Yes, those things are part of the shared structure. That was the point. But if your final line here is a valid argument, then I'll note that TP's paint is even prettier and conclude that TP>OoT, because there, again, the underlying story is pretty much identical.
TP has a lot of glaring plot flaws that make me unable to agree that TP's plot is better than OoT. We'd have to do a very extensive comparison of plots ofr me to come to a definite conclusion, but certain things in TP's story are absolutely unforgivable (I.E. Ganondorf coming out of left field at the end of the game). TP had a lot of potential with the side stories of Ilia, Collin, and Midna, but in the end Midna's was the only one that came into full swing. Ilia and Collin's stories were left very underdeveloped. I just can't agree that TP's story is better, though I'm not saying that it's worse.
The bit about the "important parts of the plot" having nothing to do with structure surprised me. Are you saying that if we were to extract, say, the invasion of the Kokiri Forest from the larger framework of the story, the event itself would still be just as meaningful? If not, can you clarify what you are saying?
That's exactly what I'm saying. OoT has tons of subplots that are great stories in their own right. That's part of what makes the plot so timeless.
In any case, if the bad things that happened to the Kokiri, Gorons, and Zora are so impressive, what is it that makes them unique in your eyes? Like, I could've easily written the "bad stuff happens in various locations" bit into my little formula up there, so why does OoT get all the credit for it? The Bad-World version of Kakariko is just as screwed in ALttP as it is in OoT, and we could make a similar comparison between any pair of locations in the two games.
The thing is, AlttP didn't have Kokiri, Gorons, or Zoras. There's nothing necessarily wrong with AlttP's story, but OoT aimed higher in the storytelling department by including several different subplots. OoT created a larger, more universal story structure that linked all areas and characters together. For instance, the invasion of Kokiri Forest was tied into the story of Link's identity as a Hylian as opposed to a Kokiri and the story of Link and Saria's friendship, while still having direct relevance to the main plot. There are similar examples of these interconnected subplots in every area that Link has to explore. OoT does this kind of dynamic weaving so well that ultimately the structural aspect of "Link goes to X place and does Y" becomes a lot deeper in its presentation.
I have no shortage of appreciation for pioneering. Since you don't seem to, either, you can probably understand why people would dislike the credit for that pioneering being given to the wrong title. (Or what they feel to be the wrong title - I guess this comes down to our arm-wrestling about ALttP vs OoT, as above. :
p)
I'd argue that OoT pioneered much more than AlttP. The only things that OoT borrows from AlttP are items and plot structure, but the 3D interface and combat, characters and races, plots and subplots, and themes are things OoT originated and did incredibly well. AlttP certainly did its pioneering, I just think OoT did a ton more.
But yeah, as I said, I'm really curious about OoT's continuing relevance to gaming, so please do elaborate.
I'll answer this along when I address Jam Stunna's post.
Alright, I'll grant you the point about Bowser; that was setting the bar too low. However, I'm not giving you the one about originality - or at the very least, I don't agree that what the writers did with Ganondorf was in any way impressive, even for that time. The writers of OoT didn't invent manipulation, and Ganondorf's brand of it was extremely lazy storytelling. He just kind of... shows up at the Temple of Time and declares that he orchestrated everything, and there's not one word anywhere about how in the hell he could have managed to predict everyone's actions to that degree of precision. It's a total asspull of a story twist, only impressive by the extremely low standards video games have tended to set themselves, if even that.
And then Mr Manipulator turns off Omniscience Mode and gets up and owned by the little boy in the future. Whoopee.
I'd like to mention that Ganondorf didn't simply predict everyone's actions. There are specific things that he did to influence the outcomes of several events (killing the Deku Tree, blocking off the Goron Cave, having Ruto go missing). However, I will grant that Ganondorf's plans are far from realistic. However, Ganondorf is still a better, mor eplot relevant, character in OoT than in AlttP, where he is the equivalent of Bowser, in TP where he shows up out of NOWHERE, and WW where you barely even interact with him until the very end.
There's "including some less than fully realistic features due to the limitations of the medium", and then there's "refusing to pick low-hanging fruit". Having powerful items lying around is *NOT* an inherently necessary part of the adventure genre of video games, or any other genre of anything for that matter. It's not as though OoT is the only offender here, but again: not bothering to try to do better.
I'm really not seeing what the big deal here is. Having powerful items lying around is not necessary to adventure games, but its a design choice when it comes to Zelda. It doesn't take anything away from the game. Thinking about it, if the items were not in the dungeon, that would probably mean that a LOT of backtracking and/or unnecessary fetch quests would have to be implemented to get the necessary items in Link's hands. I see nothing wrong with the current system. It's the most convenient considering that every dungeon has an item that is necessary for solving puzzles. Considering the way dungeons work, being that generally you don't need the special item until midway through the dungeon, having the item within the dungeon itself is likely the only way that item obtaining could be done, unless Nintendo changed the entire way dungeons are explored to where you start the dungeon with the special item and solve puzzles that way. That could be done, but ut's not absolutely necessary, and not necessarily better or worse for the game.
Like I said: these little things pile up, but whether they make a big enough pile to sway anyone is for them to decide for themselves. I also don't think dismissing easily fixed flaws as "moot" is approprite, because that would prevent us from giving credit to those who do have their **** straight. I'll note here that OoT also did something right regarding the example I used above. One example is the Hookshot: a powerful item in its own right and it was not kept stashed in a place where Ganondorf had absolute control. Now if they'd only done something similar with, say, the Longshot...
Ok, I'll give you this point, granted that you acknowledge the functional efficiency of having special items in the dungeons themselves and the ramifications in the design of the game if this system were changed. I don't necessarily see this as a flaw, though I can see how others would. But it's still only one issue, and a minor issue at that.
This is almost certainly a part of it. There's only so many games we can play and be amazed by before the effect grows old, and then we're left with the memory of That One Game from when we were ten was that best ever because it was the only one that ever made an impact as big. I wish there were some way of knowing how much simple nostalgia and childhood impressionability determine people's favorite games/books/TV shows/etc.
I disagree, because even outside of childhood I have played games that absolutely blew my mind. Two of such games are Chrono Trigger and Portal 2, which I played when I was 16 and 17 respectively. In my mind, those two games are on an OoT level of greatness, even though I played OoT when I was 7. I don't think nostalgia has everything to do with it.
What I meant by generic
-They are all random creatures, and they are also irrelevant to the plot-
This isn't completely true. A lot of the bosses were part of Ganondorf's plan, or had relevance to subplots. Ganondorf is responsible for Ghoma and Barinade making the Deku Tree and Jabu-Jabu ill. Ganondorf is responsible for infesting Dodongo's Cave with Dodongos. Ganondorf was going to make Volvagia eat all of the Gorons. Bongo Bongo was relevant to the Shiekah and Kakariko village subplot. Defeating Phantom Ganon and Morpha released the curses on Kokiri Forest and Zora's Domain. Twinrova was Ganondorf's mother. Almost every boss relates back to things that Ganondorf does as a part of his plan and some other subplot specific to the area.
Difficulty
-How is it an adventure when you can just steam roll the whole game-
Irrelevant point for two reasons:
1. Not everyone looks for difficulty.
2. Difficulty is subjective.
Plot
-The freezing of Zora's Domain didn't really matter, I was just like "Okay, I can't go back." It was unexpected I guess, but it doesn't really affect the story-
The subplots in the respective areas of Hyrule are as important to the plot and the main story. The game makes this very clear with the roles of the characters that become the sages. You can't talk about OoT's plot without including the parts of it that deal with the different regions of hyrule and the respective characters in those areas. So yes, freezing Zora's Domain is relevant to the plot because it is the home of Ruto, the Water Sage who is one of the many people who helps Link ultimately defeat Ganondorf.
Navi
-HEY LISTEN!!! every few ****ing seconds, yeah it gets annoying-
Again, how big of a deal is it?
SM64
-Compared to OoT, this game gets very little praise. I thought it was the better game when I was little, and I still think this way today-
You're not doign much to sell this point if you don't explain yourself. How much of OoT's success do you think is owed to SM64?
I still think this sums it up pretty well, whether OoT is your favorite or not. Valid points have been made that you reject, particularly that OoT is almost 15 years old now and game design has improved by leaps and bounds, yet some gamers continue to insist that OoT is a great game by today's standards, which is an absurd claim.
Leave the game in 1998; appreciate it as a gem at the turn of the century. But let's move on.
Sorry Jam, but the current gaming standards disagree with you.
http://www.gamerankings.com/3ds/997842-the-legend-of-zelda-ocarina-of-time-3d/index.html
OoT3D, which is literally OoT with improved graphics, has been hailed as a great game even by today's gaming standards. The stats don't lie, unless you're going to accuse game reviewers of being nostalgia *****s.
In all honestly, I don't think game design has improved that much at all, especially not Zelda game design. And I'd challenge you to show me where OoT's design fails in comparison to other games this generation.
I have not rejected any valid points. I concede when it is time to concede, and I reject when it's time to reject. Instead of being so dismissive about this entire thing, how about you share what you are claiming to know so well.