Eiji Aonuma teases surprise twist on open-world in Zelda U, talks about fan feedback

This thread is already full of people saying what the next zelda should be like, thus showing why Aonuma has to say that they don't listen to fans. The reason there's any kind of "zelda cycle" at all is mainly because people just set themselves up for disappointment each time with oddly specific expectations.

I have no idea what it is about Zelda, but the game's nature is so nebulous that literally everyone thinks it should be something it isn't while also stating exactly what they think it is.

I think it's because, if you grew up playing Zelda or even just played Zelda as a kid, it probably consistently wowed you. If you were a Nintendo fan, Zelda was usually the most impressive title of the generation. This is why people say Zelda is one of Nintendo's best system sellers. Because it's usually the most complex Nintendo title, and it doesn't hurt that there is basically nothing else on the market LIKE Zelda.

Now, people have Souls, but that's new.

But because every Zelda was so impressive in the context of the Nintendo realm, it's like anything could happen. The things we see in the next Zelda game would probably be the biggest and most ambitious thing Nintendo had done to date. This is sort of still true. Zelda games are still Nintendo's largest games. But I think a lot of people have outgrown the illusion that anything can happen and realized many Zelda games are quite simple.

So they project their desires for a more complex and adventurous Zelda onto the next project, simultaneously tapping into their desire to be wowed again like they were with the earlier games.
 
While it could be different, I would expect something very similar to old zelda games except now instead of having corridors/mountains separating every section, everything's a little more open and visible. That's really all we've heard so far, so it's all we can go on.

Sounds good to me, let's see if it turns out like that. Also XCX more or less managed to that kind of world, let's see if Aonuma and co. can do it for Zelda.
 
Stop toying with us Aonuma, either show us or at least give us a break until nintendo's dreadful christmas is over.


If your making it open world please make it a busy and lively world.
I'm so sick of big empty open world games, it's getting ridiculous these days, and the demo they showed looked so bland and empty just for the sake of having a huge world.

Awesome. That should be an animated special: "Nintendo's Dreadful Christmas."

My memory is failing: Have they had one this lame before, in recent memory?
 
If they really take some of the fans feedback into consideration this cannot be bad.

Quite the opposite. Remember the golden rule:
Aonuma and his team will be fine as long as they never listen to anything fans of the game suggest.

Open world games generally make for shit puzzle, level, and combat design when compared to their linear counterparts, all 3 of which skyward sword excelled in.
 
I think part of the reason fan feedback is tricky with Zelda is that the series is a unique blend of different elements and some people value more than others. Some people want lots of challenging combat, for some it's about the puzzles, some like open exploration and non-linearity, some like involved sidequests. For some people the mythos is very important. Ask people what the next Zelda game should emphasize and you'll get a bunch of different answers. Sometimes what one group considers a strength of one Zelda game another will consider a weakness. Like Wind Waker's open sea or Skyward Sword's dense puzzle-filled overworld.

Ocarina of Time probably balances all the different sides of Zelda most, even if it might not be the best at them individually.
 
Aonuma: "Since we're talking about open worlds, let's state upfront that we don't plan to have an open world in the same way other companies have been doing in recent years."

This is an intriguing answer and I would love to be surprised by their take on open world structure, but I would also be shocked if the main progression loop in the game didn't follow the "mission based" (GTA games, RDR), "outpost" (Crackdown is the case in point, Ubisoft towers/outposts, Mad Max, Dark Souls) or "random generation" (survival games such as Minecraft) template. It seems like open world games from other companies have broadly fit into these categories, or a weighted combination of them, for the last couple of years.

The least explored structure is mixing "random generation" with the other two structures, but some attempts have been made recently (for example the unlimited randomly generated border region in the "outpost" based Mad Max, or designed areas in "random generation" games like Starbound). I don't think Nintendo would emphasize "random generation" in a mainline Zelda game, though.
 
I would hope they put their own twist on the open world style. I only want it to be fundamentally different from the style of gameplay/exploration that has dominated nearly all 3d Zeldas. What they showed last winter looked promising.
 
nintendo's "different" usually translates to "weird and bad", so that quote isn't exactly filling me with confidence.

they will probably do a couple of interesting things that we've never seen before but the whole experience will be bogged down by their stubbornness and refusal to implement all the good things other games have implemented into the open world genre.

prove me wrong aonuma
 
As long as it's nothing like Skyward Sword, I can't see myself not enjoying whatever they come up with.

I do hope they avoid relying on fetch quests too much though. Main reason I never complete most open world games.
 

I thought The Witcher 3 did an excellent job of creating an open world that felt alive, populated, and full of adventure.
 
nintendo's "different" usually translates to "weird and bad", so that quote isn't exactly filling me with confidence.

they will probably do a couple of interesting things that we've never seen before but the whole experience will be bogged down by their stubbornness and refusal to implement all the good things other games have implemented into the open world genre.

prove me wrong aonuma

That's my worry. We have many very good open world games and models and I am afraid they are instead still doing their own thing which may not be good.

But if it's open, or at least multiple large open areas, actually feels alive, feels crafted, and rewards exploration while posing some danger and challenge, it should be fine.
 
This is an intriguing answer and I would love to be surprised by their take on open world structure, but I would also be shocked if the main progression loop in the game didn't follow the "mission based" (GTA games, RDR), "outpost" (Crackdown is the case in point, Ubisoft towers/outposts, Mad Max, Dark Souls) or "random generation" (survival games such as Minecraft) template. It seems like open world games from other companies have broadly fit into these categories, or a weighted combination of them, for the last couple of years.

The least explored structure is mixing "random generation" with the other two structures, but some attempts have been made recently (for example the unlimited randomly generated border region in the "outpost" based Mad Max, or designed areas in "random generation" games like Starbound). I don't think Nintendo would emphasize "random generation" in a mainline Zelda game, though.

I doubt they're getting rid of dungeons, so I'd discount a mission based loop.
 
I wouldn't be lying if I said that the only thing I really really want out of the next title is to not have notifications every time I pick up a new collectable after turning off the game.

Like, this must absolutely never happen again.
 
the real fear is that Zelda games usually have good. mechanics tightly bounded with each other perfectly.. while most of the open world games don't.. even renowned like witcher 3 or gta/red dead redemption (with the last being the major offender here)
 
I wouldn't be lying if I said that the only thing I really really want out of the next title is to not have notifications every time I pick up a new collectable after turning off the game.

Like, this must absolutely never happen again.

totally. the hand holding bullshit has to go.
 
the real fear is that Zelda games usually have good. mechanics tightly bounded with each other perfectly.. while most of the open world games don't.. even renowned like witcher 3 or gta/red dead redemption (with the last being the major offender here)

I wouldn't worry about that, it's down to developer priorities rather than anything else. I don't see Nintendo falling into that trap
 
Fans: "We want a good game"
Aonuma: "Hmm, what if we make a bad game to surprise everyone?"

:P I'm only kidding.

Oddly enough, my initial reaction every time he talks about "surprise" is "wouldn't the best surprise of all be a Zelda game that's actually best-in-class for the genre for once?"

TBH, Aonuma doesn't really need to add his own "twist" on open world, as he says:

Unfortunately, I can’t go into details but I’m hoping to put a surprise, or kind of a twist, on my view of an open world game. I hope that you’ll look forward to it.

He just needs to make an open-world game that ditches all the BS of modern open-world games and focuses more on being a meaty experience.

The first Zelda didn't lean on sidequests; it leaned on maze-like dungeons and making the overworld challenging to figure out and fight through. You could get lost in Hyrule, and certainly in the later dungeons - and it was really likely that you'd die a few times, too. That's what "padded" out the game; not BS collect-a-thons like we've been seeing in recent games (not just third-party open-world games, but Zelda games, too).
 
I doubt they're getting rid of dungeons, so I'd discount a mission based loop.

Yeha, I agree, it is not very likely that they go "mission based".

The surprise will be that the open world is actually one large dungeon with mini dungeons inside it.

All kidding aside, this is a kind of reversal that they have already done in The Phantom Hourglass. A big dungeon was the foundation of the game, and opened up mini-dungeons and other mini-areas for the player.
 
Honestly, all they have to do is mix up some of the stuff Zelda has done in the past already. Have plenty of areas with dense level design and structured gameplay (skyward sword). Connect those areas together with an open world to give the players some room to breath (twilight princess). Give npcs actual things to do, actual schedules, and have them travel around the world, or be found in several places around the world (Majora's Mask). Allow us to find dungeons out of order, but make them follow a strict level of difficulty (Zelda 1).

Or don't do any of that. Point is, I think there's enough content and ideas from previous Zelda's to make a satisfying open world that doesn't copy other open worlds of today.
 
Nintendo needs to get Ubisoft on the game. They sure know how to make an open world game.

The Ubisoft model applied to Nintendo would be closing down all interesting projects, especially Zelda, and having all employees focused on releasing yearly Mario Kart and 2d Mario games (for maximum $).
 
“We actually had some feedback from Skyward Sword, where people were saying, 'This is not exactly the Zelda game I was looking for, I was looking for a bigger open world.'"
“If we put all the feedback the fans write directly into the game, there won’t be an element of surprise,” he said. “If there’s a comment and they’re asking for certain element, I would think, 'Oh, why not interpret this in a different way that you wouldn’t expect?' That’s how we create a new element in a Zelda game. I always want to implement something new and surprising into every game.“

That remined me of this:
ViiLG.png
 
I mean, I wouldn't want anyone at Nintendo to just design a game based on fan feedback. There's a reason why they're fans and not game designers.
 
“We actually had some feedback from Skyward Sword, where people were saying, 'This is not exactly the Zelda game I was looking for, I was looking for a bigger open world.'"
“If we put all the feedback the fans write directly into the game, there won’t be an element of surprise,” he said. “If there’s a comment and they’re asking for certain element, I would think, 'Oh, why not interpret this in a different way that you wouldn’t expect?' That’s how we create a new element in a Zelda game. I always want to implement something new and surprising into every game.“

Translation: If we put everything the fans wanted into the game, it would suck baboon anus.
 
You choose your missions from a hub area, exploring only a small section of the world, making you wonder why the game is open world anyways.
 
Top Bottom