selig said:
Most WRPGs, however, feel soulless and random, because most of the designs feel too obscure and...random.
/facepalm.gif.
"WRPGs feel soulless and random because the designs are too... soulless... and.... and random!"
Chiming in with my own 2 cents;
Zelda is more fun, at least to me, when you are given subtle clues and find your own way. Instead of an X on the map (which TP was notorious for), a general direction or area is probably best. Witness Shadow of the Colossus; you use the sword, get a rough heading, and navigate the landscape to try and get there. Slightly confusing at times, sure, but nothing frustrating... and finally discovering the small cave or ruined doorway felt adventurous.
People asking for a Zelda 1 approach need to clarify their desires; they want a big open world where you can run around and can find/plot the adventure on your own, not necessarily a game where you have absolutely no idea what to do and spend a lot of your time bumbling around in the wilderness. The difference is actually having landmarks, subtle hints, and a way to get pushes in the right direction if desired.
I wouldn't be opposed to, say, a journal Link carries with him, and every game day a small update is added that can give a clue on where to go in both the main quest and any side quests you've encountered (along with some kind of flavor text on how the adventure is going). It does seem a little out of place in the series, but if the game is themed right (framed by Link telling his story, perhaps) that might work.
In that way, you have a big open world to explore but are constantly receiving advice on what you can do to keep the game's narrative going. I dunno, just throwing an idea out there.
I think we actually can all agree that TP was far too linear.
selig said:
Nintendo knows what they´re doing.
That too. But you're still not forgiven for suggesting they put Robin in Batman Begins 3. Eww.:lol