Spukc
always chasing the next thrill
Without moving FORWARDLmao. How can he try to sell BOTW series without moving foward this mentality.
I still think Majoras Mask is better.
Without moving FORWARDLmao. How can he try to sell BOTW series without moving foward this mentality.
I still think Majoras Mask is better.
There are levels to it.Has he played modern games?
Modern open world games are essentially linear sections where you run to an icon and then play out the linear mission and get your reward. The only choice is whether you want to do them or not.
The only games that accept a players decisions and give them flexibility on how to proceed are immersive sims - which are few and far between.
RE4 Remake was pretty awesome(other examples RE7,DMC5,FF7R,DOOM), its not black and white i think there are real benefits for 'linear' games, open world and everything in between
Resident evil 4 remake.
Super Mario Wonder.
Ok sure, but the older "linear" Zeldas are like that too.Not even close to a "linear" experience. Fully open, explorable areas with tons of optional side quests and various choices of what guns to use and upgrade to cater to your playstyle.
Ok sure, but the older "linear" Zeldas are like that too.
I don't know, I could honestly see them going back and making a more focused linear style game. Maybe as a sort of in between game. Kind of like how they made a LTTP 2, or how they continue to make traditional style Mario games in addition to the bigger 3D ones.For sure, but BOTW and TOTK are so far beyond that at this point that it makes every old Zelda feel much more linear.
For what it's worth my favourites are still some of the older ones. I think BOTW's one of the greatest games ever made, but I have no intention of replaying it, I'd rather boot up any of the 2D ones any day. There's also no chance in hell they're ever going back to a linear style in 3D Zelda now, you can't untie that knot.
????Not even close to a "linear" experience. Fully open, explorable areas with tons of optional side quests and various choices of what guns to use and upgrade to cater to your playstyle.
Closer, but still a game that gates progression based on an item you can get varying amounts of from different levels. You can choose to fully explore some levels and entirely skip others to progress.
"Open" doesn't just mean an empty chasm of a map with 5 minutes of walking between interesting things like BOTW. It's a broader design philosophy and that's what Eiji's talking about here.
I think what they would do is remakes as a way to solve that problem + a continuation of those stories. Like a spiritual successor aka A link Between worlds.I don't know, I could honestly see them going back and making a more focused linear style game. Maybe as a sort of in between game. Kind of like how they made a LTTP 2, or how they continue to make traditional style Mario games in addition to the bigger 3D ones.
????
Of course there linear. What strawman are you trying to construct that only Time Crisis fits in it.
Linear has never meant zero exploration and no choices in the core gameplay.
Do you know what I actually think it could potentially, it’s revered and potentially the most important 3D game ever made at that time, the switch has sold 100m+ units it wouldent surprise me for an OOT remake to sell upwards of 50-60m units lifetime tbh especially if it launched for the current switch and the next switch. I think Mario kart is sitting at 40/50m sold it could even be more.66m? I don't think.
They already made it. Called BOTW.A modern remake of OoT would sell double BOTW or TOTK.
Do you know what I actually think it could potentially, it’s revered and potentially the most important 3D game ever made at that time, the switch has sold 100m+ units it wouldent surprise me for an OOT remake to sell upwards of 50-60m units lifetime tbh especially if it launched for the current switch and the next switch. I think Mario kart is sitting at 40/50m sold it could even be more.
List of best-selling Nintendo Switch games
This is the list of best-selling Nintendo Switch video games in millions of copies sold from both physical and digital download sales, as of September 30, 2024. Mario Kart 8 Deluxe is currently the system's best-selling game. The Nintendo Switch system has sold 146.04 million units (combined...nintendo.fandom.com
This is also what I got from him.I think people might be misinterpreting what he’s saying, or maybe I am. But I don’t really think he means that linear games per se are inferior, but that limited player agency is.
You can have a game that’s structured like a traditional Zelda and still follow a non-linear philosophy, i.e. being able to solve puzzles in multiple (or near unlimited) ways etc. etc., for example.
Well, I definitely think that strictly linear games with no deviation whatsoever are really dated for sure if that is what we are talking about. I really like the trend of "wide linear" and more semi linear games. I would still categorize them more as linear but less restricted. People definitely do like having freedom of choice, including myself which is why BG3 is popular. I think you can still have Zelda TotK's sense of player freedom with a smaller scope. I think we both agree on that design philosophy.Not even close to a "linear" experience. Fully open, explorable areas with tons of optional side quests and various choices of what guns to use and upgrade to cater to your playstyle.
Closer, but still a game that gates progression based on an item you can get varying amounts of from different levels. You can choose to fully explore some levels and entirely skip others to progress.
"Open" doesn't just mean an empty chasm of a map with 5 minutes of walking between interesting things like BOTW. It's a broader design philosophy and that's what Eiji's talking about here.
I think people might be misinterpreting what he’s saying, or maybe I am. But I don’t really think he means that linear games per se are inferior, but that limited player agency is.
You can have a game that’s structured like a traditional Zelda and still follow a non-linear philosophy, i.e. being able to solve puzzles in multiple (or near unlimited) ways etc. etc., for example.
I think it’s more about being able to pull off stuff like this:
Rather than strictly being ‘open-world’.
In prior games the solution to most things in these games were pretty much ‘move a box that’s fixed to the floor in the correct position’, ‘shoot this eye on the wall with an arrow’ etc.
I think people might be misinterpreting what he’s saying, or maybe I am. But I don’t really think he means that linear games per se are inferior, but that limited player agency is.
You can have a game that’s structured like a traditional Zelda and still follow a non-linear philosophy, i.e. being able to solve puzzles in multiple (or near unlimited) ways etc. etc., for example.
I think it’s more about being able to pull off stuff like this:
Rather than strictly being ‘open-world’.
In prior games the solution to most things in these games were pretty much ‘move a box that’s fixed to the floor in the correct position’, ‘shoot this eye on the wall with an arrow’ etc.
The irony is that, by designing around the wide variety of possible decisions, the actual decisions seem to lose all weight. The game is, by design, ignoring the decisions you make.Every single time, the game-design was built around dodging having to handle a variety of situations that could be possible because of player decisions
That's what I got from this. There is no one ultimate goal of video games, a definite end goal, especially not "freedom". He makes it sound like there's a linear line of evolution towards player freedom and everything is just a stepping stone until we get there. Like you said, baffling for a game designer to think and say out loud. The Blues and Rock analogy is right on the money.How utterly odd a response to give. Like, how absolutely bone-headed do you have to be to create video games for a living and yet somehow miss the whole point behind a specific type of game design? He should know that many of the strengths of linear design are undercut by open-world mechanics, right?
Open world is not an evolution of game design that is somehow better than what came before it. It simply provides a different experience. Wondering why people would ever want to return to linear Zelda is like wondering why people would ever want to listen to the blues now that rock exists.
Zelda producer Eiji Aonuma thinks linear games are "games of the past"
Zelda: Tears of the Kingdom producer Eiji Aonuma has responded to fans' hopes of a traditional linear Zelda game, sayin…www.eurogamer.net
"It's interesting when I hear people say [I miss traditional linear Zelda]," Aonuma revealed, "because I'm wondering 'why do you want to go back to a type of game where you're more limited or more restricted in the types of things or ways you can play? Games which have a strict order of events are "kind of games of the past," Aonuma said, whilst modern games "can accept a player's own decisions and give them the freedom to flexibly proceed". This is the design philosophy of the Zelda team at Nintendo, he stated, though he added "I do have to admit making games that way always carries with it additional development costs".
The massive hype for MM is a triumph of nostalgia over reality. And this nostalgia is for a few specific moments rather than the whole game. There is a lot of broken 90’s style gameplay involved here. The trading sequences to get into the Ice Dungeon and Ikana desert are pure tedium that no one with an internet connection will today suffer to figure out. Upon replay, even the best sequence in the game-infiltrating the Gerudo fortress- does not hold up that well.I still think Majoras Mask is better.
Zelda producer Eiji Aonuma thinks linear games are "games of the past"
Zelda: Tears of the Kingdom producer Eiji Aonuma has responded to fans' hopes of a traditional linear Zelda game, sayin…www.eurogamer.net
"It's interesting when I hear people say [I miss traditional linear Zelda]," Aonuma revealed, "because I'm wondering 'why do you want to go back to a type of game where you're more limited or more restricted in the types of things or ways you can play? Games which have a strict order of events are "kind of games of the past," Aonuma said, whilst modern games "can accept a player's own decisions and give them the freedom to flexibly proceed". This is the design philosophy of the Zelda team at Nintendo, he stated, though he added "I do have to admit making games that way always carries with it additional development costs".
Stuff like this is why BG3 and TotK feel so fun to play. The fact that they let you do virtually anything and continue on just fine without the game breaking is an incredible feeling. I can’t count how many times in TotK I did something that I’m sure wasn’t the “intended” solution or path to take but it just worked, it’s awesome. There’s something to be said for the old, linear puzzles of yesteryear but I don’t think there’s any going back at this point
I doubt it would, both BOTW and TOTK, have eclipsed sales of all the older tittles. The open world has given Zelda the sales the series always deserved, as it caters to a much wider audience.Is this guy for real? A modern remake of OoT would sell double BOTW or TOTK.
That's still player choice.
It's also something that's steadily improving over time. Linear game design stagnated long ago.
There are levels to it.
1)Open world but linear missions are extremely restrictive
2)Open world but linear missions allow for multiple approaches
3)A Hitman Level (Huge Biome, kill target any way you please)
4)Mass Effect style narrative, where the end of a mission might swing your campaign and area access in a different direction entirely.
5) Open world but missions allow for improvisation or can end immediately if certain parameters are met, or can end two missions at once if multiple parameters are met. Can potentially finish the entire game within the hour by sequence breaking, if you know where to go and who to kill.
6) Baldur’s Gate 3 “choose your own adventure book” style
7) Minecraft, where the narrative and idea of a mission are almost all gone but you are given near infinite freedom.
I’m sure I’m probably missing a step but the open world formula you’re describing is a Rockstar game, which would lie under number 1. Ubisoft would lie under number 2. I’d say BotW and ToTk lie within number 5. One day there will be something in between 6 and 7 when games become complex enough.
I doubt it would, both BOTW and TOTK, have eclipsed sales of all the older tittles. The open world has given Zelda the sales the series always deserver, as it caters to a much wider audience.
Do you not understand that gaming was still shunned and very niche when MM came out? Clearly not.what in the botw and totks over 50 millions combined MM sold 6
Nostalgia goggles at their finest, OOT is a great game, but things have moved on.I’ll wager my left nut you are wrong.
A properly done ocarina of time remake would be Zelda’s, and Nintendos overall, best selling game of all time.
Whichever way you slice it, BOTW and TOTK have sold much better, and BOTW was a launch title.Do you not understand that gaming was still shunned and very niche when MM came out? Clearly not.
Why
NOT
BOTHHHHHHHHHHHHHHHH
Of course there's a scale but by your definition almost zero games are linear. In Time Crisis I can choose to shoot goons in different order than you.If you wanna limit the definition, go ahead, but as above there's a reason why Eiji's calling the old Zelda games "linear" even though they really aren't. Even as far back as Zelda 1 you can choose to do any of the first few dungeons in any order. It's just become MORE open with the latest entries. Resident Evil similarly has always given players the freedom to explore different rooms in different orders, entirely skip certain things and complete puzzles at different paces, even if the plot largely plays out in the same way.
It's a scale, not black and white. If different players can choose to do things in a different way or order to others, that doesn't sound very linear to me. Or we can be boring and say "open = big map with markers".
Because 6 - 8 million is less than 40+ million.
If you had 2 jobs, and one paid 6 times more, no one in their right mind would tell you to work both.
Gaming wasnt as big back thenlinears zelda had lower sales and scores my friends hes right
The Legend of Zelda: Tears of the Kingdom Is the Fastest Selling Nintendo Game
The Legend of Zelda: Tears of the Kingdom holds the world records for fastest-selling Nintendo game and fastest-selling Zelda game.www.siliconera.com