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Media Create Sales: Week 48, 2011 (Nov 28 - Dec 04)

Rhod

Member
There is so much confusion in your post I don't feel like addressing it.

Ah, 'I don't feel like addressing all of the wrongness'. The very essence of a good, well reasoned discussion!

Regarding confusion:

It bears absolutely no resemblance to the Zelda I grew up with on the NES and SNES. Its disappointing. I have intentionally boycotted this release in the hopes that Nintendo will change its ways and reboot the series

'It's not like it used to be'

The SNES game was good for a 2D game 15-20 years ago. The gameplay is just completely lacking..

'Who would want it like it *used* to be?'

EDIT Beaten by GCX.
 
Fisher-Price? Jesus, if you didn't 'boycott' this release you might've realized it's perhaps the most difficult 3D Zelda.
Which for a person like him might mean nothing, since it's still quite an easy game, with lots of padding and overly intrusive companion character.

I still think Skyward is elite game btw, however it deserves some of the criticism that's been applied to it.
 

duckroll

Member
Here's what Nintendo should do for a New Legend of Zelda: The graphics should be 3D, but celshaded like Phantom Hourglass and Spirit Tracks. The view should be strictly top down like the old 2D Zeldas. The game should have a single starting house like LttP, and maybe a nearby "town" like in LttP, but there shouldn't be much story or dialogue. There should be no real cutscenes. The actual game should be designed exactly like the first Zelda where you have an overworld which can mostly be traveled freely in any order except for minor bottlenecks which require certain items. There should be dungeons hidden throughout the overworld, some in plain sight, while others are hidden.

And now the controversial part: I feel that Nintendo should spend a year or two doing nothing but designing dungeons and special items items for that dungeon. There should be like 20-30 items, and each item-type dungeon should have 4-5 variants, so there would be maybe 100 dungeons in total. Each time the player plays a single loop of the world, there will be 8 dungeons randomly selected from that pool, with no item overlaps of course, and placed throughout the overworld in hundreds of possible locations. Each play loop should take about 5-10 hours at most, and the final dungeon is always in the same place, but the dungeon itself will also be randomly generated based on which 8 items the game decided to generate for that world loop, such that the dungeon will require you to use every single item in some way to solve it.

There should be leaderboards, and options to generate worlds for multiplayer as well ala Four Swords. If the actual design is spot on, it will be the more replayable Zelda of all time, and I will die playing it, because I'll still be playing it when I'm an old man on my deathbed.

Edit: Oh and if they decide to have a "town", to make it interesting they should have the town start unpopulated, but as you play and complete dungeons, the town starts filling up again each time. Like, if you get bombs, a bomb seller will set up shop, if you get a hookshot, someone will decide to set up a hookshot minigame range or something, etc. Just a distraction for players who like that shit, but completely optional.
 
There's a lot to like in Skyward Sword (meaningful item use, dense puzzley progression, combat that's actually evolved for once, pretty painting filter, stamina meter system, pouch management and item upgrading, etc), but the clunky narrative scenes and truncated hub-rather-than-over world still get in the way for me personally. I think the overworld especially really hurts the game in an unexpected way, and makes it feel less "Zelda" than it aught to. Then again I felt the same about Wind Waker, Phantom Hourglass and Spirit Tracks, so ymmv.
 

Rhod

Member
That sounds great, Duckroll. I would approve of such a plan.

It should also be noted that I would approve of such a plan even without the randomised array of dungeons, just a new, top-down zelda where I don't have to look around with a button.

Although the advantage of it being on a powerful system would mean that I *could* look around with a button if I wanted to, and perhaps find hints and secrets in that manner.
 
Here's what Nintendo should do for a New Legend of Zelda: The graphics should be 3D, but celshaded like Phantom Hourglass and Spirit Tracks. The view should be strictly top down like the old 2D Zeldas. The game should have a single starting house like LttP, and maybe a nearby "town" like in LttP, but there shouldn't be much story or dialogue. There should be no real cutscenes. The actual game should be designed exactly like the first Zelda where you have an overworld which can mostly be traveled freely in any order except for minor bottlenecks which require certain items. There should be dungeons hidden throughout the overworld, some in plain sight, while others are hidden.

And now the controversial part: I feel that Nintendo should spend a year or two doing nothing but designing dungeons and special items items for that dungeon. There should be like 20-30 items, and each item-type dungeon should have 4-5 variants, so there would be maybe 100 dungeons in total. Each time the player plays a single loop of the world, there will be 8 dungeons randomly selected from that pool, with no item overlaps of course, and placed throughout the overworld in hundreds of possible locations. Each play loop should take about 5-10 hours at most, and the final dungeon is always in the same place, but the dungeon itself will also be randomly generated based on which 8 items the game decided to generate for that world loop, such that the dungeon will require you to use every single item in some way to solve it.

There should be leaderboards, and options to generate worlds for multiplayer as well ala Four Swords. If the actual design is spot on, it will be the more replayable Zelda of all time, and I will die playing it, because I'll still be playing it when I'm an old man on my deathbed.

Edit: Oh and if they decide to have a "town", to make it interesting they should have the town start unpopulated, but as you play and complete dungeons, the town starts filling up again each time. Like, if you get bombs, a bomb seller will set up shop, if you get a hookshot, someone will decide to set up a hookshot minigame range or something, etc. Just a distraction for players who like that shit, but completely optional.

Zelda: Diablo Edition
 

PunchyBoy

Banned
Why people are so pessimistic with Vita japanese launch ?
I mean, what makes people think that 3DS will sell more next week than Vita, although it will be it's launch ?
 

duckroll

Member
That sounds great, Duckroll. I would approve of such a plan.

It should also be noted that I would approve of such a plan even without the randomised array of dungeons, just a new, top-down zelda where I don't have to look around with a button.

Although the advantage of it being on a powerful system would mean that I *could* look around with a button if I wanted to, and perhaps find hints and secrets in that manner.

The reason why I feel that adding an array of randomization from a huge pool of items/dungeons is because I feel that one thing that totally kills Zelda compared to Nintendo's other franchises in terms of long lasting sales and word of mouth, is that they are not really that replayable unless you're a big Zelda fan. There's nothing in the games which really allow people to play over and over. The same thing applies for Mario really. But suddenly, when Nintendo made a new 2D Mario with SHITLOADS of levels, that changed. The same might apply to help Zelda feel more replayable for casual gamers who just want "more" out of a game.

Also, I love dungeons. I love items. Just give me a reason to keep playing. :)


Zelda: Diablo Edition

What? Not at all.
 
Why people are so pessimistic with Vita japanese launch ?
I mean, what makes people think that 3DS will sell more next week than Vita, although it will be it's launch ?
MH and Mario?

What? Not at all.
Isometric action and randomized world generation are pivot points of Diablo. Levels are usually filled in a way that require special combat strategy (and hence different use of weapon for each particular level) as well, at least in the first one. There is also only one hub (again in the first one).

Also, I love dungeons. I love items. Just give me a reason to keep playing. :)
OK, you really want a Zelda: Diablo Edition
 
Why people are so pessimistic with Vita japanese launch ?
I mean, what makes people think that 3DS will sell more next week than Vita, although it will be it's launch ?
I'd say a combination of available supplies on shelves, 3DS heavy hitters reaching critical mass and the general greater holiday lift for Nintendo.
 
Here's what Nintendo should do for a New Legend of Zelda: The graphics should be 3D, but celshaded like Phantom Hourglass and Spirit Tracks. The view should be strictly top down like the old 2D Zeldas. The game should have a single starting house like LttP, and maybe a nearby "town" like in LttP, but there shouldn't be much story or dialogue. There should be no real cutscenes. The actual game should be designed exactly like the first Zelda where you have an overworld which can mostly be traveled freely in any order except for minor bottlenecks which require certain items. There should be dungeons hidden throughout the overworld, some in plain sight, while others are hidden.

And now the controversial part: I feel that Nintendo should spend a year or two doing nothing but designing dungeons and special items items for that dungeon. There should be like 20-30 items, and each item-type dungeon should have 4-5 variants, so there would be maybe 100 dungeons in total. Each time the player plays a single loop of the world, there will be 8 dungeons randomly selected from that pool, with no item overlaps of course, and placed throughout the overworld in hundreds of possible locations. Each play loop should take about 5-10 hours at most, and the final dungeon is always in the same place, but the dungeon itself will also be randomly generated based on which 8 items the game decided to generate for that world loop, such that the dungeon will require you to use every single item in some way to solve it.

There should be leaderboards, and options to generate worlds for multiplayer as well ala Four Swords. If the actual design is spot on, it will be the more replayable Zelda of all time, and I will die playing it, because I'll still be playing it when I'm an old man on my deathbed.

Edit: Oh and if they decide to have a "town", to make it interesting they should have the town start unpopulated, but as you play and complete dungeons, the town starts filling up again each time. Like, if you get bombs, a bomb seller will set up shop, if you get a hookshot, someone will decide to set up a hookshot minigame range or something, etc. Just a distraction for players who like that shit, but completely optional.

mostly a great idea, perhaps a little excessive on number of dungeons and i'd say the town has to be in it, but mostly a great idea

btw. i aint played SS yet (i'm getting it for xmas) so maybe SS will truely be the awesome and only way zelda games should be
 

Rhod

Member
The reason why I feel that adding an array of randomization from a huge pool of items/dungeons is because I feel that one thing that totally kills Zelda compared to Nintendo's other franchises in terms of long lasting sales and word of mouth, is that they are not really that replayable unless you're a big Zelda fan..

Oh, absolutely. It sounds superb. I was just devaluing my own enthusiasm somewhat as you could just have said '2d top-down zelda' and I'd have already been in.
 

Alexios

Cores, shaders and BIOS oh my!
And now the controversial part: I feel that Nintendo should spend a year or two doing nothing but designing dungeons and special items items for that dungeon. There should be like 20-30 items, and each item-type dungeon should have 4-5 variants, so there would be maybe 100 dungeons in total. Each time the player plays a single loop of the world, there will be 8 dungeons randomly selected from that pool, with no item overlaps of course, and placed throughout the overworld in hundreds of possible locations. Each play loop should take about 5-10 hours at most, and the final dungeon is always in the same place, but the dungeon itself will also be randomly generated based on which 8 items the game decided to generate for that world loop, such that the dungeon will require you to use every single item in some way to solve it.

There should be leaderboards, and options to generate worlds for multiplayer as well ala Four Swords. If the actual design is spot on, it will be the more replayable Zelda of all time, and I will die playing it, because I'll still be playing it when I'm an old man on my deathbed.

Edit: Oh and if they decide to have a "town", to make it interesting they should have the town start unpopulated, but as you play and complete dungeons, the town starts filling up again each time. Like, if you get bombs, a bomb seller will set up shop, if you get a hookshot, someone will decide to set up a hookshot minigame range or something, etc. Just a distraction for players who like that shit, but completely optional.
http://forums.tigsource.com/index.php?topic=10372.0
Not quite (no Zelda items, puzzles, etc), or as abundant, but closest you're likely to get to that. Great little game, 4p co-op (local) too.

Would be cool but I don't see them making so much content that so many players may never even see. Maybe a less abundant game could be done though.

I don't think it's that people want "more" though, I mean, Zelda games tend to be longer than other high profile action adventures none of which are (very?) replayable.
 
No, I just don't have time to delve into a detailed post about Zelda. First of all, the modern games feel and play nothing like the original games. They have a surface coat that looks like Zelda but that is where it stops. So I completely disagree with your assessment that the modern games and SS are anything like the first 3. When I say it needs to go back to the originals, I don't mean an exact copy in 3D. I am saying that it needs to take the basic skeleton and re-imagine that in a modern context. Zelda was an arcade-action/rpg. It took from the rpgs like D&D, DW, and FF and then merged it with quick action gameplay from the arcade. Zelda was originally designed to be an arcade game as an unbroken progression through dungeons. when it went to the NES, they added the overworld. Zelda needs to take the best of best modern RPGS and merge that with precise, quick-action gameplay like you would find in an arcade. That is what Zelda is. That is what Zelda fans are looking for, it doesn't and hasn't delivered that in a long, long time. When ALttP came out it did well, but all we end up getting are dumbed-down and fluff-filled iterations of that game in 3D. But ALttP actually was pretty good because it retained more of those core Zelda elements - those were abandoned when the series came to 3D and Aonuma took over. Aonuma thought Zelda was too hard, thus he made it easier and focused on the non-action elements like Puzzles, and NPCS, etc.

Zelda was difficult, there weren't cutesy moronic goblins in leopard print and S&M costumes running around.

These contentions that SS is more difficult that Zelda I are ludicrous. You easily had to play most dungeons through 10 or more times before you could best them with double potions. The final dungeons would throw multiple bosses at you and room after room with 10 darknuts and wizrobes firing sonic waves at you while they disappeared/reappeared and chased you all over the screen. Seriously... cut the crap.
 

Laguna

Banned
Why people are so pessimistic with Vita japanese launch ?
I mean, what makes people think that 3DS will sell more next week than Vita, although it will be it's launch ?

Don´t know. But here are week 1 and 2 for 3DS.
first week 374,764
second week 209,623
 

duckroll

Member
No, I just don't have time to delve into a detailed post about Zelda. First of all, the modern games feel and play nothing like the original games. They have a surface coat that looks like Zelda but that is where it stops. So I completely disagree with your assessment that the modern games and SS are anything like the first 3. When I say it needs to go back to the originals, I don't mean an exact copy in 3D. I am saying that it needs to take the basic skeleton and re-imagine that in a modern context. Zelda was an arcade-action/rpg. It took from the rpgs like D&D, DW, and FF and then merged it with quick action gameplay from the arcade. Zelda was originally designed to be an arcade game as an unbroken progression through dungeons. when it went to the NES, they added the overworld. Zelda needs to take the best of best modern RPGS and merge that with precise, quick-action gameplay like you would find in an arcade. That is what Zelda is. That is what Zelda fans are looking for, it doesn't and hasn't delivered that in a long, long time. When ALttP came out it did well, but all we end up getting are dumbed-down and fluff-filled iterations of that game in 3D. But ALttP actually was pretty good because it retained more of those core Zelda elements - those were abandoned when the series came to 3D and Aonuma took over. Aonuma thought Zelda was too hard, thus he made it easier and focused on the non-action elements like Puzzles, and NPCS, etc.

Zelda was difficult, there weren't cutesy moronic goblins in leopard print and S&M costumes running around.

These contentions that SS is more difficult that Zelda I are ludicrous. You easily had to play most dungeons through 10 or more times before you could best them with double potions. The final dungeons would throw multiple bosses at you and room after room with 10 darknuts and wizrobes firing sonic waves at you while they disappeared/reappeared and chased you all over the screen. Seriously... cut the crap.

As a Zelda fan who has played every single Zelda game and started with the series when the very first Legend of Zelda was released on the NES, I completely disagree with pretty much every single thing you have said.
 

Chris1964

Sales-Age Genius
21./10. [PS3] Call of Duty: Modern Warfare 3 - Subtitled Edition <ACT> (Square Enix) {2011.11.17} (¥7.980)
22./05. [PS3] Metal Gear Solid HD Edition # <ADV> (Konami) {2011.11.23} (¥5.480)
23./16. [PSP] Hatsune Miku: Project Diva Extend <ACT> (Sega) {2011.11.10} (¥5.299)
24./03. [PS3] Saint Seiya: Sanctuary Battle # <ACT> (D3 Publisher) {2011.11.23} (¥7.140)
25./08. [PSP] Uta no Prince-Sama: Music # <ACT> (Broccoli) {2011.11.24} (¥3.990)
26./15. [PSP] Final Fantasy Type-0 <RPG> (Square Enix) {2011.10.27} (¥7.770)
27./13. [PS3] Ni no Kuni: Wrath of the White Witch # <RPG> (Level 5) {2011.11.17} (¥8.800)
28./00. [360] Assassin's Creed: Revelations <ACT> (Ubisoft) {2011.12.01} (¥7.770)
29./38. [WII] Mario Kart Wii <RCE> (Nintendo) {2008.04.10} (¥5.800)
30./07. [PSP] Weiss Schwarz Portable: Boost Weiss / Boost Schwarz # <TBL> (Bandai Namco Games) {2011.11.23} (¥6.800)
31./27. [PSP] World Soccer Winning Eleven 2012 <SPT> (Konami) {2011.11.03} (¥4.980)
32./32. [WII] Rhythm Heaven: Fever <ACT> (Nintendo) {2011.07.21} (¥5.800)
33./36. [3DS] Nintendogs + Cats: French Bulldog / Shiba / Toy Poodle & New Friends <ETC> (Nintendo) {2011.02.26} (¥4.800)
34./20. [PS3] Sengoku Basara 3: Utage <ACT> (Capcom) {2011.11.10} (¥5.800)
35./37. [NDS] Tamagotchi Collection <ETC> (Bandai Namco Games) {2011.11.10} (¥5.040)
36./00. [3DS] Crayon Shin-Chan: Uchuu de Achoo!? Yuujou no Oba-Karate!! <ACT> (Bandai Namco Games) {2011.12.01} (¥5.040)
37./00. [PS3] Sonic Generations <ACT> (Sega) {2011.12.01} (¥7.329)
38./33. [WII] Go Vacation <ETC> (Bandai Namco Games) {2011.10.20} (¥5.800)
39./40. [PSP] Monster Hunter Freedom 3 (PSP the Best) <ACT> (Capcom) {2011.09.22} (¥2.990)
40./46. [WII] New Super Mario Bros. Wii <ACT> (Nintendo) {2009.12.03} (¥5.800)
41./29. [PS3] Metal Gear Solid: Peace Walker HD Edition # <ADV> (Konami) {2011.11.10} (¥4.980)
42./26. [PSP] Ore no Shikabane wo Koete Yuke # <RPG> (Sony Computer Entertainment) {2011.11.10} (¥4.980)
43./49. [WII] Family Fishing # <SPT> (Bandai Namco Games) {2011.08.04} (¥5.040)
44./12. [PSP] Pop'n Music Portable 2 <ACT> (Konami) {2011.11.23} (¥5.040)
45./43. [3DS] The Legend of Zelda: Ocarina of Time 3D <ADV> (Nintendo) {2011.06.16} (¥4.800)
46./00. [NDS] Kirby Mass Attack <ACT> (Nintendo) {2011.08.04} (¥3.800)
47./00. [NDS] Pokemon Black / White <RPG> (Pokemon Co.) {2010.09.18} (¥4.800)
48./00. [3DS] Sonic Generations <ACT> (Sega) {2011.12.01} (¥5.229)
49./30. [PS3] Saints Row: The Third <ACT> (THQ Japan) {2011.11.17} (¥7.770)
50./34. [NDS] FabStyle # <SLG> (Koei Tecmo) {2011.11.24} (¥5.040)

Top 50

WII - 14
PS3 - 12
PSP - 11
3DS - 6
NDS - 6
360 - 1

SOFTWARE
Code:
--------------------------------------------------------------------------
|System | This Week  | Last Week  | Last Year  |     YTD    |  Last YTD  |
--------------------------------------------------------------------------
|  ALL  |  1.723.000 |  1.362.000 |  3.276.244 | 44.002.000 | 55.049.625 |
--------------------------------------------------------------------------
 

Alexios

Cores, shaders and BIOS oh my!
No, I just don't have time to delve into a detailed post about Zelda. First of all, the modern games feel and play nothing like the original games. They have a surface coat that looks like Zelda but that is where it stops.
No, it's not, there are many more elements than a surface coat. You even said the surface coat is what offends you because you don't like the bokoblins or whatever.

It took from the rpgs like D&D, DW, and FF
It took from things that didn't exist?

Zelda needs to take the best of best modern RPGS and merge that with precise, quick-action gameplay like you would find in an arcade.
I'd rather it takes the best from Zelda, I've not played any modern RPGs that have better puzzles or better combat systems than Zelda. They have merits, hence why I'm playing Skyrim still (for now) but not in such aspects. Also, few if any of them are really any harder at all. I can't think of any that resemble Zelda at all.

That is what Zelda is.
Not really.

That is what Zelda fans are looking for
Speak for yourself, not any larger group in another attempt to validate your opinion as better.

there weren't cutesy moronic goblins in leopard print and S&M costumes running around.
Because they didn't fit in 8x8 (or whatever) pixel sprites.

These contentions that SS is more difficult that Zelda I are ludicrous.
I didn't say more difficult, I said more nonstop action which you specifically asked for, since outside the tutorial and a few other parts it mostly eliminates the overworld structure and just gets you right in dungeon-like areas (even if outdoor) one after the other, unless you choose to dick around.
 

Chris1964

Sales-Age Genius
Famitsu Sales: Week 48, 2011 (Nov 21 - Nov 27)

01./00. [WII] The Legend of Zelda: Skyward Sword # <ADV> (Nintendo) {2011.11.23} (¥6.800) - 194.894 / NEW
02./00. [PSP] 7th Dragon 2020 # <RPG> (Sega) {2011.11.23} (¥6.279) - 113.568 / NEW
03./00. [PSP] Little Battlers eXperience: Boost <RPG> (Level 5) {2011.11.23} (¥4.980) - 59.448 / NEW
04./00. [PS3] Metal Gear Solid HD Edition # <ADV> (Konami) {2011.11.23} (¥5.480) - 58.864 / NEW
05./04. [3DS] Super Mario 3D Land <ACT> (Nintendo) {2011.11.03} (¥4.800) - 57.465 / 542.842 (+9%)
06./00. [PS3] Saint Seiya: Sanctuary Battle # <ACT> (D3 Publisher) {2011.11.23} (¥7.140) - 55.515 / NEW
07./00. [PSP] Weiss Schwarz Portable: Boost Weiss / Boost Schwarz # <TBL> (Bandai Namco Games) {2011.11.23} (¥6.800) - 45.989 / NEW
08./00. [PSP] Uta no Prince-Sama: Music # <ACT> (Broccoli) {2011.11.24} (¥3.990) - 45.795 / NEW
09./01. [PS3] Call of Duty: Modern Warfare 3 - Subtitled Edition <ACT> (Square Enix) {2011.11.17} (¥7.980) - 32.112 / 227.219 (-84%)
10./02. [NDS] One Piece: Gigant Battle 2 - New World # <FTG> (Bandai Namco Games) {2011.11.17} (¥5.230) - 26.642 / 134.943 (-75%)
11./00. [WII] Taiko Drum Master Wii: Definitive Edition # <ACT> (Bandai Namco Games) {2011.11.23} (¥5.040) - 25.343 / NEW
12./00. [PSP] Pop'n Music Portable 2 <ACT> (Konami) {2011.11.23} (¥5.040) - 22.204 / NEW
13./03. [PS3] Ni no Kuni: Wrath of the White Witch # <RPG> (Level 5) {2011.11.17} (¥8.800) - 20.925 / 89.446 (-69%)
14./00. [PS3] The Idolmaster: Gravure For You! Vol. 2 <ETC> (Bandai Namco Games) {2011.11.23} (¥9.980) - 15.757 / NEW
15./14. [WII] Kirby's Return to Dream Land <ACT> (Nintendo) {2011.10.27} (¥5.800) - 13.145 / 247.931 (-14%)
16./00. [PSP] Dangan-Ronpa (PSP the Best) # <ADV> (Spike) {2011.11.23} (¥2.940) - 13.015 / NEW
17./00. [PS3] Batman: Arkham City # <ADV> (Warner Entertainment Japan) {2011.11.23} (¥7.980) - 12.192 / NEW
18./09. [PSP] Final Fantasy Type-0 <RPG> (Square Enix) {2011.10.27} (¥7.770) - 11.483 / 676.144 (-45%)
19./24. [WII] Wii Sports Resort <SPT> (Nintendo) {2009.06.25} (¥4.800) - 11.169 / 2.611.660 (+58%)
20./17. [WII] Just Dance Wii <ACT> (Nintendo) {2011.10.13} (¥5.800) - 11.110 / 225.878 (+2%)
21./13. [WII] PokePark 2: Beyond the World <ADV> (Pokemon Co.) {2011.11.12} (¥5.800) - 10.849 / 61.499 (-36%)
22./00. [NDS] Ore-Sama Kingdom: Koi no Manga mo Debut o Mokushise! Doki Doki Love Lesson <ADV> (Bandai Namco Games) {2011.11.23} (¥5.040) - 10.382 / NEW
23./08. [PS3] Sengoku Basara 3: Utage <ACT> (Capcom) {2011.11.10} (¥5.800) - 10.248 / 138.610 (-61%)
24./15. [PS3] Metal Gear Solid: Peace Walker HD Edition # <ADV> (Konami) {2011.11.10} (¥4.980) - 9.931 / 62.980 (-32%)
25./26. [WII] Wii Party <ETC> (Nintendo) {2010.07.08} (¥4.800) - 9.705 / 1.966.993 (+44%)
26./00. [PSP] Valkyria Chronicles 3: Extra Edition <SLG> (Sega) {2011.11.23} (¥3.990) - 8.273 / NEW
27./05. [PSP] Hatsune Miku: Project Diva Extend <ACT> (Sega) {2011.11.10} (¥5.299) - 7.924 / 234.627 (-79%)
28./06. [PS3] Saints Row: The Third <ACT> (THQ Japan) {2011.11.17} (¥7.770) - 7.576 / 41.716 (-78%)
29./25. [WII] Go Vacation <ETC> (Bandai Namco Games) {2011.10.20} (¥5.800) - 7.525 / 102.105 (+9%)
30./11. [PSP] Ore no Shikabane wo Koete Yuke # <RPG> (Sony Computer Entertainment) {2011.11.10} (¥4.980) - 7.466 / 114.548 (-59%)
00./00. [3DS] FabStyle # <SLG> (Koei Tecmo) {2011.11.24} (¥6.090) - 6.000 / NEW
00./00. [NDS] FabStyle # <SLG> (Koei Tecmo) {2011.11.24} (¥5.040) - 5.900 / NEW
00./00. [360] Batman: Arkham City <ADV> (Warner Entertainment Japan) {2011.11.23} (¥7.980) - 3.000 / NEW
00./00. [PS3] Gladiator VS <ACT> (Acquire) {2011.11.23} (¥6.279) - 2.700 / NEW
00./00. [360] Metal Gear Solid HD Edition # <ADV> (Konami) {2011.11.23} (¥5.480) - 2.400 / NEW

Top 30

PSP - 10
PS3 - 9
WII - 8
NDS - 2
3DS - 1

SOFTWARE
Code:
------------------------------------------------
|System | This Week  | Last Week  | Last Year  |
------------------------------------------------
|  PSP  |      32,5% |      15,8% |      14,3% |
|  WII  |      25,4% |      10,1% |      17,2% |
|  PS3  |      23,8% |      42,1% |      39,3% |
|  3DS  |       8,6% |       8,8% |       0,0% |
|  NDS  |       7,6% |      15,8% |      25,0% |
|  360  |       1,9% |       7,0% |       3,2% |
|  OTH  |       0,2% |       0,3% |       0,1% |
------------------------------------------------

HARDWARE
Code:
----------------------------------------------------------------------------------------
|System | This Week  | Last Week  | Last Year  |     YTD    |  Last YTD  |     LTD     |
----------------------------------------------------------------------------------------
|  3DS  |    110.088 |     88.225 |            |  2.642.808 |            |   2.642.808 |
|  PS3  |     30.740 |     38.836 |     61.096 |  1.249.731 |  1.371.365 |   7.199.618 |
| PSP # |     30.086 |     36.872 |     74.439 |  1.716.217 |  2.101.845 |  17.993.148 |
|  WII  |     17.912 |     11.833 |     39.691 |    706.290 |  1.355.677 |  11.936.582 |
| NDS # |      1.582 |      1.455 |     46.816 |    698.417 |  2.420.180 |  32.822.715 |
|  360  |      1.238 |      1.467 |      4.155 |    103.084 |    191.092 |   1.509.747 |
|  PS2  |        639 |        644 |      1.459 |     54.611 |     85.113 |  21.950.522 |
----------------------------------------------------------------------------------------
|  ALL  |    192.285 |    179.332 |    227.656 |  7.171.158 |  7.525.272 |  96.055.140 |
----------------------------------------------------------------------------------------
|  DSi  |      1.582 |      1.455 |     45.170 |    672.519 |  2.208.892 |   8.233.392 |
|  PSP  |     30.086 |     36.872 |     73.521 |  1.696.094 |  2.042.902 |  17.832.573 |
----------------------------------------------------------------------------------------
 
It took from things that didn't exist?
Zelda predates both FF & DQ actually. The major JRPGs that predate it are stuff like Black Onyx, Dragon Slayer and Hydlide.

I'd say the game it most closely resembles that came before is probably Adventure, though it's still pretty different.
 
I can accept Zelda not doing Mario numbers or Pokemon numbers. But to accept that Gundam is more popular than Zelda. What a sad day it is. First Jobs died, now this.

Gundam could be a good game for all I know, but Zelda is like one of the pioneers of this industry. The benchmark, the exemplar.
 
using a mixture of complete conjecture on my part and mixing trackers, i'd say its a fair guess that go vacation (number 29 and 7.5k on last weeks famitsu) should have risen at least a little with this weeks wii bump, so everything above number 38 should be over 8k

this is all out of my ass but its a good assumption i'd say
 

LOCK

Member
[3DS] Nintendo 3DS Hardware (Nintendo) - 400.000
[3DS] Inazuma Eleven Go: Shine/Dark (Level 5) - 180.000
[PS3] PlayStation 3 Hardware (SCE) - 70.000
[PS3] Final Fantasy XIII-2 (Square Enix) - 600.000
[PSV] Playstation Vita Hardware (SCE) - 260.000
[PSV] Minna no Golf 6 (Hot Shots Golf) (SCE) - 80.000
[PSV] Uncharted: Golden Abyss (SCE) - 50.000
[PSV] Dynasty Warriors Next (Koei Tecmo) - 40.000

This will be a very big week, wow.

*Edited my numbers. *
 

mclem

Member
The reason why I feel that adding an array of randomization from a huge pool of items/dungeons is because I feel that one thing that totally kills Zelda compared to Nintendo's other franchises in terms of long lasting sales and word of mouth, is that they are not really that replayable unless you're a big Zelda fan. There's nothing in the games which really allow people to play over and over. The same thing applies for Mario really. But suddenly, when Nintendo made a new 2D Mario with SHITLOADS of levels, that changed. The same might apply to help Zelda feel more replayable for casual gamers who just want "more" out of a game.

Also, I love dungeons. I love items. Just give me a reason to keep playing. :)

But - as far as I can tell from your plan - you don't love *interaction* between items. Your plan seems to hinge around the "One item used in one dungeon" structure, with little use for items to solve puzzles outside the given dungeon - or you *do* build puzzles around interaction between items, which would be great - but open development up to a *phenomenal* combinatorial explosion nightmare.

Also: I'm pretty sure that Nintendo pretty much spend a year or two refining *eight* dungeons, if not longer. I'm not quite sure where the hundred dungeons would come from!
 

duckroll

Member
But - as far as I can tell from your plan - you don't love *interaction* between items. Your plan seems to hinge around the "One item used in one dungeon" structure, with little use for items to solve puzzles outside the given dungeon - or you *do* build puzzles around interaction between items, which would be great - but open development up to a *phenomenal* combinatorial explosion nightmare.

Also: I'm pretty sure that Nintendo pretty much spend a year or two refining *eight* dungeons, if not longer. I'm not quite sure where the hundred dungeons would come from!

There is nothing wrong with an item being used almost exclusively for one dungeon. The idea is not to make it complex, but to make it fun. Each dungeon is a little toybox, and the overworld is a treasure map that leads to various toyboxes. That is very much the original base concept of the first Legend of Zelda game. The interaction between items will come in during the final dungeon, which is a sort of test or exam for the player to show that they still remember what they learned throughout the dungeons.

Nintendo spends years refining advanced 3D dungeons for a lot of reasons. They are larger and more complex, both in function, design, programming, and in graphics. This makes it harder to attain a solid level of polish without going over all the little details many times over. I'm talking about LoZ style dungeons where the dungeon could take maybe 10-30 minutes to beat depending on how familiar you are with that particular layout, and it would be top down and played in 2D, made up of smaller rooms.

Link's Awakening is the best Zelda game ever made, and it has more dungeons than Skyward Sword. It took them less than 2 years to make the game.
 

Spiegel

Member
[3DS] Nintendo 3DS Hardware (Nintendo) - 360000
[3DS] Inazuma Eleven Go: Shine/Dark (Level 5) - 180000
[PS3] PlayStation 3 Hardware (SCE) - 120000
[PS3] Final Fantasy XIII-2 (Square Enix) - 880000
[PSV] Playstation Vita Hardware (SCE) - 600000
[PSV] Minna no Golf 6 (Hot Shots Golf) (SCE) - 150000
[PSV] Uncharted: Golden Abyss (SCE) - 55000
[PSV] Dynasty Warriors Next (Koei Tecmo) - 85000

Last place, here I come
 

mclem

Member
There is nothing wrong with an item being used almost exclusively for one dungeon. The idea is not to make it complex, but to make it fun. Each dungeon is a little toybox, and the overworld is a treasure map that leads to various toyboxes. That is very much the original base concept of the first Legend of Zelda game. The interaction between items will come in during the final dungeon, which is a sort of test or exam for the player to show that they still remember what they learned throughout the dungeons.

A final dungeon where the player has eight items out of maybe thirty, and the game has to generate a dungeon that's interesting for any of those makeups?

I'm talking about LoZ style dungeons where the dungeon could take maybe 10-30 minutes to beat depending on how familiar you are with that particular layout, and it would be top down and played in 2D, made up of smaller rooms.

It sounds almost like what you're after is a Zelda version of Indiana Jones/Yoda's Desktop Adventures, with a little more design and a little less randomness.

I'm not fundamentally opposed to that, I have to concede. I'd just worry that you'd have to sacrifice too many of the puzzling aspects I'm fond of in order to make everything work cohesively.

Link's Awakening is the best Zelda game ever made, and it has more dungeons than Skyward Sword. It took them less than 2 years to make the game.

I love LA, but for me, the dungeons aren't very *interesting*. There's a few interesting puzzles (I have to single out the pillars in the tower dungeon; that was great), but for the most part, they're don't really give me that spark.
 

duckroll

Member
A final dungeon where the player has eight items out of maybe thirty, and the game has to generate a dungeon that's interesting for any of those makeups?

The final dungeon itself isn't generated. The final dungeon would simply be picked from a pool of designed final dungeons which fix the item selection of that world. I guess 20-30 items is actually pretty ridiculous. A more realistic number would be maybe 12-15 items at most, and having certain items be required due to overworld design (let's say: bomb, bow/arrows, bracelet, and some special new item), so we have 4 fixed items, and 4 randomized ones from a pool of 10 possible other items.

I love LA, but for me, the dungeons aren't very *interesting*. There's a few interesting puzzles (I have to single out the pillars in the tower dungeon; that was great), but for the most part, they're don't really give me that spark.

They do for me. Link's Awakening and Twilight Princess are my idea of pretty much perfect Zeldas in 2D and in 3D.
 

mclem

Member
The final dungeon itself isn't generated. The final dungeon would simply be picked from a pool of designed final dungeons which fix the item selection of that world. I guess 20-30 items is actually pretty ridiculous. A more realistic number would be maybe 12-15 items at most, and having certain items be required due to overworld design (let's say: bomb, bow/arrows, bracelet, and some special new item), so we have 4 fixed items, and 4 randomized ones from a pool of 10 possible other items.

It's been a *long* time since I dived into probability theory, but I think that's 10C4=210 potential final dungeons.

I have a sneaking suspicion you'd be better off making a pool of *rooms* - each door of which contains data stating which objects you need to make it to each of the other doors in it - and randomly generate a dungeon from that. In fact, thinking about it now, I rather like that as a design structure.
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
This thread is the true comeback of the old Sales Age.
12 page, and the biggest release of the week has yet to come out.

P.S. Do you think we'll see pictures of lines for MH3G?
 
they've just potentially split from a 5m user base, what harm would it do putting out another version on PSP that runs on PSV (or an HD PSV version) ?

But the goal is to get back up to a 5m user base, and they're splitting from it because of a generational transition. If they want to build up to that kind of monoculture base in the future, they need to pick a place to put it; splitting it now will give them two smaller communities that don't ever add up to the size of the PSP one.

I know about the local VS online play, but i dont think there is that much different there. If you want to play local with friends, you need the same system as they do. But that goes for online as well.

Online gaming isn't (statistically speaking) a tool to play with friends, but rather a tool to play with strangers: an online community gives people a way to play multiplayer games with other living people without having to arrange for the people they know personally to participate.

The fact that people don't (usually) just walk up to each other to play MH is why platform-splitting is infeasible. In order to have anyone to play MH with, you need it to be your local buddies. In order to ensure that there are no coordination issues that break up your hunting party and push you off into some other new videogame fad, you have to be rock-solid guaranteed to be able to play with everyone -- thus, a single platform.
 
It sounds almost like what you're after is a Zelda version of Indiana Jones/Yoda's Desktop Adventures, with a little more design and a little less randomness.

I'm not fundamentally opposed to that, I have to concede. I'd just worry that you'd have to sacrifice too many of the puzzling aspects I'm fond of in order to make everything work cohesively.

As a replacement for the mainline Zelda titles? No way.

As a "New Legend of Zelda" series? Definitely.

I would love to see a NLoZ 2D series that riffed off of "...Desktop Adventures" (Hal Barwood &#9829;) with the kind of graphical style Duckroll talks about, and you could possibly even roll the multi-player of 4 Swords into it to give a wonderful, replayable single-player and an entertaining multi-player aspect (going for the appeal of NSMBWii, perhaps?)
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
New The Legend of Zelda?
Something I thought it should be done after I played NSMBWii :D
 

duckroll

Member
It's been a *long* time since I dived into probability theory, but I think that's 10C4=210 potential final dungeons.

I have a sneaking suspicion you'd be better off making a pool of *rooms* - each door of which contains data stating which objects you need to make it to each of the other doors in it - and randomly generate a dungeon from that. In fact, thinking about it now, I rather like that as a design structure.

Sure, that'll work too. This isn't an exact science, but I'm expressing the sort of concept which I feel can make Zelda more appealing to a wider audience and a more casual audience while keeping what makes Zelda fun for most of the core fans who have stayed with the series over the years. It would basically be a bite sized but ultra focused Zelda concept which is replayable and packed with content, but not bloated in some overwhelming "epic" way.
 

Alexios

Cores, shaders and BIOS oh my!
Srsly duckroll, play that game I linked. Or is the dl down? I can upload somewhere if so.
 

Alexios

Cores, shaders and BIOS oh my!
Er. Ok.

Just saying it's very similar to your suggestion, main difference being that you have to build your stats up before the preset final encounter rather than get items to use in it.
 
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