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	<title>Comments on: Future Zelda Discussion: The Dungeons</title>
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		<title>By: Matt</title>
		<link>http://www.zeldadungeon.net/2010/01/future-zelda-discussion-the-dungeons/comment-page-2/#comment-12176</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Mon, 28 Jun 2010 22:13:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeldadungeon.net/?p=1135#comment-12176</guid>
		<description>I watched the whole video and I agree with everything you said. I think the theme should be more enhanced and more clear. For example: 
 
The Forest Temple from Ocarina of Time was a great dungeon, but I probably wouldn&#039;t be able to tell what the theme was if I didn&#039;t know the name. The enemies and the boss had barely no forest theme. There were some trees and such, but it wasn&#039;t enough to make the theme clear and vivid. 
 
I think in future Zelda games, Nintendo should tear down the idea of the dungeon themes and kind of rethink the idea. It&#039;s not that I don&#039;t like the idea, I just think there&#039;s room for improvement. </description>
		<content:encoded><![CDATA[<p>I watched the whole video and I agree with everything you said. I think the theme should be more enhanced and more clear. For example: </p>
<p>The Forest Temple from Ocarina of Time was a great dungeon, but I probably wouldn&#039;t be able to tell what the theme was if I didn&#039;t know the name. The enemies and the boss had barely no forest theme. There were some trees and such, but it wasn&#039;t enough to make the theme clear and vivid. </p>
<p>I think in future Zelda games, Nintendo should tear down the idea of the dungeon themes and kind of rethink the idea. It&#039;s not that I don&#039;t like the idea, I just think there&#039;s room for improvement.</p>
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		<title>By: GuestPerson</title>
		<link>http://www.zeldadungeon.net/2010/01/future-zelda-discussion-the-dungeons/comment-page-1/#comment-2754</link>
		<dc:creator>GuestPerson</dc:creator>
		<pubDate>Sat, 13 Mar 2010 16:03:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeldadungeon.net/?p=1135#comment-2754</guid>
		<description>Or maybe even have multipe mini-bosses in one dungeon. </description>
		<content:encoded><![CDATA[<p>Or maybe even have multipe mini-bosses in one dungeon.</p>
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		<title>By: GuestPerson</title>
		<link>http://www.zeldadungeon.net/2010/01/future-zelda-discussion-the-dungeons/comment-page-1/#comment-2753</link>
		<dc:creator>GuestPerson</dc:creator>
		<pubDate>Sat, 13 Mar 2010 16:02:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeldadungeon.net/?p=1135#comment-2753</guid>
		<description>Yes, the Forest Temple was brilliant and I believe it was the best dungeon I&#039;ve played in a Zelda game besides the City in the Sky; I thought it was very complex and had you guessing where to go. Also the items in Twilight Princess were awsome; Double Clawshot FTW!! </description>
		<content:encoded><![CDATA[<p>Yes, the Forest Temple was brilliant and I believe it was the best dungeon I&#039;ve played in a Zelda game besides the City in the Sky; I thought it was very complex and had you guessing where to go. Also the items in Twilight Princess were awsome; Double Clawshot FTW!!</p>
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		<title>By: Zeldafan1</title>
		<link>http://www.zeldadungeon.net/2010/01/future-zelda-discussion-the-dungeons/comment-page-2/#comment-2698</link>
		<dc:creator>Zeldafan1</dc:creator>
		<pubDate>Fri, 12 Mar 2010 00:30:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeldadungeon.net/?p=1135#comment-2698</guid>
		<description>And they should let you merge objects too! Like the bomb + boomerang equals EXPLODING BOOMERANG UPON CONTACT! Kinda like kirby 64&#039;s idea of merging powers </description>
		<content:encoded><![CDATA[<p>And they should let you merge objects too! Like the bomb + boomerang equals EXPLODING BOOMERANG UPON CONTACT! Kinda like kirby 64&#039;s idea of merging powers</p>
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		<title>By: Zeldafan1</title>
		<link>http://www.zeldadungeon.net/2010/01/future-zelda-discussion-the-dungeons/comment-page-2/#comment-2697</link>
		<dc:creator>Zeldafan1</dc:creator>
		<pubDate>Fri, 12 Mar 2010 00:24:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeldadungeon.net/?p=1135#comment-2697</guid>
		<description>I think tehy should let you switch swords and shields like in OoT and different, more useful items. I mean, a SHOVEL in PH?! Really! Also, new means of transportation. Iw would also be great if it could continue on the TP timeline. </description>
		<content:encoded><![CDATA[<p>I think tehy should let you switch swords and shields like in OoT and different, more useful items. I mean, a SHOVEL in PH?! Really! Also, new means of transportation. Iw would also be great if it could continue on the TP timeline.</p>
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		<title>By: What Zelda Wii Needs? - The Legend of Zelda Walkthroughs, Guides, News, Music, Videos, Media and More</title>
		<link>http://www.zeldadungeon.net/2010/01/future-zelda-discussion-the-dungeons/comment-page-2/#comment-2681</link>
		<dc:creator>What Zelda Wii Needs? - The Legend of Zelda Walkthroughs, Guides, News, Music, Videos, Media and More</dc:creator>
		<pubDate>Thu, 11 Mar 2010 21:38:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeldadungeon.net/?p=1135#comment-2681</guid>
		<description>[...] points are most important to me and just two months ago I created a video blog discussing the dungeons in Zelda. The sidequests are something that really need to be revamped and we can clearly see the decline of [...]</description>
		<content:encoded><![CDATA[<p>[...] points are most important to me and just two months ago I created a video blog discussing the dungeons in Zelda. The sidequests are something that really need to be revamped and we can clearly see the decline of [...]</p>
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		<title>By: Link-182</title>
		<link>http://www.zeldadungeon.net/2010/01/future-zelda-discussion-the-dungeons/comment-page-2/#comment-1267</link>
		<dc:creator>Link-182</dc:creator>
		<pubDate>Fri, 29 Jan 2010 22:31:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeldadungeon.net/?p=1135#comment-1267</guid>
		<description>Those temples were great! And why does everyone hate majoras mask for the time limit?!!? If you play the inverted song of time once, which you automatically at the beginning of the game, you have a huge amount of time to do pretty much everything! Game would be annoying without it I guess. 
 
New temples should definatly have themes for most of them, how boring would it be to walk through 8 dungeons that all had the same feel to them, nintendo just needs to get more creative on how they implement the elements, and I don&#039;t want forest, fire , water first, its annoying, they could do double themes, those are always interesting, like snowpeak temple with the ice and the fire. They could easily mix it up. And no more linear-ness! That destroys what zelda was. A game to explore. Whats exploring if the path is set up right before your eyes, its like walking into a forest but only allowed to stay on the path..... oh, I guess twilight princess did that too, common nintendo! Whats your problem! 
 
K, I&#039;m done complaining :) </description>
		<content:encoded><![CDATA[<p>Those temples were great! And why does everyone hate majoras mask for the time limit?!!? If you play the inverted song of time once, which you automatically at the beginning of the game, you have a huge amount of time to do pretty much everything! Game would be annoying without it I guess. </p>
<p>New temples should definatly have themes for most of them, how boring would it be to walk through 8 dungeons that all had the same feel to them, nintendo just needs to get more creative on how they implement the elements, and I don&#039;t want forest, fire , water first, its annoying, they could do double themes, those are always interesting, like snowpeak temple with the ice and the fire. They could easily mix it up. And no more linear-ness! That destroys what zelda was. A game to explore. Whats exploring if the path is set up right before your eyes, its like walking into a forest but only allowed to stay on the path&#8230;.. oh, I guess twilight princess did that too, common nintendo! Whats your problem! </p>
<p>K, I&#039;m done complaining <img src='http://www.zeldadungeon.net/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: unit delta46</title>
		<link>http://www.zeldadungeon.net/2010/01/future-zelda-discussion-the-dungeons/comment-page-2/#comment-1191</link>
		<dc:creator>unit delta46</dc:creator>
		<pubDate>Wed, 27 Jan 2010 01:25:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeldadungeon.net/?p=1135#comment-1191</guid>
		<description>all of your ideas are great. One thing i think they should take outis the water temple. take oot or mm for example, it was by far the longest temple in the game. It wasn&#039;t the hardest but it was long. In mm you had a time limit. Not only that but it was the longest temple but you had a time limit.  
Those temples just pissed me off. </description>
		<content:encoded><![CDATA[<p>all of your ideas are great. One thing i think they should take outis the water temple. take oot or mm for example, it was by far the longest temple in the game. It wasn&#039;t the hardest but it was long. In mm you had a time limit. Not only that but it was the longest temple but you had a time limit.<br />
Those temples just pissed me off.</p>
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		<title>By: Mark</title>
		<link>http://www.zeldadungeon.net/2010/01/future-zelda-discussion-the-dungeons/comment-page-2/#comment-1171</link>
		<dc:creator>Mark</dc:creator>
		<pubDate>Tue, 26 Jan 2010 03:12:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeldadungeon.net/?p=1135#comment-1171</guid>
		<description>I liked the whole Forest-Fire-Water of the first dungeons, it reminds me of Pokemon! 
 
I liked the whole linearity of the dungeons, finding the weapon you need to defeat the boss, find the key, get to the overworld, find the next dungeon and so forth. What I&#039;d personally love to see in dungeons is new themes and maybe more rooms. Twilight Princess, which is my favorite, introduced a city in the sky, which I thought was an awesome idea for a dungeon. Maybe more enemies associated with the theme is a better idea, the only enemies in the Lakebed Temple associated with water were skeletal fishes. 
 
As for the Mega Man theme, I&#039;d think that the item you get in the previous dungeon defeats the boss you&#039;re gonna face and the new item defeat the next boss, or something like that. I do agree with the whole &quot;One defeats a certain boss&quot; thing. 
 
So, more themes, more dungeons, more villains associated with the themes and keep that simple, straightforward linearity because it reminds me of story arcs from a comic or a TV show... (Not THAT show) </description>
		<content:encoded><![CDATA[<p>I liked the whole Forest-Fire-Water of the first dungeons, it reminds me of Pokemon! </p>
<p>I liked the whole linearity of the dungeons, finding the weapon you need to defeat the boss, find the key, get to the overworld, find the next dungeon and so forth. What I&#039;d personally love to see in dungeons is new themes and maybe more rooms. Twilight Princess, which is my favorite, introduced a city in the sky, which I thought was an awesome idea for a dungeon. Maybe more enemies associated with the theme is a better idea, the only enemies in the Lakebed Temple associated with water were skeletal fishes. </p>
<p>As for the Mega Man theme, I&#039;d think that the item you get in the previous dungeon defeats the boss you&#039;re gonna face and the new item defeat the next boss, or something like that. I do agree with the whole &quot;One defeats a certain boss&quot; thing. </p>
<p>So, more themes, more dungeons, more villains associated with the themes and keep that simple, straightforward linearity because it reminds me of story arcs from a comic or a TV show&#8230; (Not THAT show)</p>
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		<title>By: Midna123</title>
		<link>http://www.zeldadungeon.net/2010/01/future-zelda-discussion-the-dungeons/comment-page-2/#comment-1127</link>
		<dc:creator>Midna123</dc:creator>
		<pubDate>Sun, 24 Jan 2010 23:48:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeldadungeon.net/?p=1135#comment-1127</guid>
		<description>I agree that the forest temple in twilight princess was the best in the game, and in my opinion, best in the series. Personally, I think that TP was better than OoT. </description>
		<content:encoded><![CDATA[<p>I agree that the forest temple in twilight princess was the best in the game, and in my opinion, best in the series. Personally, I think that TP was better than OoT.</p>
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		<title>By: Wyndfyre</title>
		<link>http://www.zeldadungeon.net/2010/01/future-zelda-discussion-the-dungeons/comment-page-2/#comment-1108</link>
		<dc:creator>Wyndfyre</dc:creator>
		<pubDate>Sat, 23 Jan 2010 20:09:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeldadungeon.net/?p=1135#comment-1108</guid>
		<description>(continued) 
On the topic of non-linear things in dungeons, I agree that dungeons are too straightforward. 
I loved the Sand Temple in Spirit Tracks too, but I was a little put off because it was just part of the Ocean Realm. It felt like Nintendo wanted to stretch the game out at the last minute and added another temple. Since there was no room for another realm, they just added a sandy area to one. 
That&#8217;s about all I can think of to discuss about dungeons at the moment. 
 </description>
		<content:encoded><![CDATA[<p>(continued)<br />
On the topic of non-linear things in dungeons, I agree that dungeons are too straightforward.<br />
I loved the Sand Temple in Spirit Tracks too, but I was a little put off because it was just part of the Ocean Realm. It felt like Nintendo wanted to stretch the game out at the last minute and added another temple. Since there was no room for another realm, they just added a sandy area to one.<br />
That&rsquo;s about all I can think of to discuss about dungeons at the moment.</p>
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		<title>By: Wyndfyre</title>
		<link>http://www.zeldadungeon.net/2010/01/future-zelda-discussion-the-dungeons/comment-page-2/#comment-1107</link>
		<dc:creator>Wyndfyre</dc:creator>
		<pubDate>Sat, 23 Jan 2010 20:09:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeldadungeon.net/?p=1135#comment-1107</guid>
		<description>I like the idea of the &#8220;themed dungeons&#8221;, but it has gotten repetitive. You brought up a very good point about the Ocean Temple not really being ocean-related. It just happens to be in the ocean, so it&#8217;s the Ocean Temple. Nintendo used to have very good themed dungeons that went along with, well, the theme, but now it&#8217;s like this: &#8220;Oh, let&#8217;s put this temple in the Ocean Realm and call it the Ocean  Temple because it&#8217;s underwater!&#8221; I&#8217;m doing a pretty bad job trying to explain, but sometimes Nintendo seems to be making normal temples and placing them in different &#8220;themed&#8221; areas in Hyrule. 
I really liked the idea of the &#8220;Megaman approach&#8221;. It&#8217;s very repetitive getting the item and using it against the boss. It would also be nice to go in the dungeons without any specific order, which would help the &#8220;Megaman&#8221;-like way of fighting bosses. Possible with the item from the dungeon, but easier when it&#8217;s like water vs. fire. </description>
		<content:encoded><![CDATA[<p>I like the idea of the &ldquo;themed dungeons&rdquo;, but it has gotten repetitive. You brought up a very good point about the Ocean Temple not really being ocean-related. It just happens to be in the ocean, so it&rsquo;s the Ocean Temple. Nintendo used to have very good themed dungeons that went along with, well, the theme, but now it&rsquo;s like this: &ldquo;Oh, let&rsquo;s put this temple in the Ocean Realm and call it the Ocean  Temple because it&rsquo;s underwater!&rdquo; I&rsquo;m doing a pretty bad job trying to explain, but sometimes Nintendo seems to be making normal temples and placing them in different &ldquo;themed&rdquo; areas in Hyrule.<br />
I really liked the idea of the &ldquo;Megaman approach&rdquo;. It&rsquo;s very repetitive getting the item and using it against the boss. It would also be nice to go in the dungeons without any specific order, which would help the &ldquo;Megaman&rdquo;-like way of fighting bosses. Possible with the item from the dungeon, but easier when it&rsquo;s like water vs. fire.</p>
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		<title>By: yayloz</title>
		<link>http://www.zeldadungeon.net/2010/01/future-zelda-discussion-the-dungeons/comment-page-2/#comment-1089</link>
		<dc:creator>yayloz</dc:creator>
		<pubDate>Sat, 23 Jan 2010 02:17:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeldadungeon.net/?p=1135#comment-1089</guid>
		<description>I SOOOOOOOOOOOOOO AGREE!! </description>
		<content:encoded><![CDATA[<p>I SOOOOOOOOOOOOOO AGREE!!</p>
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		<title>By: sixtofive</title>
		<link>http://www.zeldadungeon.net/2010/01/future-zelda-discussion-the-dungeons/comment-page-2/#comment-1060</link>
		<dc:creator>sixtofive</dc:creator>
		<pubDate>Fri, 22 Jan 2010 14:41:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeldadungeon.net/?p=1135#comment-1060</guid>
		<description>I really agree with the theme based dungeon comments, as well as having non-linear paths to complete the dungeons.  To be honest, I would like to see the non-linear idea expanded to a point where you could complete the temples in any order that you want.  You would still have to complete them all to finish or get to the last temple, but put hidden secrets in each that require the items from the others.  You wouldn&#039;t need to find all of these secrets to finish the temple, but it would be candy for those of us completionists to have to go back through each temple multiple times to finally find everything.  I know that they have to try to cater to all audiences but I would love to see more difficult and drawn out puzzles as well. I was really a little suprised with some of the puzzles in spirit track,  a few of them were actually fairly challenging for a change.  There was the block puzzle caves, but that was more of a novelty in the game, even though it was enjoyed. </description>
		<content:encoded><![CDATA[<p>I really agree with the theme based dungeon comments, as well as having non-linear paths to complete the dungeons.  To be honest, I would like to see the non-linear idea expanded to a point where you could complete the temples in any order that you want.  You would still have to complete them all to finish or get to the last temple, but put hidden secrets in each that require the items from the others.  You wouldn&#039;t need to find all of these secrets to finish the temple, but it would be candy for those of us completionists to have to go back through each temple multiple times to finally find everything.  I know that they have to try to cater to all audiences but I would love to see more difficult and drawn out puzzles as well. I was really a little suprised with some of the puzzles in spirit track,  a few of them were actually fairly challenging for a change.  There was the block puzzle caves, but that was more of a novelty in the game, even though it was enjoyed.</p>
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		<title>By: thecatman26</title>
		<link>http://www.zeldadungeon.net/2010/01/future-zelda-discussion-the-dungeons/comment-page-1/#comment-1010</link>
		<dc:creator>thecatman26</dc:creator>
		<pubDate>Fri, 22 Jan 2010 00:33:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeldadungeon.net/?p=1135#comment-1010</guid>
		<description>ST does not i could tell you that........... </description>
		<content:encoded><![CDATA[<p>ST does not i could tell you that&#8230;&#8230;&#8230;..</p>
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		<title>By: Daniel</title>
		<link>http://www.zeldadungeon.net/2010/01/future-zelda-discussion-the-dungeons/comment-page-2/#comment-979</link>
		<dc:creator>Daniel</dc:creator>
		<pubDate>Thu, 21 Jan 2010 19:17:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeldadungeon.net/?p=1135#comment-979</guid>
		<description>you mean a map like in metroid? that you have a main map and there many secret areas? 
 
in main bosses they can be easy althought, but MANY phases thatd be funnier some 3 phases and a boss could drop a heart container thats really ok, but the rest i agree </description>
		<content:encoded><![CDATA[<p>you mean a map like in metroid? that you have a main map and there many secret areas? </p>
<p>in main bosses they can be easy althought, but MANY phases thatd be funnier some 3 phases and a boss could drop a heart container thats really ok, but the rest i agree</p>
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		<title>By: Daniel</title>
		<link>http://www.zeldadungeon.net/2010/01/future-zelda-discussion-the-dungeons/comment-page-2/#comment-972</link>
		<dc:creator>Daniel</dc:creator>
		<pubDate>Thu, 21 Jan 2010 18:35:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeldadungeon.net/?p=1135#comment-972</guid>
		<description>well, it would be good to have a bannk like in MM and you are right about difficulties, and also about the magic meters but wouldnt it be too difficult to make a game about making each difficulty level different??they shoulkd just make it harder, or actually it may be hard but playerss have so many experience playing and solving Zelda puzzles that theyre used to and each time its easier, so nintendo should actually make whole new puzzles, which no one saw before, that would make the game harder </description>
		<content:encoded><![CDATA[<p>well, it would be good to have a bannk like in MM and you are right about difficulties, and also about the magic meters but wouldnt it be too difficult to make a game about making each difficulty level different??they shoulkd just make it harder, or actually it may be hard but playerss have so many experience playing and solving Zelda puzzles that theyre used to and each time its easier, so nintendo should actually make whole new puzzles, which no one saw before, that would make the game harder</p>
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		<title>By: daos</title>
		<link>http://www.zeldadungeon.net/2010/01/future-zelda-discussion-the-dungeons/comment-page-2/#comment-957</link>
		<dc:creator>daos</dc:creator>
		<pubDate>Thu, 21 Jan 2010 14:43:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeldadungeon.net/?p=1135#comment-957</guid>
		<description>(...) 
Magic in Zelda: magic items belong to Zelda. That was something I really missed in TP (the lack of them even killed the use of green elixir). There could even be another magic system without a fixed magic meter that you can double once. It could be a similar system as with gaining new heart containers by finding heart pieces, just now projected on magic meter. Let&#039;s say you can find magic crystals a magician can transform into magic energy you raise your magic capacity with for just 300 rupees each. 
 
Oh, rupees, right: they are too overdone imo. You find them everywhere and faster than you can spend them, in every 2nd pot, under every 3rd bushel of grass, from every 2nd enemy kill. The most annoying fact in TP in my eyes was that I often were forced to warp out of the dungeon just to spend my rupees somewhere and warp back so that I&#039;m finally allowed to open a new chest containing 50 rupees or such. That is only because all these pots force you to destroy them leaving rupees in 80% of all cases. That should be reduced drastically. Instead they could introduce special money making locations (even minigames are such locations as you get 50 or more rupees if you win a game). At the same time get rid of these extra money bags which raise your capacity of rupees you can carry with you or reduce it to only one extra bag at least raising the capacity by 100%. There&#039;s no reason for restrictions like these unless you need the highest amount to buy a special item (like the magic suit in TP). Oh, and please make elixirs more expensive again. They became far too cheap in the past. 
In other words: give us a reason to spend our rupees in something important! 
 
Something I really liked about Link&#039;s Awakening is the fact that you have no bottles and therefore could not store elixirs and even faries. Ok, I like the bottles and it would be nice if they return but at least limit the amount of faries you can carry with you to only 1 at a time. They are your life backup and not a reason for the player to be lazy by not using a life elixir in time and rely instead on faries that recover you automatically. 
 
What Zelda really lacks are difficulties you can play with. Two difficulties should be standard and the Hard one is unlocked if you play through at least once for instance. This way you can vary enemy behaviors which can get challenging for more advanced gamers (best example is the spider boss in the TP temple of time... oh, horribly easy and no challenge at all!) 
There was a time when Zelda was really hard or at least challenging for most people. With difficulties you could also control the difficulty of puzzles in a dungeons (whenever it is logically possible) so when you play through on hard you get a whole new puzzle challenge which was not available in other difficulty levels. 
 
Well, this was longer than I expected now and most things are more general and not only dungeon-related but if I&#039;d made a Zelda game it would introduce these features in one or another way. That&#039;s simply my imgination of upcoming Zelda titles. </description>
		<content:encoded><![CDATA[<p>(&#8230;)<br />
Magic in Zelda: magic items belong to Zelda. That was something I really missed in TP (the lack of them even killed the use of green elixir). There could even be another magic system without a fixed magic meter that you can double once. It could be a similar system as with gaining new heart containers by finding heart pieces, just now projected on magic meter. Let&#039;s say you can find magic crystals a magician can transform into magic energy you raise your magic capacity with for just 300 rupees each. </p>
<p>Oh, rupees, right: they are too overdone imo. You find them everywhere and faster than you can spend them, in every 2nd pot, under every 3rd bushel of grass, from every 2nd enemy kill. The most annoying fact in TP in my eyes was that I often were forced to warp out of the dungeon just to spend my rupees somewhere and warp back so that I&#039;m finally allowed to open a new chest containing 50 rupees or such. That is only because all these pots force you to destroy them leaving rupees in 80% of all cases. That should be reduced drastically. Instead they could introduce special money making locations (even minigames are such locations as you get 50 or more rupees if you win a game). At the same time get rid of these extra money bags which raise your capacity of rupees you can carry with you or reduce it to only one extra bag at least raising the capacity by 100%. There&#039;s no reason for restrictions like these unless you need the highest amount to buy a special item (like the magic suit in TP). Oh, and please make elixirs more expensive again. They became far too cheap in the past.<br />
In other words: give us a reason to spend our rupees in something important! </p>
<p>Something I really liked about Link&#039;s Awakening is the fact that you have no bottles and therefore could not store elixirs and even faries. Ok, I like the bottles and it would be nice if they return but at least limit the amount of faries you can carry with you to only 1 at a time. They are your life backup and not a reason for the player to be lazy by not using a life elixir in time and rely instead on faries that recover you automatically. </p>
<p>What Zelda really lacks are difficulties you can play with. Two difficulties should be standard and the Hard one is unlocked if you play through at least once for instance. This way you can vary enemy behaviors which can get challenging for more advanced gamers (best example is the spider boss in the TP temple of time&#8230; oh, horribly easy and no challenge at all!)<br />
There was a time when Zelda was really hard or at least challenging for most people. With difficulties you could also control the difficulty of puzzles in a dungeons (whenever it is logically possible) so when you play through on hard you get a whole new puzzle challenge which was not available in other difficulty levels. </p>
<p>Well, this was longer than I expected now and most things are more general and not only dungeon-related but if I&#039;d made a Zelda game it would introduce these features in one or another way. That&#039;s simply my imgination of upcoming Zelda titles.</p>
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		<title>By: daos</title>
		<link>http://www.zeldadungeon.net/2010/01/future-zelda-discussion-the-dungeons/comment-page-2/#comment-956</link>
		<dc:creator>daos</dc:creator>
		<pubDate>Thu, 21 Jan 2010 14:42:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeldadungeon.net/?p=1135#comment-956</guid>
		<description>Well, 
 
in general, I prefer more dungeons over only a few but it depends on how they actually design it. If a dungeon is big enough so that it has potential for almost 2 dungeons or if you have to go there for a couple of times during your journey, it&#039;s OK to have less dungeons. However, the role of side quest became too important in titles like TWW. I like sidequests but especially in this game I had the feeling it was very overdone with them and I felt the main quest to become secondary, because there was so much to discover that it just didn&#039;t fit when someone said: &quot;Hurry up to do this or that, otherwise you will fail.&quot; that it just didn&#039;t fit when you could spend your time with fishing or playing minigames while someone is waiting ages to get helped by you. MM mask was an attempt to reduce this problem with the time factor. 
 
The role of dungeons in Zelda is essential, that&#039;s a fact. They were and should always be a core part of Zelda but they could be more &quot;open&quot;. Concerning the dungeon themes it&#039;s right that many things are repeating over and over again... but honestly, it&#039;s hard to come up with really new thing nowadays, especially compared to other games that it would either look like a copy from game XY or hard to be identified with a typical Zelda-like dungeon. 
I could imagine, however, more complex types of dungeons where you can visit almost every room at a later time when Link gained new abilities and you always have something left to discover... a similiar concept the Metroid Prime series is built on. Also more than one boss and even special item per dungeon could be possible. 
 
Or lets think of the good old dungeon items map, compass and big key. Does the map need to show everything? It could be unreadable at some parts (where usually hidden rooms or something like that are located at). And why only one map? TWW introduced a very nice concept of treasure maps you go from sidequest. Why not port this over to dungeons as well? Let&#039;s say, you find the global dungeon&#039;s map but with 5 gaps in it. Now you find another piece of the map in a hidden room or you get it from sidequest XY. As soon as you get the missing piece you can visit the dungeon again and now there is a new secret path you can use (which is of course blocked until you got the map piece even if you know the path). And there you find a room or a few more which lead you to a chest containing a heart piece or something. 
And the compass... does it really have to show every chest? especially those appearing &quot;magically&quot; when triggering an event like killing all enemies in a room or such are in my eyes no chests that need to be shown by the compass. Even special treasures containing heart pieces or other nice items should not be shown. However, the compass could display the amount of heart pieces left in the dungeon but not their actual location. 
The role of the big key... I liked the fact that you also need it to open the big chest containing the special dungeon item in ALTTP. I&#039;d like to see this again. 
 
Concerning the dungeon boss itself, they need to be more dangerous in my eyes. Come on, it&#039;s the dungeons boss and it has to be hard as shit using different strategies to attack you and also react differently depending on how the player reacts (of course with a save point somewhere in range, so you reach the boss quickly if you lose). 
 
Heart pieces and heart containers: they are special, they are fine and they need to be well hidden (there&#039;s no need to have a future teller to show you the locations of them). And now I say something incredible: get rid of these heart containers! All you need are heart pieces! Even if you kill a boss, let him drop just a heart piece and hide as many other heart pieces as you need to get a new heart container (I like the concept of 5 from TW more tbh) inside the dungeons. One or two easy to get and the rest hard to find or even only at a later time (see my map pieces proposal). </description>
		<content:encoded><![CDATA[<p>Well, </p>
<p>in general, I prefer more dungeons over only a few but it depends on how they actually design it. If a dungeon is big enough so that it has potential for almost 2 dungeons or if you have to go there for a couple of times during your journey, it&#039;s OK to have less dungeons. However, the role of side quest became too important in titles like TWW. I like sidequests but especially in this game I had the feeling it was very overdone with them and I felt the main quest to become secondary, because there was so much to discover that it just didn&#039;t fit when someone said: &quot;Hurry up to do this or that, otherwise you will fail.&quot; that it just didn&#039;t fit when you could spend your time with fishing or playing minigames while someone is waiting ages to get helped by you. MM mask was an attempt to reduce this problem with the time factor. </p>
<p>The role of dungeons in Zelda is essential, that&#039;s a fact. They were and should always be a core part of Zelda but they could be more &quot;open&quot;. Concerning the dungeon themes it&#039;s right that many things are repeating over and over again&#8230; but honestly, it&#039;s hard to come up with really new thing nowadays, especially compared to other games that it would either look like a copy from game XY or hard to be identified with a typical Zelda-like dungeon.<br />
I could imagine, however, more complex types of dungeons where you can visit almost every room at a later time when Link gained new abilities and you always have something left to discover&#8230; a similiar concept the Metroid Prime series is built on. Also more than one boss and even special item per dungeon could be possible. </p>
<p>Or lets think of the good old dungeon items map, compass and big key. Does the map need to show everything? It could be unreadable at some parts (where usually hidden rooms or something like that are located at). And why only one map? TWW introduced a very nice concept of treasure maps you go from sidequest. Why not port this over to dungeons as well? Let&#039;s say, you find the global dungeon&#039;s map but with 5 gaps in it. Now you find another piece of the map in a hidden room or you get it from sidequest XY. As soon as you get the missing piece you can visit the dungeon again and now there is a new secret path you can use (which is of course blocked until you got the map piece even if you know the path). And there you find a room or a few more which lead you to a chest containing a heart piece or something.<br />
And the compass&#8230; does it really have to show every chest? especially those appearing &quot;magically&quot; when triggering an event like killing all enemies in a room or such are in my eyes no chests that need to be shown by the compass. Even special treasures containing heart pieces or other nice items should not be shown. However, the compass could display the amount of heart pieces left in the dungeon but not their actual location.<br />
The role of the big key&#8230; I liked the fact that you also need it to open the big chest containing the special dungeon item in ALTTP. I&#039;d like to see this again. </p>
<p>Concerning the dungeon boss itself, they need to be more dangerous in my eyes. Come on, it&#039;s the dungeons boss and it has to be hard as shit using different strategies to attack you and also react differently depending on how the player reacts (of course with a save point somewhere in range, so you reach the boss quickly if you lose). </p>
<p>Heart pieces and heart containers: they are special, they are fine and they need to be well hidden (there&#039;s no need to have a future teller to show you the locations of them). And now I say something incredible: get rid of these heart containers! All you need are heart pieces! Even if you kill a boss, let him drop just a heart piece and hide as many other heart pieces as you need to get a new heart container (I like the concept of 5 from TW more tbh) inside the dungeons. One or two easy to get and the rest hard to find or even only at a later time (see my map pieces proposal).</p>
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		<title>By: Snakeboss14</title>
		<link>http://www.zeldadungeon.net/2010/01/future-zelda-discussion-the-dungeons/comment-page-1/#comment-938</link>
		<dc:creator>Snakeboss14</dc:creator>
		<pubDate>Thu, 21 Jan 2010 02:55:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.zeldadungeon.net/?p=1135#comment-938</guid>
		<description>Yeah, I mean, in Master Quest at least half of the time you were in the dungeon you were looking for an eye switch. In Spirit Tracks you always know what to do, even if you don&#039;t know how to solve a puzzle you know were to go. </description>
		<content:encoded><![CDATA[<p>Yeah, I mean, in Master Quest at least half of the time you were in the dungeon you were looking for an eye switch. In Spirit Tracks you always know what to do, even if you don&#039;t know how to solve a puzzle you know were to go.</p>
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