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

Never got the whole empty field complaint. Have some of you ever been to a field? Most are pretty sparse on things to do. It's more about the scenery and immersion. If they litter it with a bunch of crap (mini games, puzzels, salesmen, whatever) it completely loses the feel of being a real place. Sure some caves to explore and secrets to uncover is completely welcome, but put too much of that kinda stuff in and you break the immersion IMO. I kinda like the fields just being nice looking scenery with a few places to explore and secrets to uncover and nothing more. Leave the puzzels and stuff in the dungeons. One of the reasons I disliked Skyward Swords "overworld" was because it threw a bunch of puzzels and obstacles at you and it felt too much like a game world instead of being a real place.
This is exactly how I see it too. Good post!
Some of you are discussing combat too much. It would kind of bum me out if the series went into something like Lex described. That's way too much bs to think about if you ask me. Unless the enemies are cake easy after I find the right load out, I don't want to deal with any faux-RPG elements in Zelda or thinking about armor pieces and items.

I want to explore a sand sea and not spend time thinking about how I can kill 30 moblins in a cave in the most efficient manner.
Yeah idk what these guys want... shit sounds like dragon age and that game was boring as balls
 
The twist is that he's over promising and that it won't be that interesting or original of a solution, unless you're Eiji Aonuma chained to a wall at Nintendo headquarters working in a perpetual vacuum on the same series over and over and over again. Probably it'll be something that negatively impacts some other more thoughtful and worthy traditional Zelda convention, like how the rental system oversimplified puzzle and dungeon design because the inventory didn't stack in the traditional way.

Like Metroid, I wish they would just make a great fucking Zelda game that wasn't trying so hard to prove it was different at the expense of good design choices. That would surprise me more than anything after a decade plus of gimmicks.

Gimmicks are fine, execution is the problem. A traditional Zelda without gimmicks is the very first Zelda on NES. LTTP had movement between worlds, Oracle of Ages and Seasons also had time and seasons, same for OoT and MM with time.
 
Never got the whole empty field complaint. Have some of you ever been to a field? Most are pretty sparse on things to do. It's more about the scenery and immersion. If they litter it with a bunch of crap (mini games, puzzels, salesmen, whatever) it completely loses the feel of being a real place. Sure some caves to explore and secrets to uncover is completely welcome, but put too much of that kinda stuff in and you break the immersion IMO. I kinda like the fields just being nice looking scenery with a few places to explore and secrets to uncover and nothing more. Leave the puzzels and stuff in the dungeons. One of the reasons I disliked Skyward Swords "overworld" was because it threw a bunch of puzzels and obstacles at you and it felt too much like a game world instead of being a real place.

Density is what defines a Zelda map. It doesn't always have to be puzzles, but rocks or walls hiding a cave, trees waiting to be rammed, chests, bugs, enemies, outposts, etc. Nintendo's view in this regard has always been a matter of function over aesthetics.
 
The game is, literally, open world and you get the chance to travel to the world's core, with every layer being a new area to explore with dungeons:

5086541.jpg

And on top of this the sky, and islands in the sky.

Pegasus Epona or Icarus Link here we go!!!
 
Never got the whole empty field complaint. Have some of you ever been to a field? Most are pretty sparse on things to do. It's more about the scenery and immersion. If they litter it with a bunch of crap (mini games, puzzels, salesmen, whatever) it completely loses the feel of being a real place. Sure some caves to explore and secrets to uncover is completely welcome, but put too much of that kinda stuff in and you break the immersion IMO. I kinda like the fields just being nice looking scenery with a few places to explore and secrets to uncover and nothing more. Leave the puzzels and stuff in the dungeons. One of the reasons I disliked Skyward Swords "overworld" was because it threw a bunch of puzzels and obstacles at you and it felt too much like a game world instead of being a real place.
It's true that real life fields are empty, but why would you put that in a video game? Just because real life is boring doesn't mean games should be.
 
lol....ok

I think you missed my point.

I understand your comment, but i just wanted to explain in what direction i like them to go. The art styles is a combination from what styles I like. I understand that the art style maybe isn't something new, but does it have to be new? You can use some art style and do allot more with it. The fan art has allot of more feeling than the pictures you post from the games.

It's in what kind of direction i like them to go.

For example the art from orioto is the style i mostly like:
https://www.google.be/search?q=orio...idLayAIVRrwUCh394gUW&biw=1920&bih=953#imgrc=_

I hope also that game will have allot of equipment hidden in the overworld.
For example the blue cape in zelda1. In "A link to the past" you could also upgrade your sword in the town, it are those things I like to see in the next zelda game.
 
Density is what defines a Zelda map. It doesn't always have to be puzzles, but rocks or walls hiding a cave, trees waiting to be rammed, chests, bugs, enemies, outposts, etc. Nintendo's view in this regard has always been a matter of function over aesthetics.

Because the world is so huge, there is no way they will be able to fill the entire map with interesting gameplay. That's why it makes sense to have segmented areas that resemble those from SS, while the overworld is the place for open world gameplay. Keep the two beings separated instead of spreading out the limited amount of content in the game across a vast landmass, it makes more sense to have small patches of land that contain all the substance. Just like how WW works.
 
I think it would be really cool if weather and seasons affected the overworld. Like, maybe some areas are more accessible during certain times of the year (ex. The mountains become more brutal to traverse in the winter due to heavy snow). Maybe at some point there is a massive flood that temporarily alters the overworld. The enemies could even be different depending on time of year. Stuff like that would be cool. They sort of did this in Oracle of Seasons. It would be awesome to see something like that in a large scale 3d title. It would help keep the overworld fresh and interesting.
 
I understand your comment, but i just wanted to explain in what direction i like them to go. The art styles is a combination from what styles I like. I understand that the art style maybe isn't something new, but does it have to be new? You can use some art style and do allot more with it. The fan art has allot of more feeling than the pictures you post from the games.

It's in what kind of direction i like them to go.

Well yeah, the graphical limitations definitely make it not match the concept art. But hypothetically, if those areas I selected were created in 2015, it would pretty much look like the original concept art posted. So what I was saying was that all of those graphical styles had already been done in Zelda. The styles had been done, just not the graphic fidelity itself due to hardware of course.

If TPHD exists and those areas lose that aesthetic or regress, then we'll have to revisit this.
 
Because the world is so huge, there is no way they will be able to fill the entire map with interesting gameplay. That's why it makes sense to have segmented areas that resemble those from SS, while the overworld is the place for open world gameplay. Keep the two beings separated instead of spreading out the limited amount of content in the game across a vast landmass, it makes more sense to have small patches of land that contain all the substance. Just like how WW works.

The structure is still a mystery, but even if the meat of the gameplay is reserved for key locations and dungeons, there will be things to do in the overworld. We have seen wildlife and trees with fruit so far.
 
Aonuma: We have no idea how to fill all of that open world!
Miyamoto: Make it online, then the players will fill it.
Aonuma: But the WiiU cannot take that toll.
Miyamoto: That's a nice table you've set up here. It'd be a shame if someone were to upend it.
Aonuma: :(
 
Missed this. Nice how they're looking at online feedback. Bummed how it's probably exclusively Japanese fans unless they're in touch with some kind of Treehouse feedback division.

Just excited to hear anything about this game, as vague as it is.

EDIT:

The land is empty except for Ganon outpost. You solve puzzle or kill enemies or destroy outpost to break curse in area. Then town, dungeons, etc... appear. You make that in the order you find how to solve an area.

This is kinda neat, but I feel like this would be the kind of game that tried to wow you right off the bad with a living, breathing world. Watching new things being added to the environment sounds vaguely Skyward Swordy
 
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