Top 30 expectations of Zelda Wii

Just now, Satoru Iwata, head of Nintendo, announced that The Legend of Zelda Wii would be released in 2010. That is quite the suprise, as most gamers expected the new Zelda-title to be a 2011-release. That also means that we´ll see all the three big Nintendo-franchises, Zelda, Mario and Metroid, in one year. In terms of just time that´s not unprecedent, but seeing all three combined under the same year is a new one.

Speaking of Zelda Wii, the fans´ expectations are extremely high. After Twilight Princess, that perfected the Zelda-formula, many fans want bigger changes to the series. And looking at recent interviews with Eiji Aonuma, Shigeru Miyamoto and Satoru Iwata, that hope seems to come true. Miyamoto talked about thinking of Wii Sports Resort when trying to figure out Zelda Wii´s controls. Aonuma specifically mentioned that they´d change the typical structure of Zelda-games. All these tidbits get the fans´ hearts beating faster, but if you take a look into what Zelda Wii SHOULD FEATURE, the list is long. It is really long, which is why I started doing said list. Just by brainstorming for about two minutes, I came up with over thirty things that I´d love to see in Zelda Wii. From here on out I´ll start with what definitely has to be featured, getting to the more visionary, hopeless wishes the further down the list we go. While reading the following list, please keep in mind that there are many kinds of Zelda-fans out there, so my list doesn´t necessarily match your´s. Though feel free to post your own list in the comment-section. Here we go:

1.) Motion-Controls:

That one is basically confirmed for Zelda Wii. Shigeru Miyamoto himself said to think of Wii Sports Resort when trying to imagine what Zelda Wii would control like. Eiji Aonuma, too, talked about MotionPlus playing a huge role for the upcoming game. While that sounds all fine, it´s not that easy if you think about it: The bow and arrow-shooting in WSR is near perfection. Shooting arrows in a videogame won´t be getting any better in the near future. It feels great. But with realism in how you control an action comes realism in how it pans out. Or in short: Bow and arrow-shooting a la WSR takes a lot of time. Should Zelda Wii make use of the exact same controls, the whole game has to be structured differently. You cannot quickly shoot something, because you need to grab an arrow, pull back, take aim and hope that you aim was correct. That means two things: a) It´s still okay for most puzzles, but b) it´s completely useless against many or quick enemies. Now while you can say that against quick enemies you simply have to choose another weapon, the means that there cannot be fast enemies that will be fought with bow and arrow, and that there either won´t be larger groups of enemies or that the controls will be gimped down in some respect. Personally, and that´s going to be mentioned later on, I hope for the former. There´s also some possible issues with the sword-fighting, but except for controls themselves, nothing regarding the sword-fighting would affect the rest of the game. 1:1 sword-controls are what are expected and what everyone hoped for when Twilight Princess was announced for the Wii. They will be there.

2.) Link, Zelda and Ganon:

You´ll find a lot of Zelda-fans that long for different villains, but my opinion on that matter won´t change: I want the game to be about some brave boy (that most gamers will call Link), princess Zelda and evil mastermind Ganon/Ganondorf. There is some truth to this setup getting boring at times, but firstly, the last Zelda-game to feature that classic setup was Ocarina of Time (TWW had a great Ganondorf, but Link and Zelda felt detached from the well-known villain, and Twilight Princess kind of throws in Ganondorf at the last minute), and secondly, that´s just what the “Legend of Zelda” should be about. Within that context Nintendo can go crazy and do all kind of twists and additions, but i want these two characters and the player character be there. Some fans mentioned that there could be Ganon, but also an even worse villain. The only way I´d accept anyone to be more evil than the great master of evil was, if it was a story about how there´s a fourth part of the Triforce, the part that´s missing in-between the other three, that somehow is the “Triforce of Evil” or something along the lines. But making up a random super evil villain? No thanks. Link traveling around an unknown world, saving the helpless princess, saving the world, fighting the epitome of evil. That is what a Zelda-game should be like. At least Zelda Wii.

3.) Different camera-view:

That´s something following the new control setup, a consequence of it. Even if it sounds completely crazy, not that long ago there has been a lot of talk about Zelda Wii going first-person. I don´t think it will, but if we assume that 1:1 motion-controls are used, it´d make sense. A camera that´s as far from the player character as the one in Twilight Princess takes away from the immersion that the new style of controls intends to create. It doesn´t feel like I am swinging the sword when I am watching it from virtually 20-30 meters away. Yet, first-person doesn´t seem right, as well, because it could make the game feel less epic. If you think of Metroid Prime, it fits the series as you´re running around in small areas, gangways and such. In Zelda, however, we want to look at epic landscapes, wide open areas. First-person´d make all this feel more claustrophobic. I also don´t believe that Shigeru Miyamoto changed his mind from back then, when he said he wanted the player to see Link in Ocarina of Time. The best possible way to solve that issue is actually already solved, if you, again, take a look at Wii Sport Resort, sword fighting. Unlike WSR, though, the ingame-model could be placed peripherally to the left, leaving more free sight onto what´s happening on-screen. By using that kind of camera-view, also called over-the-shoulder-cam,  we´d be close enough to Link to immerse ourselves with the new 1:1 motion controls, yet the game would maintain its epic feeling of freedom. And to make things perfect, the camera-view could slightly change depending on the circumstances. Run around normally, the camera is a bit farther away from Link. Draw the sword, and it goes into what is described above.

4.) Less focus on story:

The one biggest problem Twilight Princess had was its focus on an exciting story. A lot of (may I say “strange”) fans want the Zelda-games to have better stories. Looking back at the series-entries that made me a fan, I just cannot agree with that wish. Zelda was never about a detailed, elaborate story in a microcosm. It was about an epic legend  in a macrocosm that transcends all single Zelda-games and unifies them, yet leaves each game enough room to develop into something of its own. Ocarina of Time´s story went like that: Princess is kidnapped, evil guy gains reign over kingdom, hero rescues princess and kingdom. That´s all of the story and it was great. Then you had the macrocosm-story about three goddesses creating the world, building a thing called Triforce and for some reason setting up a repeated cycle of hero, princess and evil guy. Where the Zelda-games excelled was pure atmosphere. And said story made Twilight Princess suffer, as it became extremely linear, even if it really wasn´t. But it made you run from one event to another, and everything you did was part of that story. There were no optional paths, nothing to decide for yourself. Basically, Zelda did what all modern games are doing, flashy, scripted events. But Zelda should not do that. So give it a nice story, but something that doesn´t overshadow the whole game. The game should overshadow the story.

5.) A friendly, welcoming world, set within a fairy tale:

Coming from the above, instead of going for an exciting, fast told and dark story, do the opposite: A colorful world, full of interesting, but not dangerous stuff. A world that makes you want to explore, but does so out of pure enjoyment, instead of challenge (in terms of combat). Let me wander around through high grass that´s luffing in the wind. Let me see a glade full of animals having a party (I look at you, Link´s Awakening). There should be dangerous challenges, too, definitely. But the parts where the Zelda-games always shone was when it was just about exploring, not about “enter a dark, creepy place and fight or die”. In the end, it´s the balance between friendly and dangerous places that makes the game, and that is something many fans these days don´t seem to get. The last Zelda-game where I felt “welcomed” was The Windwaker. Twilight Princess was just too abstract with all its NPCs, noone there to relate to or that did relate to the player. And even TWW was not that strong in that regard. Give me back the feeling of meeting Salia (or Saria).

6.) Rich characters that make you feel for them:

Thinking of Salia, that is another weak point of modern Zelda-games. There just aren´t any NPCs in the game that make you feel for anymore. Maybe, and it is a big maybe, Midna was such a character, but even then: She was with you all the time for the whole game. That cannot be the only way to create strong characters! There was a time when well-developed NPCs were a strength of the Zelda-series. Not even mentioning the obvious Majora´s mask, characters like the windmill guy from Ocarina of Time or Malon, Impa, Ruto and so on, were such great characters that made the game so much better. In Twilight Princess (and Phantom Hourglass) it felt a lot like a Metroid-game, in that there wasn´t anyone that actually cared about you. Even if not attacking, the NPCs in these games presented a kind of creepy carefreeness. Instead of becoming less developed, less relating to the player, I believe Zelda Wii should go for even more important NPC-bonds. Make them rejoice when you return to town from one of your journeys. Make them dislike you if you do certain things (breaking their pots, rolling against them). And most importantly: Make them reappear throughout the game. Nothing is worse than characters that are used once and then be forgotten. That´s filler stuff right there and no one likes filler stuff.

7.) No special moves

Keep the combat down-to-earth. For my likings, Twilight Princess went already overboard with all its special maneuvers during combat, not to speak of the auto-kill that was introduced in TWW. I realize that many video gamers are going to disagree with me about that, but to me there´s no better combat-system than the Zelda-series´. I hate all these flashy combat systems from games like Devil May Cry, Bayonetta or God of War. In Zelda it´s just your sword and shield and simple, realistic movement-choices. Movements that make you think “hey, that´s something I could do, too!”. Instead of jumping, double-jumping and doing abstract combos, you fight your enemies fair and square. And there´s no better feeling than it. The greatest moments in terms of combat were the rare fights against Stalfos knights and the single greatest fight in videogame history, Link vs. Dark Link. That was so great. And without anything flashy or cool. Looking at Zelda Wii, the combat will already gain enough simply by using MotionPlus. Manually parrying the enemy´s sword, choosing the way you strike your sword, will be great enough. And if you want further combat-options, just use other items. But really, no jumping up three to four meters and doing silly combos. That´s not Zelda.

8.) Free, open world:

The one thing that was most disappointing about TP,  coming from TWW, was the return of the bubble-map. A world map that´s made up from many smaller and bigger areas, each one cut from another by a load screen. Even though TWW didn´t have it perfect, the sense of freedom and grand adventure by sailing one giant ocean was great. To go back to small areas was a big let down. It surely is more difficult to do, if your world consists of more land than water, but it should be doable nonetheless. When it comes to exploration, nothing breaks that sense more than artificial borders. Load screens are such borders. This expectation should be higher on the list, but I fear that TWW might remain the only Zelda with a truly free game world.

9.) The world is your playing ground:

Have something to interact with everywhere! And make it interesting interactions. The big areas in TP were too empty, and the little interaction there was, was boring. An enemy every 30 steps isn´t what I´d call great interaction. We all looked forward to the gorgeous forest shown in the first TP-trailer. Now, such a forest wouldn´t be enough. There are a lot of games that had stunning forests, like Drakensang or The Path. Being a Zelda-game, a forest hast to transcend above simply being a visual variety. Make it something to experience. By that I mean: Let me climb every single tree (if it´s thick enough). Let me cut in little notices for personal orientation improvements. Maybe even make them destroyable; not by your sword, but when using powerful fire magic. Whatever it is, make it something that´s not just eye-pleasing. Make it part of an interactive experience. And even beyond a forest, let there be stuff to do everywhere, even on plain fields. When I´m inside a town, let me climb all roofs like Altair from Assassin´s Creed. Give me the ability, maybe in form of some new item, that lets me climb EVERY wall in the game, without it being a special marked wall. There should be dozens of ways to interact with one and the same object.

10.) Animal Wildlife:

One of the Zelda-serie´s worst parts: There are hardly animals out there that won´t harm you. Almost everything alive you encounter is there to kill you. As mentioned above, Zelda is not Metroid, so give me friendly stuff, too. Have bunnies, foxes, deers and different kinds of birds running and flying around. Improve the cats and dogs, which looked horrible in TP. Have not only fish, but other, bigger sea animals. And please, don´t just include them to make Link help proceeding his mission. Animals can be animals.

11.) A world that feels alive:

Majora´s Mask 2.0 this is. And a bit of Animal Crossing. You don´t have to create a whole year-schedule (even though it´d be neat), but make it a one week-schedule, where every character follows his own plans. Nothing else to say about that, just do it.

12.) Adventurer´s diary:

That´d be like a dream coming true, personally speaking. I am envisioning this as the Zelda-equivalent of the Metroid Prime-games´ log files. Finally, we´d learn more about the world of Zelda! Instead of just interpreting the whole thing by ourselves (and of course, there´d still be enough stuff to interpret yourself, don´t whine). Collecting information about enemies, locations and NPCs. Even finding secret ancient patterns. And everything presented in an old-styled book, looking as if Link himself wrote it in there, featuring nice sketchy artworks accompanying the text. To make this an even more awesome feature: Make it 100% optional! Let it be a sidequests, where you get said book. If you don´t grab the book, there won´t be any “scanning” options for you. Also, don´t turn it into something that has the player feel forced to complete. Don´t make it a “oh, I have 100% of all scans, yay, now I get a special item!“. Make it something that´s worth it by itself. And divide the book into categories, but make the appearance of each in-detail entry random, as in: What is “scanned” first, is first in the book. Make it so that at the end of the game reading the book gives a picture of your personal experience of the game. Your adventure´s diary.

13.) Non-linear progression:

I´m not talking about making the whole of Zelda a sandbox game. What I mean is offering a game where you don´t feel forced to proceed a certain way. TP had an overwhelming pull to proceed its main story. The rare side-things got totally overshadowed. Something that happened both because of the focus on story AND making everything that happens mandatory. For example getting the iron boots to stand a chance at Goron-wrestling. Best would be to give me a chance without them, but at least don´t tell me exactly what to do and where I do it, aka “go to the mayor and…”. Remember when fishing was revealed to be back in TP? Yeah, that wasn´t really motivating when you´re inmidst of saving this, saving that and then there´s a cool cutscene, making you want to know what follows and so on. I´m not saying to make the main story so boring that you don´t care about it, but…let it all flow together, instead of letting one part dominate all others. And while we´re at it: Let the game indeed have some sandbox elements. At least make some dungeons/mission goals available to be beat in different order. I have this lovely memory of how I played Link´s Awakening. Was inside the 7th dungeon. Got to the boss and…sucked. I couldn´t beat the damn eagle, haha. What did I do? Take the mirror shield I just got, proceeded the way to the 8th dungeon…which I cleared half way, when I couldn´t find a small key. But i got the dungeon-item already. I went back to the seventh dungeon, got to the eagle…and dominated him. He stood no chance against my fireball spamming. And besides the typical rejoicing over having beat a boss…it felt great to know that I had done something out of the usual order. Give me that feeling, Zelda Wii.

14.) Less mandatory items – More optionality:

Sword, shield and bow. These are what I´d consider the three core items of any Zelda-game. And you know what? Just these three are fine. You don´t need ten or more other items that only have special usage for some boss-fight. Instead, give a smaller amount of items more versatility. I mentioned above how I´d like to have an item that allows you to climb every wall. You wouldn´t necessarily need a new item for that. How about using the sword for that? Link rams it into a wall, pulls himself upwards, grabs a hold with one hand, pulls out the sword and rams it into the wall at a higher position, repeat until you´re where you want to be. To limit your climbing abilities the game could have walls where Link cannot just grab the wall to hold his position and there needs another, maybe passively equipped, item. Also, the bow. Instead of being combat-exclusive (and for shooting eyes), let me combine it with a variety of items. For example, let me attach a rope to an arrow. The arrow is shot at a tree on the other side of an abyss and lets me get over there. To shatter the armor of well equipped enemies, let me use my sword as an arrow´s substitute. And for ultimate fun purposes, let me do the above rope-arrow, but when used towards a lower level, let me put the bow on the rope so I can slide downwards.

15.) Optional Items:

The above is only the first kind of optionality I´m talking about, though. The other kind is: Have a lot of completely optional items, fullstop. It´s kind of sad how the boomerang is a mandatory item in every Zelda except Link´s Awakening…where it is totally awesome to find out about it! There you change the mostly useless shovel against it. And how great it was to use the boomerang to hit switches, when the game actually wants you to do something else to reach it. The kings of optional items are Ocarina of Time and Majora´s Mask. All the different masks, many of them optional. The fierce deity mask as the ultimate optional bonus-item. The fairy sword. Then OoT´s biggoron sword, the golden scale, the whole magic, fire- and ice-arrows (maybe fire arrows weren´t optional, but the ice ones were definitely), the mask-quest, EPONA. Then there´s also A link to the Past, with it´s invisibility cloak, the magic rod. And don´t forget the bottles. It´s all these items that made exploring the world of these games so much more fun. But when your only reward is more rupees, there is no fun. Which is why TWW, as great as its free overworld was, failed. The only cool bonus item was the health meter-mask. And just to be clear: I´m not talking about offering the same, but a lot higher amount of optional items for Zelda Wii. Even past Zelda-games didn´t satisfy on that regard.

16.) Sidequests – Lots of them:

It is what makes the difference between a fast food-game (a game you play, finish and proceed to the next game) and a game that leaves a lasting impression, no, even impresses after having left an impression. Fishing, Poe hunting, Kafei, Fiercy Deity, the hunt for the Biggoron sword – just a few examples of the great sidequests of former Zelda-games. Especially Majora´s Mask has to be mentioned again, featuring that many fantastic sidequests. Sidequests are part of the wish for more optionality. It´s the part of a game that is unpredictable. When you start a Zelda-game, the story unfolds pretty quickly. You get to know the tone of the game. Sidequests are cut away from that main path. They stray away from it. They can be funny, sad, weird, serious or just silly. They can be challenging, interesting or simply fun to do. And they make the game´s world feel more alive by giving insight into stuff that´s got nothing to do with world saving and such. If it was me, Zelda Wii would consists of like 200 sidequests, with 50 of them relating to the main story, while the other 150 quests flesh out the world of Hyrule (or wherever the game takes place). The reason of why sidequests are so important to many fans as well as myself is that they give off the greatest sense of exploration and adventure. You know “oh, that isn´t something I had to find out, but I did so by my own!”. On that matter: Optional dungeons. See the castle in Link´s Awakening. Such mini-dungeons would work well without taking too much effort to create.

17.) Mission-based sidequests:

That´s more of a formal way of how sidequests should be structured and presented. If you´ve ever played WRPGs with quest-logs, that´s what this is. It could be some category within the above mentioned diary. Next to your typical sidequests that just happen as you go along, there´d also be real missions. Difference to typical sidequests would be that these missions are more fleshed out, more dangerous, more time consuming quests. But no matter if typical or not, keep the sidequests you encounter organized in some written form that´s accessible all the time. It´d be a great way to keep track on what you can do, especially if you´re inmidst of another quest and don´t want to spend a lot time on something else at that moment. Give me missions like “defeat the wild dragon Archaeropterornis”, which has you journeying towards an otherwise unvisited area, overcoming difficult paths and finally climaxing in an epic battle that´s no less impressive than typical dungeon-boss battles. This kind of a mission could easily make Zelda Wii include Monster Hunter…as a sidequest.

18.) Flying:

I´d say it´s gut feeling, but at this point it is, in my humble opinion, safe to assume that there will be flying in Zelda Wii…in some form. Aonuma mentioned it just in a side-comment, but Nintendo-execs never mention something without meaning. Of course, there are many options in how Link could get to fly. We saw one of them in TP, where he´s simply shot from a cannon. To me, I´m still waiting for a game that does flying right. Giving you the feel of wind pressing against your body. Giving you freedom in controls and movements. That´s why I´d love to see Link getting some kind of ability that lets the player fly around freely. I don´t believe a flying horse would be fun, as I can only imagine it to feel very clunky more like a flying car than anything else. Be it a glider, a dragon or angel wings, something to give the player ultimate freedom towards the end of the game would be just awesome.

19.) Gorgeous visuals:

I originally intended to say “gorgeous toon-shading”, but Miyamoto or Aonuma, cannot remember, already said that they´d go for a more realistic style. That still could mean that they´d use the toon-shading from TWW, but simply apply a different, more realistic style. Think of TP toon-shaded. But toon-shading or not, there is one kind of style that´d probably make Zelda Wii the most adventurous feeling video game ever. You have probably noticed how this article is plastered with great artworks from past Zelda-games. These are made by Katsuya Terada, who created them for A link to the Past and Link´s Awakening. I can hardly describe of how much I´d love to see a Zelda-game use this visual style. The serious, yet charismatic look, the surrealism of unforgiving danger. I´m not a graphics whore, but oh yes, I am an art style whore.

20.) Return of Magic:

Yeah, I missed magic in TP. And I believe that the Zelda-series should integrate magic even more than past entries did. Link shouldn´t become an uber strong battle mage, but give him the classic fireball. Maybe some sort of telekinesis or a wind spell that replaces the boomerang. Make the usage of magic more active, instead of watching a cutscene like OoT did.Then again…be more creative than I am, Nintendo. The great thing about magic is that it´s not bound to reality, so you can go all out with it. Three nice, active magic spells is all I want. Maybe make at least two of them optional. But please, don´t take away the magic meter again.

21.) Less dungeons:

Woohoo, now I said it. Don´t kill me, but I hated TP´s focus on running from dungeon to dungeon. If you read everything up to this point you´ll have noticed that to me the most important part of a Zelda-game is it´s overworld. I´ve got nothing against well presented dungeons, but don´t make them feel so puzzle-like. I don´t want the Zelda-series to feel like a Dr. Kawashima with a different coat of paint. And I dare say that all the typical block pushing-puzzles are of no use anymore. The heck, even TP had only few ones of them already, so it´s not like Nintendo does not know about these puzzles becoming boring. Instead of eight or more dungeons, give me like three typical dungeons. Have one being a forsaken ancient ruin, one a legendary, rumored cave and a third one being a big, creepy castle high in the mountains. And that´s it. No forest-fire-water-and so on-dungeon. Keep the number of these low and include all the typical challenge into the overworld. By creating a complex forest, a big mountain-area or other hard-to-see through-area types. And scrap the whole “find small key, find big key”-stuff. It´s tedious and unfun. Also, and that´s what I hate most about dungeons in Zelda-games, give them a meaning beyond “get the dungeon item”. Afaik the OoT-manga is not canon material, but if it was, the Fire temple would be the greatest dungeon of all. Why? Because the dungeon itself is a place of the Gorons, Volvagia was sent there by Ganondorf to take care of the Gorons, and last but not least: Volvagia was once freed by young Link, but got under Ganondorf´s control somehow. And NOW Link has to fight his once beloved little friend. That is what I call meaningful. Instead of having me go through the temple of time and beat a random spider-boss at its end.

22.) Boss-battles under the sky:

That one should be a given, considering that Aonuma had it planned for TP already. Still, I´ll believe it when I see it myself on my TV. Fighting bosses on the overworld, without having to go through a dungeon. Aonuma even mentioned that there could be free-roaming boss-enemies that you´ll “stumble” over. All there´s left for me to say: Go for it, Aounuma!

23.) Windfall Island x10:

TWW is not my favorite Zelda-game. I want to make that clear, because I am going to praise the game a lot now. I am praising it, because Windfall Island is the best video game town I´ve ever seen. And I´m not talking about visuals here (even though it´s doing a great job at that, too). Windfall Island is packed with stuff to do, see and simply enjoy everywhere. It´s on a single, not really large island, yet it is the most interesting video game town. There´s lots of sidequests to do. There are unique NPCs all over the place that do something. There´s many places to go to, especially in vertical ways, not only on a flat ground. And of course it´s gorgeous looking. I believe every game that wants itself to be called “adventure” should have a giant windmill. Now, for Zelda Wii: Create a town that´s ten times the size of Windfall Island, but every inch is as packed with interesting stuff as the original. I don´t need three or four or five different towns. Just one great town is all there needs to be. Fill it with unique characters (instead of what happened to TP, sigh) and Zelda Wii would be well on its way to becoming the best entry of the series.

24.) Less but stronger enemies:

I´m probably not the only one that shook his head when TP was played at Nintendo´s E³-conference back then, and in that room before the fire-boss, there come six or so enemies running towards Link…and Link does one spin attack and all these enemies are sent flying. I don´t want that. I also don´t want Zelda to become a creepy surivial-horror game, but at least give me challenge when there´s an enemy. For that purpose, away with all these two-hit-kill-enemies. It looks stupid anyway when there´s an enemy inmidst of the overworld, just waiting there for the player. Instead, divide the numbers of enemy by, maybe, five and replace them with a new kind of enemy. For example, instead of five Moblins, there´s one iron knuckle. Remember that mid-boss in the temple of time in TP? Yeah, that´s the kind of enemy that should replace all the stupid Moblins. There´s just no satisfaction in defeating such easy enemies. It´s filler. And as I said somewhere above, filler stuff is not something I want in a Zelda-game.

25. Emphasis on man vs man-battles:

Leading from #24, I definitely want to see more 1 on 1-sword fights. Fortunately, I think that the inclusion of MotionPlus almost guarantees that. And again, it´s such sword-battles that are the most intense. You don´t need a 30 meter monster to get the player excited. Just you and your sword versus the opponent and his sword. The battle of a knight. That´s what I expect from Zelda Wii and that´s why enemies have to be tougher.

26.) More realism in enemy behavior:

Not only make enemies stronger, though. Make them more intelligent as well. Or less intelligent, for that matter. When there´s, despite what I hope to see, a bunch of weak Moblins and you´re happily slaying through them…make them flee. Make them flee and even call for help (if there´s help around, don´t make a strong enemy spawn out of nowhere). On the other hand: Don´t give them a sensor that detects the player automatically when he´s nearby. Basically, include permanent stealth-mechanics. Not to the point where stealth is necessary throughout the whole game. But let me surprise-attack a bunch of enemies, or let me sneak by stronger enemies, especially if I´m low on health. The game that integrated this feature really well was Mini Ninjas. It had high grass and as long as you crouched, the enemy wouldn´t spot you. Even better, when you were spotted, you could still try to hide in high grass again and the enemy would lose sight and search. Stealth shouldn´t be mandatory in a Zelda-game, but like so many times before, it is about optionality.

27.) Voice Acting:

Not for Link himself, though. It´s time for voice acting, and the German Dub of Fire Emblem: Radiant Dawn makes me hopeful that a Zelda-voice acting wouldn´t be so bad. There´s just something missing when you´re in town, at the market, and there´s no voices. I want to hear NPCs shouting (“Fresh apples, fresh tomatoes! Only today!”). And I want them to talk to me. There really isn´t much to say, other than that the time is ripe. But let´s not stop there. What I also want is auto-active NPCs, in that they talk to each other even when I don´t stand in front of them and click the A-button. Though not having voice acting, Drakensang for PC does a great job at that. You´re entering a place with people around and you see them talking about all kinds of stuff. And they´re doing it without you having to click on them. Adds a great deal of liveliness and immersion to the game, creating a believable world.

28.) Multiplayer:

We´re going for a brand new Zelda-game, so let´s go all out. Everyone should agree that Zelda shouldn´t be ruined by making it some multiplayer-game, that´d be certainly fun to play, but not feel like a Zelda-title anymore. When I´m mentioning multiplayer here, I´m talking about two different modes.The first one would be a Wii Sports Resort-clone. Just let me fight 1 on 1 against a friend within an arena. Just that. It´d be like the sword duel in WSR, but with a Zelda-skin and thus more appealing. As outrageous as the inclusion of some multiplayer in a Zelda-game might sound, I almost believe that there´s a great chance for such a mode. Not so much the next idea: Don´t make the whole game multiplayer-capable, but certain missions. It´d be exactly like Monster Hunter, but set in the Zelda-universe. Bringing down super-dangerous foes together using all kinds of strategies.

29.) Customization:

Not only because of the just mentioned multiplayer-idea, but also because of creating an even stronger immersion. I had one article about how Link should change from his green tunic, and I still think the player should be able to that. But don´t make anything mandatory. Customization should be limited to small features only, not full fledged character-editor. Maybe let me change Link´s hairstyle, but no more than that and his clothes. Actually, clothes would be a great way to reward the player with more than just rupees, but wouldn´t take the effort that the inclusion of a new item takes. Link is the player character, not a character of his own. So let me at least choose his clothes.

30.) Different gameplay-styles:

I saved that for last, as it is the most unlikely, most wishful expectation of mine. By different gameplay-styles I mean changing the way Link moves and fights on-the-fly. Let me choose “classic style” and he moves just like always. But when I choose “arrogant style” he has a whole different moveset. Suddenly he can jump on the enemy´s edge like Dark Link in OoT, laughs while fighting and so on. When I choose “wild style” the sword swings become more unpredictable and Link moves in a half-crouched position, being able to jump farther, playing more roughly. These different styles could also be rewards for doing sidequests. But even on their own they´d offer a great deal of more interaction possibilities.


So that´s it, my thirty expectations for The Legend of Zelda Wii. Some of them are almost certain, many others possible, and some just a fan´s wishes. Other things I hope for would be a story that relates to the hero of time from OoT, a photo-mode for taking screenshots at any moment and saving them onto SD-card, and most importantly, a companion that is not just a tool. We´ve seen the girl on the artwork that resembles both the queen of fairies as well as the Master Sword. It´d would be disappointing if she ended up as only a replacement for the usual sword, instead of being a character of her own. Without dominating the story (as much as Navi annoyed you at times, she was charismatic without stealing the showlight). Oh, and I didn´t write anything about the music, one of the most important parts of a Zelda-game. Let´s just hope that the music of Zelda Wii will be on par with the soundtrack of OoT. And use orchestrated music where it makes sense, and MIDI-music where it makes sense. Don´t just use orchestrated music for the sake of it. So, if we´re lucky we´ll see Zelda Wii at the end of 2010. First details are supposed to be shown at E³, though GDC could already give a first glimpse beyond just an artwork.

To finish this article I´d like to picture a scene that I have in my mind since months ago:

Imagine that: You´re running through a dark forest, suddenly hearing angry grunting and seeing something in about 30 meters distance: An iron knuckle! That guy didn´t see you, though, the forest is quite dark after all. You take out the bow, pull back the bowstring by pulling back the Wii´s nunchuck. You aim for the un-armored neck-area of the monster…ohoho, your hands start shaking….and release the Z-button which in turns releases the bowstring. The arrow is flying, you hear a gargling and the iron knuckle slumps down. Hereupon suddenly another iron knuckle appears from behind a piece of a wall, who´s hectically looking around. You draw another arrow, pull back the bowstring…WHEN THE ENEMY SEES US…you aim, the iron knuckle comes running, your shaking gets worse and worse…you release the arrow…DAMN, it bounced off the monster´s armor! Even before you can draw your sword the iron knuckle has charged his own attack and hits your hard. You´re sent flying several meters backwards. 2,5 of 8 heart cointainers remain. Still, you don´t want to give up and face the enemy…when you make out another iron knuckle that comes running. No chance, you flee.

Feel free to share your expectations of Zelda Wii and what you think about mine.

58 Responses to Top 30 expectations of Zelda Wii

  1. Satoru I. says:

    Interesting thoughts (and great art!!)! I strongly agree with 13 & 16. I don’t agree at all with 21, or the comments about wanting less danger in the game or fewer enemies (I want to roam AND blast things away–some non-threatening regions and creatures are important though, you are right). What I want is a game that as I progress I become more able to explore territories not because I have cleared some artificial hurdle (like paying a Goron to build a bridge or something) but because I am more able to handle the danger of different parts of the overworld. This would feel more natural–and fun! One of may favorite memories is playing the original LoZ and venturing into the mountains early on and getting my but kicked, but returning later with more hearts, the blue ring, and the master sword and suddenly being able to hold my own against those fearful centaurs.

    I am really hoping for 20 & 18 and think we will get them both.

    I’d expect motion controls well beyond just sword & bow (I have this sneaking suspicion there will be a whip or ball and chain weapon).

    In fact, I would not be surprised if there was multiplayer and it was incorporated via motion controls a la SMG…it would make more sense to have something like this in a Zelda game as it is more fun to watch then Mario as you can help figure out puzzles, etc. SMG and NSMW show that playing with friends is really central to Nintendo’s philosophy this generation (the “ii” in “Wii” after all is meant to evoke the image of two people together), so I think multilayer is likely.

    ONE LAST THING! I want GREAT art direction. This is KEY, KEY, KEY to making a world that is a joy to explore. They should be consulting with architects, sculptors, painters, landscape architects, world class animators (this they have already!), et al. to make a beautiful, beautiful world. It should be majestic, it should be creepy, it should be magical, it should be eerie, it should be scary, and fun, and inspiring.

  2. Akihabara says:

    You’re all but a zelda fan imo.

  3. anon says:

    Less focus on story? Are you mad?

  4. […] Article here (thanks Greenyz!) See more here: Top 30 expectations of Zelda Wii […]

  5. argus says:

    I agree with several of your wishes – especially putting more focus on the overworld. But… less enemies? Are you crazy? There aren’t enough enemies in recent Zelda games! Give me tons of enemies everywhere, like the original Legend of Zelda. As long as the fighting is fun (and I think it will be, with motion plus), they won’t feel like “filler” at all.

    I have some other wishes I would add to this list. Number one for me: I want a jump button. It makes it more fun to interact with the environment and enemies that way, in my opinion (see Okami for example).

    • mfauli says:

      There certainly could be scenes with more enemies, but I´d really like about every battle to become meaningful. TP´s Moblins were a joke. No matter how many of them, one whirl attack and they´re pretty much finished. See the scene I´m picturing at the bottom of the article. That´s how I imagine your typical enemies, not just boss-enemies.

      Agreed on the jump button, but i think I could write whole article about that topic alone 😉

    • Satoru I. says:

      Amen on the jump button.

      And Amen to MORE enemies. I agree, wanting less is mad. I don’t want to play Ico or Myst or something, I want to play Zelda. I agree that spinning to blast away 10 moblins is a joke, but fill up the space with Octorocks and other enemies. TP was the best 3D Zelda in this respect to date, but not nearly as good as LoZ…

  6. CarlTal says:

    I’d love a Zelda game that changes everyday: It’s Monday and I’m playing Zelda Wii and I find a great rock blocking my way, so I have to find a Goron to help me.
    It’s next Monday and my friend is playing Zelda Wii and, instead of a big rock blocking his way, he finds a big enemy.
    Every time you play would be different depending on the day you play. Of course all the paths would lead to the same main story, but it would be really cool to have different paths depending on the moment you play. That would be a great use of WiiConnect24…

  7. Paul says:

    I thought I was the only sane person in the world. I’m glad someone else loves the same things about Zelda that I do.

  8. Earthbolt says:

    Very interesting article. I must say I enjoyed reading it, and I agree with the majority of what you said.
    Also, looking at comments, I kind of agree with comments about having more enemies, though I definitely agree with your wanting enemies to be tougher.
    I say, at least double/triple the enemies, but, they ALL need to be MUUCH more difficult to defeat. If you look back at Zelda 1, enemies were mostly 1 or 2 hit kills in the overworld. That is fine, but EVERY screen had a whole bunch of enemies. Im sure most of us can agree that in the last few games, the overworld enemies were a joke, both in numbers and in difficulty.

    Also, get rid of quarter heart damage. Everything should cause at least half a heart, if not a full heart in damage.

    The one major disagreement I had with your list, was the dungeons. I for one, want MORE. Not just simple, get an item/kill boss dungeons, but more like the kind you described.

    One of my biggest gripes with the wind waker, was exactly that.
    It was an absolutely fantastic game, and when I found out that the triforce was split into 8 shards, I was practically giddy from the nostalgic throwback to the first game. I was very disappointed when I discovered that collecting them, was simply a matter of fishing them out of the ocean after finding 8 triforce maps, which were ridiculously easy to find.

    2 things would have made the wind waker the perfect zelda game in my opinion.
    1) Each shard located under the ocean, in an ancient dungeon of Hyrule, complete with boss and all.
    and 2) the implementation of a PROPER second quest.
    Wind waker’s overworld lent itself beautifully to a proper second quest, but instead, you played through the same exact game, in yer PJs. All they had to do, was randomly re-arrange the map squares, so you had no idea where you were going.

    But enough about wind waker.

    The only thing I think you left off your list that I really wanna see, is separate difficulty settings.
    Easy, medium and hard. Each setting doubles damage taken from enemies, AND doubles the amount of damage needed to kill an enemy.

    If they really wanna be nice, add a 4th “expert” setting once you’ve completed hard.

    This is already a bit long, so Ill shut up now.
    Great article! Hopefully someone at Nintendo is reading it 🙂

  9. Blair says:

    “In Twilight Princess (and Phantom Hourglass) it felt a lot like a Metroid-game, in that there wasn´t anyone that actually cared about you”

    I couldn’t disagree with you more there, along with the rest of the article which was incredibly negative towards Twilight Princess. I actually felt closer to the characters in Twilight Princess than I did in Ocarina of Time, and could relate more with Link and his status and his relations he had with other villagers of Ordon. It was very much alive for me, not the disney-like Kokiri village where there was only one or two characters in that village that you actually associated with throughout the game; the other characters all in green were merely optional characters you could associate with, and wouldn’t really reveal much if not anything about themselves or their role in the village for that matter. At least with the Ordon villagers you knew the characters pretty well because they had unique personalities and attire. I’m not saying Ocarina of Time was a bad game, but seriously, you cannot possibly believe Ocarina of Time had characters that “cared about you” more than Twilight Princess. That to me shows you have a inherent bias towards Twilight Princess, and it wouldn’t surprise me if you had the same distaste no matter what Nintendo comes out with next for the Zelda franchise.

    The only things wrong with Twilight Princess was: 1. Scale, this was a gamecube port made for GC’s mini-dvds, so of course the world wasn’t as large as it should be, and neither was the adventure. Simply expanding the size and adventure of the game is definitely needed.
    2. The over-all structure of the game. It is fairly outdated, still great but a change from it won’t ruin the experience. I’m glad Nintendo is mentioning this issue because I don’t think the 3-hit kill bosses, or find the 3 pieces to this and that, was not very creative and by changing this structure it could really improve the game. But overall I thought it was a great game that rivals Ocarina of Time, and in many cases this game was better. But it’s really not fair for me to compare a new game to an old game. The experience for me was just better on Twilight Princess with the new motion controls and the fact that I’m old enough now to figure out most of the challenges in a reasonable amount of time but that is entirely up to you on which one is best.

  10. i couldn’t agree more with almost every single one of your points, ESPECIALLY 4, 5 & 6. and what kinda saddens me is that i think we’re pretty much alone there, as people seemed to love Twilight Princess’ story, characters and locations.

    i for one despised those things (and many other) about that game.

    for me, nothing yet has topped Kokiri Forest and a character like Saria.

  11. Claus says:

    How about music played by a symphony orchestra?
    One of the greatest things that everybody forgets is the music.

    Galaxy had great music played by a symphony orchestra, and it made the audio side so much more powerful.

    I’d love to see the next zelda game with at least that great an audio side.

    Besides that a agree in some of the above points, and highly disagree in some 🙂

    • Satoru I. says:

      Amen to that, absolutely. I would be very surprised if we did not get this…it is a series that has had some great music in the past.

      • literativa says:

        Indeed, it had such great music that never needed a symphony orchestra. This is simply Hollywood bias: blockbusters need an epic symphony orchestra music, even if it’s only playing a simple melody with pizzicato accompaniment chords…

        Don’t get me wrong, I love classical music. I just don’t believe any chosen medium for the music has anything to do with the quality of the music itself. The sample-based soundtracks of Alttp and OoT are still my favorites. I dig too much the Castle music from Alttp and the ethereal ambient temple music from OoT…

  12. peanuts says:

    I have to say that I stopped by the 6th just to leave a quick comment. I agree with most of what you’ve said so far, but I can’t agree AT ALL with ‘less focus on story’.
    You say “Ocarina of Time´s story went like that: Princess is kidnapped, evil guy gains reign over kingdom, hero rescues princess and kingdom. That´s all of the story and it was great.” That’s wrong. That’s not all the story. That’s a very simplified version of the story, which you can create for even the most intricate plots. Ocarina of Time had a deep storyline! You’re forgetting the Zoras, the Gorons, the time-travelling, Sheik, the sages, the lost woods, the kokiri boys, the Gerudo fortress, the builders… all of which had several plots and mini-plots around them.
    To say that Ocarina of Time is simply the story about a hero rescuing a princess, that’s ridiculous.

    • mfauli says:

      The parts you mention about OoT weren´t presented as story, though. They were stuff that just happened, that you just encountered. Time-travelling? Happened, but there was no big plot about it. The lost woods? You went there, but if you didn´t optionally read something about it, that was it. And so on. In TP you were surrounded by cutscenes, by unavoidable plot-consequences. TP pulled you through the game with its story. OoT had story happen, but didn´t force it upon the player. That is the difference I see. And it is why I shake with my head when people want Final Fantasy-like stories for Zelda.

      • Satoru I. says:

        mfauli, we agree that things that “just happen” (story elements that are incorporated into gameplay) are key to using the video game medium to present story. But cut scenes and narratives from characters work to, I think they bolster the rest of the action. No, I don’t want to watch a game, as opposed to play it. I don’t want The Legend of Zelda: Final Fantasy either. But I do want drama and intrigue and deepened characters, and am quite happy if engaging cinematic cut scenes add to that. My problem with TPs cut scenes is that they were fairly lame. The lack of voice overs and stilted game animation left me feeling most underwhelmed if not mildly embarrassed for Nintendo.

      • mfauli says:

        i´ve got nothing against dramatic, through cutscene presented story…but it should be presented in many little packages…instead of what TP did: Throwing one “cliffhanger” after the other towards the player, thus forcing him to proceed with the main story, instead of taking his time and exploring the world. That´s what I call “too much focus on story” regarding TP.
        To give a comparions of what stories do it right: Many long-running anime/manga or even TV-shows like LOST. Yeah, let´s take LOST as an example. Each episode features a little story that develops certain characters. And every few episodes, you get something relating to the mystery behind the Dharma-corporation and other big LOST-myths. But that´s always just a little bit of that main story, and afterwards it goes back to more intimate problems of the characters and their survival and exploration of the island.

        I´ve never played a Dragon Quest-game, yet, but I always hear how that series doesn´t have an epic big story like Final Fantasy, but instead offers many, many little side-stories. That´s what would work best for Zelda, I think.

      • Satoru I. says:

        Ok, with that added bit of explanation I am now on board with you 100%. Yes. You are describing exactly what I am hoping for.

        Indeed, my greatest displeasure through the past few Zelda games, especially TP, is that the game path felt way, way too scripted. It was no longer truly an open world. Yes, there was an overworld, but the way you traveled through it was pretty well defined for you. First you go to Twilight, then the Field, then more Twilight, then Kakariko…it was not an open world in the sense of LoZ where you go almost anywhere you want from the get-go.

        Your comment about having the option to complete some dungeons and other objectives in various, not strictly proscribed orders is excellent to this end. That would really go a long way toward making the player feel like they were in an OPEN WORLD. Imagine this: what if you could complete dungeons 4, 5, or 6 in any order you chose, but say if you went to 5 first and acquired a certain item (let’s say a magic wand of some sort for instance) then it would make defeating enemies in dungeon 4 easier, but with out acquiring dungeon 4’s item (oh, let’s say a hammer or something) it makes dungeon 5’s boss battler more difficult. I think designing a game in this style would be more difficult, but very engaging.

        That’s more of a game progression issue, but the same could apply with story. Lost is a good example. If you completed dungeons or objectives in any order you like then you could get to see the cut scenes at varying times allowing you to piece the story together in your own way.

        Metroid Prime did something close to this (less so in the squeals, which felt more proscribed to me). While there was a primary path, you could scan different “lore” entries at different times and there were numerous scan items that were non-essential but added context and depth to the story if you chose to read them (I remember an optional scan of a pirate computer that revealed they had discovered Samus Aran was infiltrating their systems and they were increasing defenses accordingly…shortly thereafter the pirates became more numerous and difficult…this was a very clever and engaging bit of open world game storytelling).

  13. peanuts says:

    I’ve got to add though, that I STRONGLY agree with you about Saria! She was a great character… then again, with a deep story around her.

  14. Yep, nothing beats Saria!

  15. Shawn says:

    You need to go replay these games and then re-evaluate your entire list. I’m actually not sure you made one good point; if anything you completely changed the genre you want the game to fall under. Things need to change, but not dramatically like you are wishing. If you remove enemies, that will make the game world even more bare, but then you go on to talk about how you want everything to be more lively and less boring. Well, logic says that if you remove enemies, that leaves less in the game world to take up space. You then want them to replace these enemies with animals dancing around campfires? wtf? yeah, I love those scenes too, but they don’t make any sense in a TP style game. It would work with a WW style game, however, Nintendo is too afraid to legitimately re-visit it… although it’s the best thing they’ve probably EVER done to the series. Zelda is supposed to be light-hearted and cheerful, with interesting characters, etc. Wind Waker is really the only Zelda since Ocarina to balance this correctly.

    I personally and honestly don’t consider you a Zelda fan after reading this. That, or you are really just a fanboy for the Monster Hunter type genre. Just go play that then.

    • mfauli says:

      I dont consider enemies being the exclusive part of what makes a game world feel alive. To make you understand my list maybe a bit better: My favorite Zelda-game is Link´s Awakening.

  16. Satoru I. says:

    Sorry if I am approaching spamming here, but I had two last desires for the new Zelda pop into my head:

    1.) Better transitions from one environment to the next. In TP the you got launched from a canon in the lake/field area into the desert. This is ridiculous and breaks the sense of reality and immersion that we deserve. The world should get more barren and dry as you approach a desert, then naturally transition into the new environment. Suddenly landing in a desert, or snow world, or sky temple is jarring and silly.

    2.) As a reward for finishing the game, allow us to warp to any boss battle and repeat it. Why not? This adds no new content but some nice replay value.

    • mfauli says:

      Write as much as you want. I can understand that, I could write and talk about the Zelda-series all the time 😉
      I´m glad my added explanation shed some light on that point, and I agree with what you elaborated.

      Having the option to repeat boss battles would be highly appreciated. I have my three saves of TP set up so I can repeat the Desert Prison- , Sky temple- and final boss whenever I want to.

  17. Greenyz says:

    In reality Ganondorf’s not really the epitome of evil. I see him more as a tragic villain. We learn of his motives in Wind Waker and it’s more than just because he’s a control freak.

    I see Majora being close to the epitome of evil. It doesn’t want to rule the world it just enjoys suffering and destruction. Ganondorf was just envious of the happiness Hyrule had that he could never experience in the Gerudo desert.

  18. lalala says:

    just checking in order for you (mfauli)to know i’m 100% by your side, and i agree with every single of your points(and would even add some), i totally agree with you as far as the story is concerned!
    even though OoT is a bit more complicated than finding Zelda and killing (over and over again!) Ganon(dorf), even though there is time travel , the zoras …, thoses are just “minor” events in the game, and all here only to help you find zelda.
    and sidequests ! man you’re so right on that point! i want more and more sidequests, less enemies but way stronger ones, more one on one sword fights etc…
    so that’s it, just telling you that all the ones that don’t think you’re a zelda fan don’t get (i think), what a zelda game should be about.
    and even if they think we ain’t zelda fans, i mean what the hell man, there ain’t just one perfect zelda game , everyone has a point of view and is a zelda fan in his own way !
    btw i just really wish someone at nintendo saw and read that page (and cared!), ’cause we really don’t wanna be disappointed after 4 years of long wait !

  19. sickr says:

    If only the development team could read this…

  20. EMaN says:

    I just wanted to comment on the voice acting idea. Many people will HATE seeing voice acting in a zelda game while some would LOVE it. So maybe, nintendo should go half and half. What i mean by this is during the gameplay, you have the classic text, while during major cut-scenes, you have voice acting. Sort of like how Final Fantasy and Kingdom Hearts does it.

    Also I think that Zelda should start aiming towards a more mature audience. No, I don’t mean making it a rated “M” game that’s as bad as grand theft auto, but deffinitely rated “T”, throw in a little more blood (and make it red, not green or yellow or whatever), maybe a bit of alcahol refrence, ’cause come on Link can’t drink milk forever! And most importantly, some swearing! not REAL bad swearing like F**K, or SH**, or B*tch, but maybe words like Damn, or hell, or bastard. I know that that’s not what a game should be centered around, but if Zelda stays too “kiddie” teens will start losing interest. And besides, if you were Zelda and Zant took over your castle, would you say something like, “Oh, you… evil man… you will pay for this”, or would you call him a couple “bad names”? This would add to a more real experience!

  21. […] guys at Flying Fisch have put together a list of 30 personal expectations for the upcoming Zelda Wii. The article reads […]

  22. kinkeeta says:

    I really hope nintendo don’t read this. Half of those points just made me angry. Though some of those visuals were great. Specially Link in the forest. They need more of that in Zelda. And I loved TP.

  23. Brandon says:

    well,Zelda Wii will be a mystery for us until it’s actualy released,but if Miyamoto made it as you suggested than not everyone is happy,like maybe I like how Link looks and I think we shouldn’t have less enemys,it all comes down to the game desighners and we only give suggestions that maybe they’ll accept,we’ll see how Zelda Wii works out and if it doesn’t exeed our expectations,then we’ll all try to do better next time (or rather they do)

  24. Ed says:

    I think it would be great if they didn’t tell us where the temple is and how to enter it, and put hints around the world, making us explore the word, do sidequests and meet valuable NPCs, building a whole world and making us knnow it even better!

  25. […] Flyingfisch, top ten expectations for Zelda Wii […]

  26. Tom B. says:

    I’m echoing the praise on this great article as many have done before, I’m with you in wanting Zelda to go in the direction of Ico and Shadow of Colossus.

    I also really love the pieces of are you used to illustrate the epic/fairy tale/legendary hero tone you want Zelda to pursue. I’ve seen some of these before, but I want to know where you found the rest of them! Spill the beans!

  27. […] on Zelda Dungeon and on ZeldaInformer, the guys at Flying Fisch recently made a Top 30 Expectations For Zelda Wii. In the previous link I left, they talk about […]

  28. LttPfanboy says:

    I’m not sure about having fewer enemies but making the overworld fights more meaningful would be great. One of the things I liked about Batman: Arkham Asylum is the way enemies in the overworld didn’t respawn on their own once they were killed. For an area cleared of bad guys to repopulate there had to be some sort of story-driven reason for it. If Link is supposed to be ridding the world of evil, it would be great to achieve that goal in a smaller scale in the overworld instead of just the big-picture goal of eliminating the main threat. Perhaps, rather than simply killing all of the monsters, there should be an optional sidequest where Link invades and clears the monsters’ base in an area, cleansing it of their influence. Once clear, the citizens in the region could return to their normal lives and move back and forth between the different parts of Hyrule. And if a cataclysmic event later on in the story undid some of Link’s work so much the better. Since the player has the opportunity to invest heroic time and energy making that area safe the fight against the big bad who undermined his efforts becomes that much more personal.

  29. Wow, okay, this is an impressive list. I don’t agree with, well, almost any of it, but I admire many of the points of view here. I’m going to try and go through all the points here and add my two cents (or few bucks, as the case may be).

    1. Motion controls- I’m pretty much in agreement here, at least when it comes to the idea that, yes, they should be more prevalent. However, one thing that’s important to realize is that Link does a lot of things that are frankly impossible for a human being- his speed and accuracy with the bow and boomerang, his super roll thing, the spin attack, and other actions that really don’t translate well to motion.
    Swordplay in the Zelda series has never really been about skill- it’s more about judging your situation and adapting your motion and attacks with the battle. So 1:1 sword controls, while a good idea, need to have serious though put into them- should it be cosmetic, or rather are enemies going to be radically changed to make for long wars of attrition while trying to slip a hit in on a weak point? 1:1 swordplay isn’t a solid basis for Zelda combat because it’s all about what you do up close, rather than traditional Zelda combat which is about knowing how to approach the entire encounter.

    2. YES. Yes yes yes yes yes yes yes. I’m dead tired of rehashed villains with the same plot- Ganondorf is a real character with complex motives surrounding his obsession with power and ruling Hyrule. With Spirit Tracks, Nintendo has proved it really can’t pull a good villain off without making him painfully similar to their masterpiece.
    However, Ganondorf needs to be handled with kid gloves in the story- whatever timeframe the game takes place in, Ganondorf’s current state must be evaluated- is he supposed to be sealed away in the Sacred Realm? Is he alive and well, biding his time? Is he in the form of a beast? Is he supposed to be dead? FSA is a prime example of this mistake, where they just said “Screw it, the villain’s Ganondorf. Who cares that he’s technically Ganon sealed in the Sacred Realm? People want Ganondorf.”
    He also needs his power kept in check for a number of these ideas- if he’s not the central villain, there needs to be a reason that the new guy is stronger the the Triforce of Power, without making the guy dominate the story of Hyrule. (Coincidentally, another part of this point is important to me- it should be set in Hyrule, Death Mountain and all. It’s a place full of mysteries and races you can pull plot threads from without making it an overriding cataclysm to follow like crazy.)

    3. Over-the shoulder isn’t really a good choice, since it tends to limit your view of the area. Rather, when Link’s actually doing something, as opposed to taking in the new area, you could either shoulder or ghost the camera (being right up against the character, who is mostly transparent yet visible enough to connect to in motion. In other places, which are supposed to be awe-inspiring, the default camera should pan out to show the more traditional view.
    Either way, a well-controlled freeform camera like TWW is a good solution, so long as it doesn’t snap back when you so much as blink. Combat should be the only thing that overrides the manual camera.

    4. I most certainly DO NOT want a story that doesn’t drive and engage the player in it. However, the basic idea, in which you don’t want the super-important plot to make it hard to do your own thing, is a good idea. The best solution here is to make the scale for the most part small in scope- perhaps more about some person or tribe that’s doing something that has the potential to threaten the world.
    The main problem in TP’s story is, as you said, that it’s telling you that it’s important and you should follow it. In fact, remember the Zora armor scene after Queen Rutela? Midna goes out of her way to tell you: “Don’t just relax and explore the world you just saved! Go follow that plot point, or the Big Bad will destroy everything!”
    So in essence, the plot, while engaging, shouldn’t be something you have to follow- something that has the potential to threaten, not actively threatening Hyrule. This lets you sit back and explore in between the plot- More like, “Well, there’s this interesting bad guy on his way to do something, but if you don’t want to, hey, no rush, it’s not like he’s gonna destroy the world in the meantime.”

    5. Again, Hyrule is perfect for this purpose. It’s a place full of myth and legend of its own to work with, but it doesn’t have an established order that controls how everything is going to be- the game can contain almost anything you want it to, as long as it fits in the setting.
    Zelda is about exploring a world, and I’d argue specifically that it’s about exploring Hyrule- there’s a reason why other games feel like side-stories, and that’s because you are- it’s the Legend of Hyrule, really, because that’s where Zelda is a real character.

    6. Well, yep. I really can’t argue here, this is just true.

    7. Whoa, no! You want to drop ten years of gaming history to go back to the old combat? Simple, realistic movement choices are always the backbone of Zelda combat, but an animal isn’t a backbone. Even LttP was more fun with the fancy spin attack.
    What you’re thinking is that special moves must always be flashy and nigh-impossible. Not so! For one thing, the jump and spin attacks are staples now, and they have real strategic value and don’t insta-kill much. Other than that, Link could always have a more subtle repertoire- the back slice and helm splitter are nuts moves, but their general value is pretty basic- attack while getting behind the enemy. So maybe give Link a sidestep attack, where he steps close to the enemy with a slash, and steps right behind. It’s a movement choice. Just because they randomly gave these moves crazy power in TP doesn’t mean that the basic concept is flawed. Instead of “no special attacks”, rather we need “special attacks that make more sense”. In fact, your #30 is a good solution to this.

    8. While having a totally free, open world tends to work against having a lot to do in it, since you’re largely limited to fighting enemies and digging/cutting grass, a well-implemented world is a great idea, so long as it’s not open in the sense that Scribblenauts or the Great Sea are open- you can go anywhere and do anything, but there’s nothing there because there just isn’t enough time for the developers to fill it all.
    For example, the “climb every tree” thing could work well, perhaps by leading you to a canopy area above the forest floor, with different enemies and paths to different areas. An open world works in concept (although admittedly must be more or less restricted by your items and the plot), but expecting flawless execution when you’re trying to do so much else is a bit unrealistic.

    9. Okay, look, that’s not quite right. Even games like inFamous, designed from the start for the sole purpose of creating a playground, can’t really give much variety to a setting that lets you do EVERYTHING without making much of it repetitive. Certain things can work, but giving that much freedom is mostly going to end up in disappointment when you find that they were too busy making the game to give you a reason to climb every wall in the game. However, there’s always limited complete freedom- in the sense of a jump button that can, technically, give you access to a number of places, but then you run into the old “what do you mean I can’t jump over the two-foot fence?” thing in order to prevent you from breaking the game, and that breaks immersion. I’d rather see freedom restricted a bit in order to make the world more real and immersive.

    10. Well, I don’t really see the point, but Okami handled that pretty well. Maybe do something similar, like with that travel log idea, where Link (or partner, seeing as Link really shouldn’t be a bookworm) can take notes on wildlife he sees and take it to, say, a professor NPC for rupees.

    Anyway, I’m going to stop here and finish the last 20 later. I’m hungry.

    • mfauli says:

      thx for your great comment, looking forward to the last 20. Regarding motion controls: I really think it´d be great to put a lot more effort into making combat feel more realistic. And 1:1 sword controls are very promising on that matter. I acknowledge the part where you say that it would put combat too much into a close-range situation, but I believe that would be as simple as a personal choice of how you approach an enemy. Run into it and use the sword, or keep your distance. But really, well-thought out motion controls are the one thing everyone should expect from Zelda Wii. Anyway, waiting for you.

  30. Luke Morell says:

    This might be rather odd, but what if when you beat the game, you could go back and over WiFi play in another person’s game as an enemy. (Like you would get to play as an Iron Knuckle in another person’s game)

  31. Macwich says:

    Can someone please tell me where the artwork for this article is from?

  32. asianmann says:

    i very much agree with pretty much every thing you said but some of them i would just make more important cause running around with your friend in some random city jumping around on roof tops and being able to buy some cool looking weapons and cloths would really make the game be a lot of fun but yeah i love all the points you make and hope they listen or i will be disapointed

  33. All right, I’m back. I’ll put up the next ten.

    11. While dynamic NPCs and the like worked well for MM, there was a little problem that quashed freedom sometimes, and that’s that characters that host minigames or important shops will be closed up at certain times. So long as NPCs are always at least available (unless their unavailability is part of a sidequest), then this is a good move. I wouldn’t call it a basic expectation, though, just a minor plus.

    12. YES. YES. YES. YES. YES. I freaking LOVE Hyrule, and having an excuse to give us tons of exposition without it messing with the game’s story is only a positive. There ought to be at least a few collection quests with this, though- while you don’t want to make 100% completion a requirement, perhaps certain groups of notes (like stamp stations in ST, except with a larger variety of points of interest) would be useful. It’s also a way to hide more clever puzzles in dungeons that you can skip if you choose- OCD solving a huge puzzle could unlock tons of lore.

    13. One big problem with out-of-progression dungeon design is that it becomes harder to create compelling dungeons that make use of your whole arsenal- remember how WW’s Earth Temple was solved almost entirely with Medli and the shield? A really good dungeon will challenge you to use your whole collection, but when you can visit them in any order, they have to be more-or-less self-contained.
    Seeing as Zelda games tend to give you big long chunks of gameplay in between story events, it’s possible to implement this kind of thing, yet not only would dungeon design need to facilitate not having previous items, but you’d essentially be playing the game for a long time without a bunch of story (seeing as the Zelda team tends not to hire genius writers to circumvent this).

    14 and 15. Do you remember playing the original Legend of Zelda? You actually did essentially have nothing but your bow and sword- even the sword was optional, for crying out loud. And do you remember how bare-bones and boring the dungeons were? How about Zelda II, which aside from buff spells that served little purpose but to prove you had them at various checkpoints, gave you your sword and a jump button? Dungeons, again, were more or less boring. It was LttP that really gave dungeons life, because you really had to use what you were given to survive.
    While you might be able to complete significant portions of the game without specialized equipment, eventually there aren’t going to be enough ideas to make dungeons fun. Part of the fun of dungeons is trying to figure out which of your many items can be used to solve the puzzles. Finding new things and seeing how they open up the dungeon to you is one of Zelda’s greatest pleasures, and ditching it for- what, exactly?- is pretty much erasing the series’ most famous mechanic. It’s practically what defines Zelda games, in terms of gameplay. Items open up the world, and when you erase that pattern for a little bit of perceived freedom, you basically make it into another unremarkable sandbox with very little progression.
    Now, optional items are, in fact, a great idea. But when you realize that almost every single optional item we’ve ever had has simply served to make the game a little easier, you see that trying to make essentials like bombs, magic wands, and hookshots optional items is basically taking out the game’s core and saying “hey, here’s all this cool stuff, but don’t worry, you’re not expected to USE it”… it doesn’t work. Obviously a large number of optional items is a good idea, but actually taking real items out of the actual gameplay and making them sidequests is a Bad Idea.

    16. Yes, okay, sidequests. Good. Making most of the game sidequests and making the actual story sidequests in a coat of plot paint? Bad. Boring. Bound to be executed poorly by Zelda’s storywriters. Give us lots of sidequests, sure, but make sure that the core experience is meaty and unified, not scattered and lacking substance. Contrary to what you seem to think, you can, in fact, actually explore things for real without having to make it entirely optional. The reason you want to explore in Zelda is because what you do has an impact on what the world is like and what Link is like (to me, one of MM’s biggest flaws- focusing on giving Link all the progression and erasing all of the world’s progression every save.) Exploration should be rewarded with lasting impact on the world or story, not just with Heart Pieces or a Magic Cape.

    17. No argument here. Obviously, if they’re going to go to lengths to make deep, storytelling sidequests, they should bother to at least tie them into the plot somehow- be it by perhaps undoing damage the bad guys have done, or having them feature plot antagonists as adversaries in places, but the general idea is sound. Making them entirely unrelated to your overarching story, though, tends to make them uncompelling. (Incidentally, this is why I’ve never attempted the Biggoron or Kafei quests- they don’t have anything to do with the story).

    18. I’m definitely on board with the general idea, but when it comes to progression there’s a bunch of issues. I addressed them in

    the above post (as TVTMaster), and as long as flight doesn’t mess up the game’s progression and exploration, it’s gold.

    19. Yeah, those pics look sweet (so long as the colors are real, not stylized). Any graphic direction is good, though, as long as it’s not too exaggerated or too wishy-washy- WW’s visuals worked but really did seem too cute at times, yet TP kind of went “real is brown” on their gorgeous Hyrule in places. As long as there’s no obvious repeated textures I’m happy.

    20. Definitely a good idea (although I’ve always been bugged by giving the bow and bombs ammo when running out just means killing stuff and cutting grass for a while, so maybe a time-based meter rather than the usual meter is in order). Spells should also act more as combat-oriented items- not just attacks, but things that help get an edge in combat. A good candidate for optional items.

    Well, that’s ten more and I’m gonna go saw logs. Later!

  34. WelcomeToHyrule says:

    You don’t want a new Zelda, you want an altogether new game. I think the over-the-shoulder camera thing could work, but only when you draw your sword.
    A lot of what you say makes it sound like you want a new Xbox game.
    And seriously…a fourth part of the Triforce…? Any fan would have thought of that, and then dismissed it.
    The way you write makes it sound like you hate the Zelda games, except Wind Waker, which you thought was OK.
    You want complicated gameplay mechanics, which would probably make it feel like less of a Zelda game.
    The story of the games are quite important, and need to be focused on more if you ask me. Spirit Tracks had almost no story to it, but it was still a great game, but would have been improved by a better story.
    Maybe the NPC’s should be more interactive, but I thought the ladies from Windfall Island were interactive enough. It would have been nice to see more of that in TP, though.
    And enemies that you can sneak around…MGS much?
    Flying…? Seriously. This is Zelda, not Peter Pan…although Nintendo could make it work.
    Remember in TP when you were in the places like Kakariko in the Twilight Realm? Well, I think they could do Link in something like a ‘Spirit Form’, which could allow him to manouver through the air, but not over mountains and stuff…say he can only go a certain distance from his body. That could make a great puzzle, even.
    I don’t know about only having the Sword, Shield and Bow as complusory items. I think there should be at least 4 more, with the addition of optional items.
    A nice new musical instrument would be most welcome in Zelda Wii, that was the only part I thought TP was lacking. And if you think about it, TP wasn’t actually a Wii game, it was really a Gamecube port with different controls.
    Nintendo could add the option of Co-operative play, like the one used in Mario Galaxy, where Player 2 controls a fairy or something, and collects Rupees, temporarily stuns enemies, or something along those lines.
    Maybe add the addition of time, with links to OoT that can somehow make them linked games. Or make 2 new Zelda games on the Wii…make them linked, perhaps through time. Like in OoA, you could do something in the past that affects the future, but with 2 different enemies to defeat at the end of the game. One being Ganon, the other being maybe Malladus or Vaati. Add some sort of element that links the story up to other games. Like Spirit Tracks did when they put Niko in it. That would be nice. 🙂

  35. WelcomeToHyrule says:

    And voice acting is a big no-no for Zelda.
    If Zelda brought in voice acting, I would probably stop playing. Just, no.

  36. Well, I’m ready for the last ten (11-20 were pushed up for some reason). Let’s get started.

    21. Um, hey, no. Obviously, we don’t want the focus to be on running from dungeon to dungeon, but having less, for no reason other than… well, as far as I can tell, you don’t actually GIVE us a reason. Maybe you don’t want to have to clear dungeons just to progress, but again that’s always been an essential part of Zelda’s progression system, save the first two titles (where they still all had to be completed to win). The reason it can feel tedious to go from dungeon to dungeon ties in with your second complaint- that dungeons often serve as obstacle courses rather than real places, and I think the series can learn from TP here- the Goron Mines, Snowpeak Ruins, and City in the Sky are all good examples, even if they don’t quite go far enough. It all comes down to dungeon design and presentation, and it’s folly to scrap them instead of making them better.

    22. Yeah, this one’s good. Maybe not have them be totally free roaming, lest you have to fight bosses at random just to cross the overworld, though.

    23. Yes, definitely a good idea (In fact, Okami, which is basically an expy of Zelda, has a giant windmill as an actual dungeon.) Although, once again, don’t just say “less” without a reason- towns, dungeons, and items are good things, not annoyances, so give us ideas that improve common things instead of scrapping them for no reason. Lots of towns and a nice big central town.

    24. Filler stuff is good- although while we don’t want weak, weak enemies just sitting there when we’re trying to get somewhere fast (I’m looking at you, PH and ST), they’re valuable parts of dungeon atmosphere and in other places- they serve as a bit of action to break up tedious puzzles. As long as they’re a fun fight and they’re not totally out of place (bokoblins on the road in TP), filler enemies are good things when placed right. Again, don’t give us less, give us better.

    25. Eh, again, close combat isn’t one of Zelda’s strong points, and I don’t see why it would improve the game except perhaps in sidequests. I can see why it’d be good, but it’s a big diversion that will just annoy people as a regular thing, lest it become stale. So keep these in moderationl.

    26. Yeah, this is a good idea, but probably redundant against filler enemies- provide cover only when it’d be realistic to want to avoid combat, like in places where healing is rare or nearby the aforementioned big strong enemies that take time and effort to defeat. Otherwise, as long as it’s kept more or less simple, this is a good idea.

    27. Yep.

    28. Actually, this is a great idea for optional dungeons- co-op areas that might even reuse, say, the Phantom idea from ST (so long as it’s not stealth-based, which really doesn’t work for Zelda as ST and PH have shown). It’d be a bit hard on dungeon design to make this available through the whole world, as you pointed out, so yeah, co-op or deathmatch multiplayer as an option. Not too hard to implement.

    29. Yep. Good idea all around, as long as Link’s alternate outfits don’t make him look too weird or bulky- I don’t want to see Link in full plate.

    30. Yep, although implementation can present an obstacle. One of the reasons combat in TP was so easy was because the designers design enemies more as obstacles than fights, and if that’s going to change they’re going to have to be built around Link’s moveset. If this idea is used, we’ll need to hope enemies are designed intelligently, so that Link’s effectiveness against various foes changes reasonably with style.

    Well, that’s it for now. I actually might write my own, say, top 15 for ZWii. Later!

  37. […] together and really deliver a masterpiece.  I don’t know.  But I can heartily endorse this list of changes that Wii Zelda certainly […]

  38. Dark_Link says:

    I was very impressed by your list!
    Of course it’s your opinion so 100% agreement is sadly impossible. But your ideas in a lot of ways were really interesting for sure 🙂
    I just had a small idea and wanted to hear you how you think about it.

    So more interaction with the environment, huh? This, I agree totally. But how about interaction with Link? If he gets damaged, the wounds can be spotted. Or maybe, his clothes could get barren. If he gets burnt, leave the black spots on his appearance. More damage, Link’s appearance changes slowly. The healthy Link walks normally. If his legs got hurt, then make him stagger. Or so on.
    If Link did a good thing or gets something sweet, his status gets hyped in some way. Like a real human! If something sad happened, he could get worse in his controls. Angry, makes him fight in a berserk style. (Your idea about the fighting types freaked me out, it’s amazing)

    Well that’s about it, I want to hear some opinions about this:)

  39. Corny says:

    I agree with nearly every one of your points.
    Especially the exploring part is quite important to me. But I already enjoyed the worlds of Metroid Prime 3 and Zelda: Twilight Princess. Sure, it can be done better, but the fact that I start up Metroid Prime 3 just to walk a bit through SkyTown or start up Zelda: Twilight Princess just to ride a bit through Hyrule shows (in my opinion) that they really made a progress there. I never had this desire for virtual walks in any other Zelda game (maaaybe Wind Waker) or Metroid game.
    The NPCs in the Zelda games weren’t all that bad, but often it left a lot unresolved to keep Link’s personality more vague. Take Ilia and Link in Twilight Princess, for example.
    Carrying a whole truckload of items with you annoys me in a lot of games, but it’s especially annoying when there are some items for just one rare occasion. You know that I especially talk about the Spinner.
    But also, it blurs the picture of Link. A character is also defined by his skills. The typical hylian farmer might know a lot about nature and his craft, but nearly nothing about fighting with a sword. A soldier of Hyrule is probably good with sword and spear, but has no idea of magic. Link, on the other hand, is a clever fighter, but does not only know how to use a sword, a shield and a bow, but is also an expert for explosives, a magician, a musician and a wrangler / sailor / engine driver. Oh, did I mention that he is also able to use other weapons that are way too heavy for him (Ball and Chain, Wind Waker Hammer)?
    I don’t have a problem with the music part (I missed it in Twilight Princess a bit) and it’s okay if he’s not born as a killer machine in a green tunic. But in my opinion, the items (and the skills needed to use them) are way too much for just Link.
    I don’t know if you know Beyond Good & Evil. It’s also an action-adventure with some homages to Zelda. One of the things it does (in my opinion!) “better” than Zelda is how it deals with items and NPCs: Your fellows possess essential skills and tools. And that’s what I would like to have in Zelda – different sidekicks with different personalities and skills. So, for example, when you are in an area with a lot of water, you travel with a Zora that can dive much longer and deeper than you. On ships, you sail with a pirate who can throw the hookshot very well so you can reach other places. In the mountains, you travel with an explosives expert who will set explosives if you wish (but you have to defend him from enemies since he can’t fight very well). In the desert, you have a renegade Gerudo on your side who doesn’t have any special items, but can fight very well and lead the way – and so on. (They must have good AIs so they don’t get too annoying, though.)
    Giving Link a voice would probably cause an uproar. Many wouldn’t like it (you included, as it seems), I would.
    The notebook-idea is nice, by the way. I like games with notebooks like Uncharted or Metroid. I don’t know if it would suit Link very well, but I’d like it for sure.

  40. Trish Huff says:

    Someone dropped a link to your blog on Twitter and that is where I first found your blog. I totally loved your blog posts and want to read more! Are you on Twitter? We ought to connect.

  41. Kyazu says:

    “Triforce of Evil?” Are you joking? I don’t see how you can ask for better characterization when your only suggestion is to take the notion of an admittedly two dimensional villain and make him even MORE two dimensional. The introduction of a new primary antagonist would not at all be “random,” it would be entirely relevant to the narrative of the story existing within the game.
    The bulk of these suggestions don’t at all seem relevant to solid gameplay, and I don’t understand how one could suggest drastically limiting the player character’s options while increasing the number of options available via customization

    The bulk of these suggestions, in fact, seem to follow a theme of ultra-realism, though in the context of a fantasy game. Ultra realism does not a good game make

    I do agree with the idea of a better layout that incorporates long trials into a free flowing overworld. Examples of this might be seen in Super Metroid or various hacks of the game.
    I’d personally enjoy seeing the gampelay progress normally, but the gameplay drastically develop in intensity and the plot begin to deconstruct the entire zelda series midway through the game…upon beating who is ostensibly the final boss, the player might immediately get assaulted by one of another antagonist’s aids and have to deal with bullet hell, with only a seemingly irrelevant minigame earlier in the game to prepare him for the onslaught

  42. Henry says:

    I really enjoyed reading all of this. You just about mentioned everything I also wanted in a Zelda game. Just a few I didn’t agree on like less dungeons

  43. Ob says:

    After seeing okami on wii and shadow of the collosus on ps2 i felt really robbed of anything good to say about zelda TP (except maybe for the storyline which takes a while to develop but is pretty decent).

    Graphically it isn´t that great and Zelda WW truly seems much for spectacular with all that is going on in the map as you play. On another note TP is absolutely restrictive and hammered down that it feels like there isn´t much to do after all is said and done (though being a wolf is kinda fun-okami obviously kicks it out of the field).

    Continuing with the restriction i wish they would open up the game (like in WW or shadow of the collosus) so that the world is larger and feels more RPG like (im not saying it has to be an RPG but integrating open map world/worlds that have character to it would be great). Also it would be amazing if they could redefine (or let the player choose) links appearance throughout the game via optional customization of what he uses both esthetically and functionally (yes its a link game but that doesn’t mean he cant look different. Isn´t originality what they are looking for?). Enemies should definitely be tougher, bigger, sneakier and smarter & they shouldn’t be restricted to just dungeons but instead be scattered all over the world map including bosses…maybe they could include a few giant enemies (as in shadow of the collosus)that really stand out yet don´t really contribute to the story but still add a sense of environmental fantastic-realism, or at least they can be side quests.

    Also it would be incredible if the map wasn’t just land, sea, mountain etc but rather an integration of it all with feeling of moving from one place to another (and not just loading bubbled areas:the sand map in TP almost made me cry).

    As far as the dungeon to dungeon idea well its old and though i agree dungeons should exist they need to be redefined, also one should be able to accidentally come upon them while searching for something or be hinted towards them while on another journey(like hidden within the forest; well you decide to take another route and come across a whole new forgotten area-maybe with a few secret items or links to older games)…i keep going back to it but i just would really like to see a WW/shadow of the collosus implementation as far as the dungeons go, plus they need to feel bigger and more elaborated almost like if they were a whole other place on the the world map that was forbidden/restricted…rather than just a cave/door you enter into (though they can include those also)during which you forget about the world in the process.

    Places should change also. I think maybe the best way to define what i would like would be to imagine the area of the temple of time in TP and then open it up…get rid of all the walls and invisible barrages and give the player a chance to grow throughout the game and map.

    I mean it sounds crazy but if these ideas were pulled off to some extent both on the gamecube and ps2 then it is not impossible to use them and improve them for completely reshaping the zelda franchise into a richer one.

    So forgive me for my horrendous spelling but im feeling to lazy to fix it atm…and very nicely done with your 30 ideas…i hope many of them manage to be implemented in zelda wii 🙂

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