Bregalad wrote:
Like the game I've been developing since 2005 (if it ever gets released). It's a mix between arcade-games and Zelda. There's multiple path available but within traditional linear stage levels.
On the other hand, my game is not level-based. It will have a connected world of 16 x 16 screens and a bunch of standalone dungeons.
Places that you aren't supposed to go yet are blocked by obstacles or characters.
Or they are available, but aren't triggered.
For example, if you are supposed to enter a dungeon where you shall kill some opponents who try to break a wall to get an item and you enter the dungeon before the time is due, the opponents will simply not be there yet.
Bregalad wrote:
Quote:
Without experience points and grinding.
Zelda doesn't have those either.
Right. That was more directed towards tokumaru's statement about RPGs.
How much of your game is already visible?
And does it have an in-game plot?
ccovell wrote:
Congratulations, you win the "Completely misses the point of the game award"!!!
Super Mario Bros. is an action game, whereas Zelda was always called an adventure (or action-RPG) game. THEY ARE DIFFERENT. You are expected to explore. No time limit in-game, after all.
Zelda was designed to make you learn and memorize. The element of luck or chance was not strictly necessary for improvement. Observational skill definitely was.
I know that the games are different. But still, "Zelda"'s mechanics haven't aged very well.
Exploration is good and well. But in my opinion, it is implemented in a very old-fashioned way.
If exploration requires you to burn every single tree in the game or to bomb every single wall without any indication whether it will reveal something, it's just a tedious task.
Miyamoto said the game was based on his childhood memories of exploration. But I bet he didn't inspect every single tree in a forest or tried to move every single rock that he encountered to check whether something is underneath it.
Also, it has nothing to do with observation and learning. If there's no indication whatsoever what you have to do, it is only blind luck.
And about the secrets that are revealed to you by the old men and women in the game: They're fine of course, but for those it doesn't require people on the schoolyard exchanging information or a guide, so they're outside the "not holding hands" intention anyway.