Come now. Even if you dislike Skyward Sword that much, he still led on Minish Cap which is arguably a stronger entry in the franchise than ALBW. Fujibayashi is legit.
Depends on your taste![]()
Nothing inherently wrong with that.
Phew. Absolutely loved his design philosophy in Skyward.
But from what we've seen and heard from Aonuma and co. it seems like Zelda Wii U will be establishing a new style and leaving those old "rules" in the past. So if that paradigm is shifting, why is it so implausible to think the ability to manually jump couldn't be included?
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Well...I'm sure everyone already knows my opinion. I thought his design philosophy in SS was abhorrent. SS and TMC are my least favorite Zeldas.
Though I really enjoyed Oracle of Ages.
If Nintendo adds an actual jump button to 3D Zelda games, then next thing you know people are asking for double jumps, manual somersaults, or parkour like in Assasins Creed.
Well, we already know you can jump off the horse, so you're probably going to be disappointed here.So in my opinion, let the jumping in Zelda be limited to an item or to auto jump.
Because that's a shift that is not really necessary (in my opinion). Look at what happened to Bionic Commando once they let the character jump that Rearmed sequel.
If Nintendo makes a Mario platformer where you couldn't jump, that would be a huge shift, but is it a necessary shift?
So in my opinion, let the jumping in Zelda be limited to an item or to auto jump.
If Nintendo adds an actual jump button to 3D Zelda games, then next thing you know people are asking for double jumps, manual somersaults, or parkour like in Assasins Creed.
Which is perfectly fine, in other types of games. There are lots of other paradigm shifts they could try, free jumping is not necessarily one of them.
What I would love if they could take some of the best things about the Zelda games and combine them into this game. For example, let the NPCs have a schedule like in Majora's Mask, have crafting like in SS and the DS Zeldas, have rings/masks that grant you special abilities. That way you can have a ton of rewards for exploring the overworld instead of receiving rupees, hearts or just sightseeing.
Depends on his future/current ideas/decisions.
A person is not a color. Fujibayashi isn't "red" where you everything painted with that color will always look red and always the exact same kind of red.
Well, we already know you can jump off the horse, so you're probably going to be disappointed here.
Skyward sword's general philosophy of making the areas outside dungeons playing similar to the inside of the dungeons was great, imo. The issue was the recycling of those areas and the unnecessary padding. The game could have been 10 hours shorter and would have benefited greatly from that. Don't have me climb all the way up a mountain, see the dungeon door, and then tell me I need to climb back down the mountain to find parts of a key. It's so discouraging. Yes, the paths you take down the mountain are new, and you open up shortcuts, but man if it doesn't feel bad.
Any backtracking/repetition/revisiting of old areas should have been for 100% completion (heart pieces, collectibles, etc), and not required by the main story of the game.
It's funny to see people go from "Yeah, bring on the new! We don't need to rely on tradition, where's my female Gerudo Link? Forget story!" to "But Skyward Sword was different and I didn't like it. Who needs jump buttons? Don't abandon tradition!".
I miss Iwata AsksIt really all depends on the buttons. Do we want to use a whole button on jump when we usually have an action/contextual button instead?
Iwata Your struggle night and day continues but now faced with an even higher hurdle. (laughs)
Aonuma I really don't know what to do! (laughs) For the next one, if we will build on the methods we established this time, we might end up getting into a rut.
Fujibayashi That's difficult. I'm thinking about the next game, too, and I feel like the hurdle is really high.
Aonuma But there is a lot left that we didn't do this time.
Iwata You have limited time and people, so there's bound to be something left over. But five years is a long time. (laughs) Can't you do it in three years next time?
Aonuma Sorry! You're right! (laughs wryly)
Fujibayashi Sorry, I'll think of something that can happen in three years!
I think Fujibayashi is here to stay. :\
It's funny to see people go from "Yeah, bring on the new! We don't need to rely on tradition, where's my female Gerudo Link? Forget story!" to "But Skyward Sword was different and I didn't like it. Who needs jump buttons? Don't abandon tradition!".
I don't see what's so disagreeable about that design philosophy to be honest. I want to know the fundamental rule set to every game I play before I start playing. If I know how stuff works, I can experiment properly without running into walls by doing stuff that simply isn't possible. I don't want my time wasted. Of course, I don't want tutorials to be overbearing. A simple text box is sufficient for me, but I like the way SS and Zelda in general handles it: you get a new item, and the room you're in will require you to use it to get out of it. By doing the puzzle, you'll see how it works and know its limits. You can then go to work front there.'According to Fujibayashi, the most important aspect of game design is making the fundamental rule set of a video game absolutely clear to a player'
This is exactly the opposite of what I like about the series. He completely pissed all over what makes Zelda, Zelda for me. I hate his design philosophy, it needs to die in a fire.
I've loved Fujibayashi's philosophies with SS, so I'm fine if he's directing.
The guys looking for a "darker tone" need to go see if Koizumi can come back over to write the scenarios again. Spoiler:He's not gonna get off that Mario train.
Also, SS follows the same design principles of MM, so if you liked MM, I still can't fathom why you'd have a problem with SS. Also, it's really hard to say if Fujibayashi even has "trademark" characteristics, it's not like there's a specific thing that's carried over from all the games he's worked on.
I don't see what's so disagreeable about that design philosophy to be honest. I want to know the fundamental rule set to every game I play before I start playing. If I know how stuff works, I can experiment properly without running into walls by doing stuff that simply isn't possible. I don't want my time wasted. Of course, I don't want tutorials to be overbearing. A simple text box is sufficient for me, but I like the way SS and Zelda in general handles it: you get a new item, and the room you're in will require you to use it to get out of it. By doing the puzzle, you'll see how it works and know its limits. You can then go to work front there.
It's been a long time since I've played MM. I remember the game having its fair share of backtracking and fetchquesting such as collecting the eggs for the Zora Singer, or following the ghost Goron around Snowhead. MM didn't have much of an overworld either. Most of the activities centered around the individual hubs you can go to. The overworld was small and pretty barren. You can compare it to the sky overworld in SS I think.
The guys looking for a "darker tone" need to go see if Koizumi can come back over to write the scenarios again. Spoiler:He's not gonna get off that Mario train.
Yeah. I quit MM several times before completing it. But the game integrated the story into the gameplay. Everything felt like it belonged together and formed to make a really complete story...that I, as a player, was a part of. So, even when I was suffering through the game, the story played a more important tangible role.
You guys are scaring me with that Fujibayashi guy.
Reminds me of those Square guys that were responsible for that Final Fantasy 2 experience that most people hated. Also in charge of the SaGa games (which are somewhat obtuse to play), and also in charge of the downfall of the Mana games after turning the games into something the beloved original trilogy wasn't.
I really need to play Skyward Sword soon before everyone ruins it even more. Personally, I hear people complain a lot about Navi, or about the empty overworld in Ocarina/Twilight/Wind Waker, or about linearity, or about training/slow starts. But honestly, that has never bothered me one bit. I never thought any of that was annoying or bothersome. So I wonder if I'll be bothered in SS about all that stuff people complain about here.
The guys looking for a "darker tone" need to go see if Koizumi can come back over to write the scenarios again. Spoiler:He's not gonna get off that Mario train.
There's always been a schism of fans who enjoy traditional Zelda or experimental Zelda. The fandom is very complex.
Because there are some things that do not need to change, while other things do.
Oh, certainly. I'm not denying that.
Every designer has a philosophy, though, a set of values, an approach etc.
How would you react if the director for the next Zelda game was, say, Motomu Toriyama or David Cage?
Painful truth is painful
Yeah, that was one of best aspects of Majora's Mask.
The narrative felt organic and was seamlessly integrated into the game.
Yeah. I would also argue that certain parts of MM weren't "fun," nor do I think they were meant to be. It felt like MM traded "fun" in exchange for a completely different form of entertainment altogether. It's basically a stress and distress game, which I am a fan of.
Anyone who plays MM knows that the game doesn't really reward the player the same way any other game would.
SS is just bleeeugh.
Oh, certainly. I'm not denying that.
Every designer has a philosophy, though, a set of values, an approach etc.
How would you react if the director for the next Zelda game was, say, Motomu Toriyama or David Cage?
Ah man, it's a bummer that you weren't able to enjoy SS. I really loved playing through the game. It had a great sense of vastness and wonderment to it.
Here's my LTTP thread if you're interested:
http://www.neogaf.com/forum/showthread.php?t=894926
Ah man, it's a bummer that you weren't able to enjoy SS. I really loved playing through the game. It had a great sense of vastness and wonderment to it.
Here's my LTTP thread if you're interested:
http://www.neogaf.com/forum/showthread.php?t=894926
If it's any consolation, I enjoyed most of the dungeons and 2 cutscenes. I also enjoyed the final boss and all of the Silent Realms.
I voice concerns now because SS had heavy structural design elements that I completely despise. (Not trusting the player) I'll be done with the series if they continue with what SS brought up.
There will probably never be another Zelda game with the perfect storm of scenario and structure like Majora's Mask. There will probably never be a Zelda that places as much emphasis on character. Character depth was a direct result of the unique time system.
So enjoy the MM remake and get ready for something else entirely.
If it's any consolation, I enjoyed most of the dungeons and 2 cutscenes. I also enjoyed the final boss and all of the Silent Realms.
I voice concerns now because SS had heavy structural design elements that I completely despise. (Not trusting the player) I'll be done with the series if they continue with what SS brought up.
If it's any consolation, I enjoyed most of the dungeons and 2 cutscenes. I also enjoyed the final boss and all of the Silent Realms.
I voice concerns now because SS had heavy structural design elements that I completely despise. (Not trusting the player) I'll be done with the series if they continue with what SS brought up.
Why would they though.
Because every game they promise that we'll get something that matches Ocarina of Time/A Link to the Past/The Legend of Zelda in quality, but with every game we usually get one step forward, ten steps back.
Generic plot involving Zelda being your preppy best friend who is immediately kidnapped after you have a swell time with her...and then her disappearing for the rest of the game as you set out to save her. Oh and nothing else in the story is more important than saving this character who had 10 minutes of screen time.Why would they though. That's the part I don't get about the Fujibayashi Panic Police. What have we seen of Zelda U so far? Wide open spaces, mysterious locations, potential to explore, discover, (supposedly) random threats to deal with. What have they implemented as a key thing in ALBW as a result of the SS feedback? An non-intrusive and optional (!) hint-system and no nagging companion along with a completely open structure.
Does anybody really think Fujibayashi would then go "hahaha, now that we have distracted them I can execute my evil plan, ignore everything that other director guy did in ALBW that people liked and introduce Eponamon, the talking horse that tells you everything there is to know about everything and I will segment this gigantic open space with invisible barriers that keep you from deviating from my beloved linear path" all the while Aonuma is off in a corner getting high on some class-A deku kush?
Seriously though. How is this guy such a panic inducing force to you guys?
Generic plot involving Zelda being your preppy best friend who is immediately kidnapped after you have a swell time with her...and then her disappearing for the rest of the game as you set out to save her.
Bad scenario writing. Villian wears purple and is generically evil because his main motive in life is to be evil.
That kind of stuff.
Generic? Yeah I remember all those time where zelda was link best friend, oh wait.
Generic plot involving Zelda being your preppy best friend who is immediately kidnapped after you have a swell time with her...and then her disappearing for the rest of the game as you set out to save her. Oh and nothing else in the story is more important than saving this character who had 10 minutes of screen time.
Bad scenario writing. Villian wears purple and is generically evil because his main motive in life is to be evil.
That kind of stuff.
Isn't that like... every Zelda?
TMC and SS.
:S
I prefer Zelda getting kidnapped at the tail end when most of the story is already over.
Or, you know, not getting kidnapped at all.
So two games in the series = generic and Even then link relationship in SS is way more fleshed out than MC.
Amazing horse animation.
Yeah. I'd be fine with them taking pointers from Okami or Earthbound then.
Just put interesting characters in the actual game world. And just make it charming, quirky and surprisingly deep.