quote:
Just thought I'd leave my thoughts on the connecting overworld in ZeldaU.
Traditionally, it has been used as a hub to connect the areas together and has largely been devoid of content. I'm not sure we'll see this change much. I doubt we'll see lots of NPCs traversing the field to go to one region to another (we might possibly see one or two such as the postman), tiny settlements of NPCs to do quests with or dozens of caves to find and explore. I think ZeldaU will utilise the connecting world in two particular ways that will actually be quite nifty ways to make the connecting overworld more interesting:
1) Monster hunting for materials
It's almost inevitable that the upgrade system for SS will appear and possibly in an extended format (bazaars across the overworld, with each bazaar able to offer particular upgrades- e.g. Gorons can upgrade bombs for example).
I think we'll see something like that there will be 24 materials to collect, and that whilst you can pick up some materials by doing the dungeons, if you really want 100% the game then you'll need to use the connecting overworld to forage for these. What I think they should do to not make this quite boring is to try and give each monster its own feel. They can do this in various ways:
a) Localised in different regions (e.g. fire keese near Death Mountain)- this is already largely done in previous Zeldas
b) Certain monsters may only come out at night (or day)- again we've already seen this in previous Zeldas.
c) Certain weapons will be more useful on particular monsters. For example, flying monsters may be most benefitted from using the arrow. This will mean that certain regions may be easier to traverse later in the game when you've acquired a particular weapon.
d) There will be different approaches to hunting these monsters. For example, it would be interesting to see that perhaps a certain monster tend to hunt in packs so that if you are seen, you will likely take a lot of damage trying to fight them head on. Instead, you might want to use Link's stealth cloak (if that is what it is for) to try and pick them off one by one to forage their materials.
As a side note to this point, I think utilising a mechanic like might also give a clever way to keep the overworld open, but also ways of nudging the player that there might be easier parts to explore first. For example, by having enemies that are very strong, or you do not have a preferred weapon yet to kill them with would indicate to the player that they should perhaps return to this later. But to more experienced users, they could try getting through this region earlier than is necessary to make the game more challenging.
2) Fishing will occur not in fishing holes, but all over the connecting overworld
We've seen fishing used a lot in Zelda games, generally being localised to a relaxing mini game. Taking a look at the map however, you can see that lakes, ponds and rivers feature more prevalently in the overworld. I think this may indicate that fishing holes will be replaced by general fishing that the player can engage in. I could see this taking form of a helping quest for an NPC. For example, an NPC wants to start his own fish aquarium and he will pay you for each type of fish you bring him. Once you bring him all types of fish in the overworld, he will give you a piece of heart.
Again, I could imagine that certain types of fish will be more prevalent in certain lakes etc. and through trial and error and exploration the player will slowly accrue all the fish needed to complete the quest.
Overall, these two mechanics I think will give the player reasons to traverse the connecting overworld rather than warping. Players that want to 100% the game will benefit from going horseback to their destination as they can gain materials/fish, whilst those who want to pursue the main storyline will opt to warp from one region to another.
Finally, I think there may a few other things they'll try to do to make the connecting overworld more interesting:
3) Hidden dungeons
I did state earlier that I don't think they'll include an abundance of hidden dungeons throughout the overworld. I think the connecting overworld will predominantly used for fishing + hunting. However, I hope that hidden dungeons are given a real overhaul in how they are found. Typically these have been holes in the ground or large obvious bombable walls. Neither are particularly challenging or fun in the modern age. I would like to see dungeons that really give the player a feeling of they found a secret once they find it. By that I mean, a dungeon should be hidden away so well that the player could go past it dozens of times and never find it. However, if they spend enough time exploring the overworld and talking to NPCs they should realise that this secrets may exist. As an example, i've taken a twist on LotR's mines of moria.
A door to a dungeon only reveals itself by moonlight. At all other times of day the player wouldn't be able to notice it. The player has to use some item to open the dungeon when at night. Now the player might get lucky and go past a bright blue door at night and find it by chance. However, they could also find it out by speaking to NPCs in that region. For example, lets say this dungeon is located near Kakariko. Some of NPCs in the village could allude to this hidden dungeon and how to find it through various pieces of information:
1) One NPC says that they heard a legend of a secret dungeon where 'a treasure' is hidden close by to Kakariko
2) Another NPC says they were up one of the watchtowers near Kakariko at night when they saw a strange blue light eminating from the East.
3) Another NPC tells them that apparently to access this dungeon the person will need to 'manipulate time' (just an example given the likelihood of the time arrows in the game).
From this information the player should be able to figure out 1) there is a secret dungeon nearby; 2) to find it they should go to the watchtower nearby at nighttime and look to the east; 3) from doing so they should be able to see a blue light which they can head towards; 4) from there they should use the time arrow to open a time portal to the dungeon
That is just an example of the type of hidden dungeon I'd like to see. Something that is very well hidden and would take either luck or interactions with NPCs to find. I'd also like to see these mini dungeons to be well fleshed out and have some interesting puzzles. Not just a hole to which you get to a chest and that's that. Having a few well disguised and thought out dungeons would infinitely make the experience of the connecting overworld more interesting to explore! If dungeons were potentially that difficult to find, then the player would certainly always be wondering if there is a secret in a particular location- again encouraging exploration. Certainly a case of where less is more.
Anyway, that's my thoughts on what the connecting overworld will be used for. I think all three will certainly reward players for travelling the connecting overworld and taking the time to explore each region, but for those that want to advance the main storyline can just warp from one area to another. I'm not sure we should expect much more than that for a connecting overworld. Just a few small things that would encourage taking the longer route than the quicker route.
dit zijn stuk voor stuk fantastische ideeën!!
Ik dacht trouwens dat er ook een legend of zelda thread was, maar die kan ik niet vinden