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Bethesda has not taught them yet. Everyone knows that when you patch a glitch there must be addditional glitches after the patch.I find it hilarious Nintendo didn't attempt to patch this game breaking glitch, but some folks did it themselves.
Good stuff, Nintendo.
Well, my brother is a HUGE zelda nerd. and he told me "do not tell me the ending in Skyward sword." But the only thing i told him that ganon was not in this game. Man he's a real Zelda nerd.Why would you do that? I side with your brother.
Edit: Hehe, though I wouldn't have done the same to my brother.
Yea I agree. Zelda has changed in a strange way. I also feel like the game makes the side quest and bonus upgrade/items/easter eggs aspects of game a requirement instead of an accomplishment. They program "hidden stuff" in the game but tell you how to do it, get it whatever. A big example is the goddess walls.Lore post
I have been thinking about this emphasis on story in video games a lot recently. I think its a curse and a negative thing to make a game with the main emphasis being about telling a compelling story. Why does everyone care so much about a compelling story? What you do in the game tells the story in itself!-Lowered quality of storyline but increased emphasis on lore
^^^This +10000. I've been thinking this for a long time but I couldn't think of the words to coherently put it together.
Yea I agree. Zelda has changed in a strange way. I also feel like the game makes the side quest and bonus upgrade/items/easter eggs aspects of game a requirement instead of an accomplishment. They program "hidden stuff" in the game but tell you how to do it, get it whatever. A big example is the goddess walls.
I have been thinking about this emphasis on story in video games a lot recently. I think its a curse and a negative thing to make a game with the main emphasis being about telling a compelling story. Why does everyone care so much about a compelling story? What you do in the game tells the story in itself!
Its no doubt that this gen is the catalyst for games evolving into "interact movies" and Zelda has jumped ship sadly. The problem with focusing on a compelling story is that after you've played the game once, the story becomes less exciting and monotonous because the story has been told. If the game isn't that fun to play because the story took priority and importance, then the replay value and value of the game goes down.
This is probably the main reason why I enjoy replaying older games over and over again. I play them again because of the incredible attention to gameplay, not because I want to see the cutscenes and story told again. I dread the cutscenes in OOT but I play it because its so damn fun!
I agreeI honestly think that games are a really bad vehicle for storytelling. Game play and story progression are almost always split up because there really is no good way to integrate them.
Well then what is your idea of the story telling part of a game? One of the biggest raves about this is game is an increased attention to story telling.There is like zero plot exposition inbetween dungeons 1-6. Am I playing a different Skyward Sword than everyone else? In what way is this game an interactive movie? The cutscenes are still OoT-primitive and this game has way way less of the needless plot dumping than TP, WW and even OoT which had Sheik and the owl constantly spewing themetalk at the player between every dungeon.
The game was so refreshing to me precisely for this reason. The first hour is pretty cinematic, sure, but the biggest bulk of the game is pretty constant and mostly uninterrupted gameplay (with a lot of padding, no doubt about that). In this game, more than any other 3D Zelda I feel that the plot is mostly an accessory to the experience of the game.
if you have brawl, you can launch Homebrew without hacking your wiiI find myself at a sad position. I'd like to play through hero mode, but there's just some texts you cannot skip. If not for that, than I'd be more than happy and possibly enjoying the game, itself.
I'd hack my wii for the text speed codes, but I really don't want to hack it. If I had a spare wii, then yes, but not this one. I've had it since launch.
Thanks! :D^^^This +10000. I've been thinking this for a long time but I couldn't think of the words to coherently put it together.
I agree
Well then what is your idea of the story telling part of a game?
I don't care. What does that have to do with anything I said? I don't remember advocating or supporting this statement.One of the biggest raves about this is game is an increased attention to story telling.
I'm talking about narrative exposition and the game trying to engage a person as a "reader" or a "viewer", not the game telling you what to do as a "player". SS' insistent and overbearing "player" handholding is certainly a bad thing, but it's not at all what I'm even talking about.As far as the OOT sheik cutscenes, they really are much different than the ones of SS. Because OOT wasn't nearly as hand holdy as SS is, there was a heavy reliance on the players skill to progress the game. Each sheik cutscene does three things, it teaches you backstory to the land of Hyrule, it allows you to progress by you learning a song, and most importantly it gives you a valuable warp point. Even though the cutscene in itself and learning the song has lost its appeal compared to the first time I played the game, the reward of a warp point gives me a sense of satisfaction even to this day because I earned it, not because I was told exactly how to get there every step of the way by Fi or other NPCs.
Just going through the motions of what exactly? Of playing the game? You really need some weak plot Mcguffin to continue being engaged in a video game?Lol my take after...let's see if I remember this...the third dungeon? After that, I just kept thinking to myself, "Why isn't anything else happening?" Cause Dungeons 4-6 seemed as if...you were just going through the motions and I had to constantly remind myself why I was doing this.
Same. Why Triforce hunt whyActually, I've only ever finished WW once as well but played through the first half of the game many times.
I've never liked your position on storyline in games.fair enough I guess. I'll never understand "there's too much gameplay going on in this video game, I need some cutscenes" but to each his own.
Cool. I don't base my personal philosophy on vague conjecture on what I assume most of the fanbase plays the games for. It may be true that most people play Zelda for the story...so what? I don't personally find the story, in itself, to be at all the defining aspect of any of the Zelda games and I shouldn't be talked to as if the presumed opinion of "a large portion of Zelda's fanbase" overrides my own.I've never liked your position on storyline in games.
Good games can be like storybooks in their own way, and it's perfectly fine for them to be that way because gaming presents a unique form of storytelling experience that is different from books and movies.
As it stands, gaming can be one dimensional, consisting of solely gameplay, but I'm sure LoZ would never have blossomed if they gave us a game with wireframes fighting enemies and going through dungeons over and over. By itself, the gameplay of LoZ is average, sub-par even. LoZ owes a lot of its success to the two other critical dimensions of the gaming experience: design and story.
Design, being art styles and character models and whatnot, is a given, it will always be there because it is a necessity. The only removable dimension is story. But story, though removable, is the main reason Zelda is as big as it is now. The large portion of Zelda's fanbase plays for the story, because the story is the only thing that refreshes the gameplay. Remove story, and you no longer have Zelda, you no longer have the same game at all.
I can see personally not thinking story is necessary in other games, but I really don't understand how you can enjoy Zelda for anything other than the story first, and the gameplay second.
This is beautiful.
Roger Ebert has a fairly famous quote regarding his philosophy to cinema. "It's not what a movie is about, it's how it is about what it's about" I agree wholeheartedly and think this extends to all art, including videogames. Majora's Mask is about the futility of omniscience. How is the game about that? Well, you directly explore and interact with the characters of the game. The 3 day cycle allows your avatar to become a demigod-like being. The Bomber's Notebook is the most powerful thematic tool in the game. The character arcs and storylines within the game all unfold as the result of the player doing and seeing things instead of becoming a passive observer. By the end of the game, you know every NPCs routine because you yourself became a part of it. But with all this power, you're still more or less helpless to "save" everyone in one go. Thus, the thematic power of the game (i.e. the "story" or the "moral") absolutely hinges on the fact that the player is an explicit part of the narrative. The game doesn't have to resort to dramatic music and cinematics (although it does do this as well) to have you emotionally involved in the story of the game.