker1
@Rekker1 5 месяцев назад
I feel totk combines linearity with freedom of exploration and choice of what to do next perfectly well.
@triforcetimes
@triforcetimes 5 месяцев назад
I somewhat agree, I still don't feel very engaged with the story, but totk was better than botw
@dallinadams9422
@dallinadams9422 5 месяцев назад
Linear story? I absolutely loved OoT due to how out of order you could beat that game.
@triforcetimes
@triforcetimes 5 месяцев назад
True OOT can be done in a variety of ways
@robertgamer3112
@robertgamer3112 5 месяцев назад
6 different orders you can beat the dungeons in or 50 different orders if you count the two mini dungeons, the Ice Cavern and the Bottom of the Well.
@chooongusbug724
@chooongusbug724 5 месяцев назад
"it wasnt until 2013 we got our first glimpse and an open world Zelda" what people dont realize is that the first LoZ was open world, and thats what Nintendo always wanted for the series. Miyamoto and Aonuma have both said the reason the games didnt stay open world was hardware limitations. But this series was founded on Miyamoto's sense of wonder and exploration from when he was a child exploring Japan's country side by his house. BotW/TotK capture that feeling, that sense of wonder and exoloration, better than any other entry in the series. Side note, Zelda stories have always been kind of meh and what BotW/TotK showed me is i like the sense of exploration way more than having my handheld by a fairy or imp telling me exactly where to go and what to do. They also gave me a better appreciation for the 2d titles due to how focues on gameplay they are while making me dislike the older 3d entries due to how restrictive they are
@jordanruiz626
@jordanruiz626 5 месяцев назад
missing the "old magic" is literally nostalgia. of course everyone loves OOT but that old formula was dying out. the fans asked for this formula now theyre mad. this is the best move they made... totk and botw are CLASSICS no matter how much they hate on it. zelda NEEDED this new era... i agree with the dungeons needing to be longer and more difficult. but leave it the way it is... we cant get the same OOT game repackaged everytime, it wont work
@Asin24
@Asin24 5 месяцев назад
The thing is, you do say that but you immediately point out an issue that is why there is a lot of people missing the old Zelda games. The dungeons were such a compelling thing that was seemingly forgotten in 3D games, heck even before botw Skyward Sword had the same issue where they went backwards making smaller dungeons while making the world more linear to go through more then OOT ever had been. I'm almost certain you would also agree that the story telling in the new games has been extremely poor. While I do feel more environmental story telling can help (it exists but it pales compared to Elden Ring) a lot of the story we are given are in flashbacks often in fragmented or broken up ways that make it far less impactful. If it was told more in the style of an old Zelda game I think it could of easily been one of my favorite Zelda stories being told. How it's down though it just doesn't allow you to become attached to it. It made the fact TotK was told the way it was that much more upsetting since I was hoping it would bring together the Zelda and LInk dynamic but it instead went back to flashbacks. The new games clearly have issues that you even acknowledge. I don't think we need to go back fully to the linear Zelda game to 'fix it' but to just dismiss it as 'nostalgia' is completely missing WHY people preferred them. I have so many more memories of old Zelda game seven Skyward sword as much as I hate that game there are parts that I remember and like fondly. BotW while I thought it was a far better experience then Skyward Sword and I don't regret playing it, the little I even can recall playing it are vague with nothing that stands out besides unfortunately the negative aspects that annoyed me.
@H-TownGamer
@H-TownGamer 5 месяцев назад
The olds games had a more tight experience. Do you want a fantastic hour movie or a Okay 3 hour long movie. More is not better and TOK and BOTW takes on that belief more is better
@jordanruiz626
@jordanruiz626 5 месяцев назад
@@H-TownGamer BOTW and TotK aren’t 3 hour okay movies. They’re just better games IMO. Say what you want but just cause Nintendo didn’t drop another OOT remake doesn’t make BOTW and TotK bad games. It’s not 1998 anymore there have been better games since then.
@H-TownGamer
@H-TownGamer 5 месяцев назад
@@jordanruiz626 it’s an example, I’m not talking about 1998 I’m talking about 1980-2006 up until Twlight princess. BOTW and TOK are open world with mediocre stories and dungeons. If you played any other Zelda game this would be apparent which is a common complaint among fans. IMO these are the worst Zelda games they almost are not even Zelda games
@tarnw3301
@tarnw3301 5 месяцев назад
BotW/TOTK can't be both simultaneously be classic. One is the re-skin of the other. OoT and MM? Now, those are classics with different worlds, different stories and with meaningful quests that make you feel like a HERO. BoTW/ToTK won't make you feel like a hero in any way or shape. You're just a knight doing his job without any of the soul and charm the rest of Links had.
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