Big One said:
So Skyward Sword has a worse start than both Wind Waker and Majora's Mask then?
Worse than WW, not worse than MM.
Big One said:
Cause they sure did fix it. Whether it took you hours to complete or not, the beginning of Skyward Sword from the time the game begins, to when Link get his tunic, should only take someone 20-30 minutes at most. Any sense of it being overly long is the fault of the player alone as it's considerably shorter than the intro in previous 3D Zelda, sans Ocarina of Time (which still has a delayed, small intro).
I consider Zelda 'starting' to when you get to the first real dungeon. I think that's the standard Zelda-rule. TP has always been judged by how long it takes you to get to the Forest Temple. And it's a long time. SS isn't quite as long, and its case, I would say that the game starts when you open up the sky and go down to the forest.
Big One said:
On my first game, it took me two hours. On my second it took me around 22 minutes. I timed both. Twilight Princess takes hours to do even if you know exactly what you have to do. There is absolutely no comparison here and I find it completely inane that they haven't "fixed" the intro problem when they already have.
I don't think anyone (maybe they have), but at least I haven't made the comparison to TP. TP has universally been known as worse. I'm sure, especially with HERO MODE on, it will be a lot quicker on replays. I just wish that option was available from the start.
Big One said:
Yeah clearly since they're all areas before the dungeon, that means they're all the same.
In the case with Majora's Mask, how is it any different? You have a hub, and then you have a ton of shit to do to get to the first dungeon. And it's almost like a dungeon in itself.
I'm not trying to say it's a bad thing, I'm just saying it's not really new to the series.
You're the one hyperbolizing by sarcastically saying 'they're all the same'. I'm saying that it is taking things we've seen before and putting them together...which was my response to you asking how it was the same as old Zeldas.
I think it's a valid observation.
Big One said:
Yes, it's true. Every Zelda game has areas to conquer before dungeons. That's the structure of Zelda.
However to equate that on that level alone is just pure superficial when the design of said areas are drastically different between the 2D games, Zelda II, the 3D games, the DS games, and Skyward Sword.
Absolutely. And there's nothing inherently wrong with it. That wasn't my point. My point was that we've seen this structure before (Majora's Mask most strongly resembles the pre-dungeon stuff). Think of how much you had to do before getting to the Stone Tower Temple. Shit, there was a mini-boss before you even get in!
Big One said:
It's like complaining that the game is the same because you collect things in threes...oh wait, you already have.
Again, I'm not complaining about that. You asked how it was similar to old Zeldas, as if this was a completely new Zelda design. I was saying that it still follows many of the staples set by previous games. And it does.
Is that bad? Again, no. But we can't pretend that this is as fresh as the Zelda series has ever been or ever can be.
Big One said:
Aside from proving that you have no idea what a fetch quest actually is anymore, none of the elements in the game are "impending" on the main quest. Those elements are the main quest. Do you consider being forced to get the mirror in A Link to the Past a "fetch quest" that "impedes on the gameplay" too?
There's no quest involved with the mirror. You get it on your way up the mountain. The guy goes 'take this' and you take it. No different than me saying that it's not a fetch quest to get the shield in SS since it's just handed to you. Though, I guess you can miss that and have to go buy one...that wasn't in my experience.
What is a fetch quest then?
Is it not something you're forced to do, or take care of, before being able to proceed? How is dowsing for kikwi's any different than finding power module-things to power up the thing? You're still dowsing, you're still looking for something.
But in the desert, it was masked by making the gameplay more engaging. And that made it fun to play through. But it doesn't change what it is.
Getting the windmill thing...fetch quest.
Big One said:
So now, instead of actual gameplay, you're deconstructing the narrative. "The narrative is the same, so it's the same." is what your point basically is. Narrative has absolutely nothing to do with the core gameplay and level design and I really don't want to lay this shit out for you for something so obliviously obvious. Maybe I do cause you can't tell the difference between the things leading to a dungeon in Majora's Mask, and the things leading to a dungeon in Skyward Sword. Anyone who plays games to play games should see how drastically different Skyward Sword is from the other Zelda games.
You shouldn't put things in quotes if I didn't actually say it.
I gave pretty specific examples of how this game is similar to older Zeldas. If you want to refute it with examples from SS how it differs in how the story is told, go ahead.
How is what you do in Majora's Mask that different than SS? Please tell me. Because from where I'm standing they each have their own story segment that you need to handle before entering.
SPOILERS HERE FOLKS:
MM - Sneaking in and freeing the monkey who has been wrongly imprisoned, which lets you gain access to the temple.
SS - Finding the Kikwi and making sure that they're all safe so you gain access to the temple.
MM - Make your way towards where the Gorons live so you can help out the frozen Goron, participate in the Goron race to get the Keg Bomb, help the baby Goron stop crying, find the Lens of Truth, follow the spirit of the Goron, etc. etc. to gain access to the temple.
SS - Make your way towards the top of the volcano so you can start dowsing for key shards so you can gain access to the temple.
etc. etc.
It's not
that different.
Big One said:
Your comparisons in the various quotes here are similar elements, but none of them are designed the same way they are in Zelda games in Skyward Sword. Absolutely none. This is an undeniable and straight up fact that the game really does change the entire structure of the level design to be dungeon-like rather than focused on wide areas to explore. Of course you can continue to be deluded that the Gerudo Desert is the equivalent of the Lanaryu Desert, but until you actually replay the games you're talking about you simply won't understand why. I highly suggest this next week you go back and play Ocarina of Time and Twilight Princess after playing Skyward Sword.
Instead of saying that you are spitting undeniable facts, why don't you try and counter point?
It would be a lot more effective than what you're trying to do here.
Instead you're taking different arguments and placing them in your own to make yourself look right.
I never compared the Lanayru Desert to Gerudo. I said that each Zelda game had areas that led to dungeons. In fact, I was using Majora's Mask as a comparison for this game when it came to pre-dungeon stuff. But the overworld consisting of a hub, and then smaller areas leading to dungeons has been a common thing since OoT.
I have played through OoT 3DS twice and TP once over the summer. I don't need to replay them to know that you are undeniably and straight up wrong. Hey, it is easier to argue that way.
Why didn't I do that in the first place? Why would I cite examples...