Bomber’s Notebook #022 – How Zelda Should Improve Its Story

Majora's CatOctober 12th, 2012 by Majora's Cat

Zelda is a quest by definition. It features a hero or protagonist working at a goal. The intent may be of various nobility. There is an antagonist, many obstacles obstructing the path to the goal, and in nearly every game thus far, there has been an underlying theme of maturity and coming of age. Self-knowledge is gained as the character progresses through the storyline and upon completing the quest, he/she will typically experience an epiphany regardless of whether or not the protagonist’s intents come to fruition. So The Legend of Zelda fits smugly in the elementary mold but doesn’t do anything extraordinary to set itself apart from other hackneyed “save the kingdom” scenarios.

Story is an important element in the composition of a video game, although not always vital. But once a story that takes itself seriously is introduced, the areas where it lacks will be amplified. If the story is going to be present, it should connect the segments of gameplay seamlessly and shouldn’t serve as a barrier between the player and the game. Zelda has done decently enough in terms of plot, but there are times when the games feel stinted and stale due to a lackluster sequence of events almost as if its dragging its feet. Make the jump to read more!

Franchises such as Mass Effect, Planscape, Dragon Age, Baldur’s Gate and Final Fantasy are all story-oriented, being extensively dependent on the progression of the story as a means of nudging gameplay forward and augmenting the experience without being a burden. There’s a significant different between complimenting the actual gameplay and dragging it down the drain, and for the most part the series I listed above have performed astoundingly doing just that.

Zelda has the essentials down, but for any quest to evolve into a story that could stand on its own feet, there are several story elements that should be implemented. Character development, symbolism, different conflicts, foreshadowing and a central goal that stays in focus. Now most video games lauded for their riveting tales are known to have likable characters that are experiencing some sort of inner turmoil like Batreaux from Skyward Sword.

I’d like for Nintendo to explore the concept of a silent protagonist with personal vices or problems that need untangling. Problem is, Link is meant to be the “link” between the player and the game world. Link actually displays a large variety of emotions in games and already has something of an identity. He’s a blank slate conceptually, but has a set of facial expressions and body motions that indicates that he does have discernible qualities.

Link wouldn’t need to talk, but the way other characters react to him and the way events unravel would suffice in order to make his inner struggles lucid. Once in a blue moon, we find a character in Zelda that is so incredibly hilarious. Although each and every character is designed specifically and have distinct personalities, it’s unfortunate that most of them are very minor players and are seldom involved in the main plot.

In a previous Notebook, I brought up a point about how the story and presentation could be approached:

The Legend of Zelda has had a habit of using cutscenes as a storytelling device, and I think it’s been fantastic recently. The problem is that they use in-game models, so they don’t look especially spectacular. In very long sequences, it almost feels like you’re watching a movie, and they can’t be skipped the first time around.

A feasible solution to this is to cure boredom by allowing Link to move around the environment or at least let the player interact with the cutscenes. By this I mean being able to select different dialogue options to invoke different reactions or controlling some part of Link’s body to fend for himself in an action-packed event. Even better, the whole experience could just be in-game. After all, cutscenes already use in-game models.


Another thing I’d like to note is that Skyward Sword, Twilight Princess and Ocarina of Time all started off feebly. Majora’s Mask and A Link to the Past tossed the player right into a perilous situation and had you glued to the screen from the first minute.

In the latter title, Link was thrown into the role of a hero right from the exposition when his uncle died before him. A subtle theme of Zelda games is Link growing from a boy into a man. Sometimes it’s over the course of the whole game, sometimes Link is prematurely thrust into a situation beyond his wildest imagination. Link is therefore forced to step into a hero’s shoes and save the kingdom. In all honesty, I think this is one of the best opening sequences ever in Zelda – you’re thrust straight into the action. Such sequences could also double as accelerated tutorials that test your survival instincts.

Zelda stories are very cut and dry. Whatever happened to variation? What happened to surprising the gamers? Ocarina of Time stunned gamers when Zelda was revealed to be Sheik. Now of course Twilight Princess tossed a major curveball at fans in the form of a plot twist. Ganondorf seemed eerily absent for most of the game, with Zant taking center stage in his stead. Unfortunately, there was really no foreshadowing to us finding out about Ganondorf’s involvement in the conflict. The story did not warrant his existence. It feels as if at the last second, the developer tried to loosely attach Ganondorf to the storyline to no avail. While Link’s battle with the famous villain was dark, atmospheric, lengthy and incredible, but it doesn’t make up for the fact that it was entirely unnecessary for him to be in Twilight Princess considering the manner of the plot.

Because the overworld to dungeon and back to overworld formula is so prominent in the franchise, the story follows suit in a show of standardization. We know that a certain item crucial to saving the land lies at the end of every dungeon, and perhaps three or four dungeons into the game that all the pieces of these items are reunited.

Then Link must go off and find four or five of another series of powerful objects. Aside from more interaction with interesting characters and fleshing out of the main character, the path to the goal must be contorted, misshapen, unpredictable and obstructed with dangers.

The unpredictability there is the only attribute Zelda is noticeably lacking. Twilight Princess attempted it but fell flat on its back. Skyward Sword, however, did not deliver as potent a punch with its introduction to Demise as the Imprisoned was a common foe for Link to face off against. One could insinuate that there was something or someone more powerful than Ghirahim lurking in the shadows, unlike Twilight Princess where Ganondorf was dropped in without the faintest hint.

The element of surprise can be one of the most useful weapons in a writer’s arsenal. It could definitely spice up the plot of Zelda games. Everything I’ve listed so far, if executed correctly, may yield spectacular results. No longer will The Legend of Zelda be perceived as a franchise with predictable stories. No longer would it be your ordnery “damsel in distress” fairy tale.

So what do you think? Do you want Zelda to have more advanced stories? What do you suggest that the developers should do to improve said stories? Feel free to let us know what’s on your mind in the comments section below!

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  • Jono

    I have no problem with cutscenes. Interactive cutscenes are NOT good ideas, because camera angles and close-up reactions and facial expressions are crucial to visual stories. Whenever you could walk around during an important story scene in the Last Story, I was just annoyed. Improving the visuals for cutscenes would be nice, however; in Xenoblade, the cutscenes looked far better then gameplay, despite gameplay looking gorgeous.

    The thing they need to do most is not have a method to the story. It shouldn’t be “get these 3 things from these 3 areas to advance the story!” it should be unpredictable, and perhaps have several unique dungeons in one area, all of them advancing the story in some fashion. You shouldn’t ever know when the next big plot twist is coming.

    Also, make it outside the timeline; that is, at the end of one of the timelines. Knowing what is going to have to end up OK, dead, or trapped just to fit in with the rest of the timeline is just stupid.

    • Midnafan

      i’ve never played a game with interactive cutscenes myself, but i hate watching Pewdiepie play games with them because he just utterly ignores them and does his own goofy thing while i’m actually interested in the story. -_- i like Professor Layton because the actual cutscenes are waaaay better than the style of the game, making the gameplay almost completely puzzle based with nothing but story in between. :) and i think with the backstory of SS, Nintendo has completely justified their ability to put games on the end of the timeline. i think it would be cool if they tied the three sections together to end the confusion altogether for a while, and maybe even open up the possibilty for another OoT :D

    • http://www.facebook.com/people/James-Best/100003863840372 James Best

      I don’t see why we can’t have clear facial expressions with interactive “cutscenes” (keep in mind they aren’t really cutscenes). Take Half-life 2, for example. The character models in that game were pretty expressive. Besides, it’s not like facial expressions are the only way to convey emotions. There’s tone of voice and body language to take into account.

  • IMFWeirdo

    Zelda doesn’t really delve into character motives, personalities, backstories, or relationships the way those other series do–for example, Ganondorf, Demise, and most other villains do evil for the sake of power or some other typical thing like that, and the audience kind of just accepts that. Also, Link never has a backstory and we just accept that to. While I would like to see more story elements in Zelda, I hesitate because I think if Nintendo tried to make Zelda more story-oriented, it would sound a lot like something from Final Fantasy and other JRPGs–really anime-esque. And I certainly don’t want Zelda having an anime storyline, they’re so cheesy and cliched and overdramatic. Plus, there’s a certain charm to Zelda’s simple, naive, innocent stories, which IMO are much more profound than wannabe-epic anime stories. Just my opinion.

    • ZeldaFAN

      Well, Zelda is Japanese you know and i’d rather have a Anime-like Zelda game than a Lord of the Rings-like Zelda (Just my opinion.) but Nintendo usually tries to mix things up for both Asian and Western gamers.

      • Midnafan

        i defintitely agree with you there, since for onething, i love anime (FMA FTW) and i’ve fallen asleep half way through all three lord of the rings movies.

        • Demise

          Hm. Maybe if they make it more like the lotr book, it will be better. The only thing that I liked in the movie more than in the book was that the dead army actually fought in the battle of minas tirith; in the book Aragorn dismisses them as after they help take the ships. Oh and also, I like some of the VFX (e.g. the balrog). And that’s it.

          • Midnafan

            i think i just fell asleep reading your comment, cause i have no idea what you’re talking about. seriously, i’m not saying Lord of the Rings is bad. its just i’ve always found them so ridiculously long and complicated that at some point i lose track and dose off and never finished any of them. then again they all came out when i was little, so it was pretty difficult to sit through. maybe i’ll try again one of these days now that my mental capacity has grown a bit. :P

          • Midna’s Sister

            *Sncker* I need a Zelda movie, some ChuChu, nd a jelly blob o.o ChiChus must be tasty, because Link drinks them in TP.

        • IMFWeirdo

          As I said on the OP, I’m not a huge fan of anime, but FMA (more so FMAB) is the exception. It was my main obsession a couple years back, and it’s the only anime I’ve got through without quitting midway (unless you count the Last Airbender and Korra as anime).
          Mainly, though, my critique was on JRPG storylines, like Final Fantasy.

      • IMFWeirdo

        I wouldn’t want a lotr Zelda either (lotr spends way too much time talking about lineage and ‘the history of middle earth’ and all that boring stuff). As I said, there’s a certain charm to Zelda’s simplistic storylines. They don’t try so hard to be realistic or profound, in fact they might even be a childish, but there’s this timeless quality to them, like the old Disney movies I guess.

    • Midnafan

      the problem with just accepting stuff is that it really hurts the story. in no story besides Zelda (even Pokemon’s characters are fairly well developed) do characters do things just because. if someone asks you why you are trekking through Hyrule and fighting monsters to save a princess you don’t even know, and your answer is just because its what your supposed to do, that’s not a reason. and i assure you every literature teacher out there will lose their minds. for a game that is so majorly driven by story, weak character motivation is a major weakness that i know drives alot of gamers away from the series.

  • Roth

    I love the titles that don’t focus on the Triforce and the struggle with Ganon; they often produce magnificent, original stories with all sorts of charm and depth.

    The prime examples are Majora’s Mask, Link’s Awakening, and to a lesser extent, Minish Cap. Phenomenal games, unusual stories, exceptional substance.

    Even Phantom Hourglass was a neat independent adventure, small though it was. Spirit Tracks, however, absolutely stank of trying to pull an overused Zelda backstory with brand-new characters (and then reusing elements from PH, for no sensible reason beyond gameplay).

    Twilight Princess, I agree, didn’t need Ganondorf. He was epic enough, but his appearance was so uncalled for that how he even managed what he did in that game is unclear, never mind his possession of the Triforce of Power despite the timeline and all that.

    Skyward Sword did a pretty good job of tossing up the traditional format by expanding the mythology in new directions, but it left some things to be desired. As a mega-prequel, it took advantage of not having to mess with the basic legend of Link, Zelda, and Ganondorf, instead illuminating their indirect history. On some fronts this was great, such as the explanation for Princess Zelda’s special heritage. On others it’s somewhat controversial or confusing, such as the identity and origin of the Master Sword and the implications regarding Ganondorf as an individual character.

    It seems to me that Nintendo can’t break out of the standard plot formula very much without creating a side adventure; the major characters are so set in stone that they can’t drive any other kind of story. This might not be a problem if the timeline were dismissed and the games were simply treated as different conceptions of the legends of Hyrule — a willingness to reboot the series on a game-to-game (or story-arc-to-story-arc) basis, essentially. As it is, where there be Ganondorf, there be save-the-princess, become a hero who can wield the Blade of Evil’s Bane, etc. Anything else has to be something else entirely.

    I’m not sure if that’s a good thing or a bad thing.

    • Midnafan

      ha, dismiss the timeline, you’re funny. as much as that would probably fix the problem, it seems half of Zelda fans are major OCD (i mean in a joking way, not literally the illness) and have to have some sort of organization and sense to the series, otherwise the argument over the timeline would not have gone on for so long. i just now noticed the issue with Ganondorf having the Triforce in TP. i thought it made sense because its the same one from OoT, just that Link managed to stop him before he took over Hyrule, which would mean that he never got ahold of the Triforce. the only explanation i can imagine is that, since in the end of OoT link reappears right before he pulled out the Master Sword, but the doors to the room are open anyways, so maybe Ganon got in there and managed to get a piece before he was caught, then used it to his advantage at the execution. does that make sense?:/

      • TriforceofCourage

        In TP the sages say that “by some divine prank he was blessed by the chosen power of the gods.” He didn’t have the triforce before. He recieved it during the execution. I like to think that at that moment, Ganon’s hatred and drive for power burned so strongly at that point that he was embodying the idea of power strongly enough that he somehow obtained that same power. And, then of course, as we know from Skyward Sword, Demise lends him strength to lash out against Hyrule as well. This would be when Ganon becomes Demise in this timeline ( I think, unless Ganon’s pig form is demise. It’s kind of unclear.) Anyways, it’s not fully explained exactly why Ganon gets the triforce of power, which makes it seem more like Ganon was a last-minute kind of idea and they just needed some form of explanation for why he was there.

        • MasterOfSwords1

          Maybe the “Divine prank” was that the goddesses gave the triforce to the chosen people in the child time. But if that were true, then it would have turned out just like the adult time.

          • Midnafan

            the problem with that is, for one, the goddesses have no control over the Triforce. it’s an independent power left as remnants of them, and, according to SS, immortals can’t touch it. Zelda and Link each got their respective pieces in OoT only because when Ganondorf went for it, he didn’t have all three qualities in balance, so the Triforce broke apart and he only got the one he held most sacred, Power, and the other two went to the people who best displayed those traits. so its really hard to say exactly where Ganondorf got the Triforce if he was supposed to have gotten it in OoT, but the execution in TP is a result of him getting caught before he could do so, thanks to child Link’s early warning.

          • MasterOfSwords1

            I know, there are a lot of problems with it, but I don’t understand how he would have so much power without the triforce of power in TP

          • Midna’s Sister

            No, it’s always claimed that Linkis the chosen one. So that old mean that the goddesses chose him,w and therefore chose Zelda and Ganondorf too.

        • Midnafan

          Ganondorf doesn’t turn into Ganon until he basically becomes the agent of Demise’s curse, which is what turns him into a monster. in OoT he also uses the Triforce of Power to accompish this. at least that’s what makes sense to me.

  • Randomlink7

    I think there was foreshadowing with Ganon’s appearance in TP. It’s when you beat Arbiter’s Grounds, the sages talk about how Ganon was sealed in the Twilight Realm, and then they say maybe that’s where Zant got his powers. To me, I thought that he would have something to do with all of this,

    • Midnafan

      the ONLY foreshadowing Ganondorf had was when Zant said his power came from his god and Midna noted that the spell on Link wasn’t her tribes magic. that was it. The sages mentioning him was what was being foreshadowed, not foreshadowing itself. and after that there was no mention of him until he was stuffed into the end as a pretty epic final boss. i have to admit though, when i played TP for the first time, i had never seen Ganondorf in a game before, and had no clue he was going to be in it, so i jumped and screamed when the sages said his name. :p

    • Rob

      Before you fight Zant, he tells you a story about Ganondorf, and when you beat him, Zant tells you he was re-born.
      So I agree with you.

  • Midnafan

    its kinda hard to say whether i agree with you or not. All i can say is that i love Zelda for its story. that’s pretty much all that matters to me when it comes to games. i only play rpgs because i like the emotional impact, which is why SS and Pokemon MD Explorers of Sky (that game makes me cry, i know i’m a sissy) remain probably my favorites. i mean, in SS, after Zelda sealed herself away, i felt so crappy. I felt so bad for Zelda and Link, two totally normal kids dragged into a conflict they would otherwise have been blissfully unaware of. it just really makes me feel like the Goddess was a total b**** and didn’t take into consideration whatsoever what she would be doing to her chosen hero and the girl she was reborn as in her apparently extremely complicated and thought out plan. i just love these games, and almost solely for the story, which is why i hate Mario. just sayin. :/ and if you’re wondering why i like the story so much, its because i like the feeling of being a character in a book. in that sense, i say video games are way more invigorating than literature. :)

  • http://www.facebook.com/people/James-Best/100003863840372 James Best

    I would like Zelda to have a more advanced story. But if they do, I would like for them to go the Half-life route and not tell the story through cutscenes. A good cutscene has it’s place, but I don’t think they necessarily work the best with a game like Zelda, which is supposed to involve a great deal of player interaction with the game world.

    • Demise

      Kinda like skyrim, where you can look aound and choose things and stuff during cutscenes?

      • http://www.facebook.com/people/James-Best/100003863840372 James Best

        Yeah, like that. Games other than Half-life have used this approach (Portal, Metroid Prime, Skyrim, etc.) I used Half-life because it was one of the first to use this method, at least to the best of my knowledge it was.

  • 7DS

    I know I’ll get yelled at if I go into to much detail here, but this is a quick synopsis.
    The story isn’t meant to be a major role. The back stories which cover very interesting feels to the game however, do. The game is fun as it is. Some of these games are perfect. They give enough to have speculation, enough to make you enjoy a nice 3rd level bloom’s taxonomy, and room for creative minds to make series like Zelda: Unknown Origins and funny other things about the story. Skyward Sword is a great example of this. The areas are vast. It isn’t overfilled, but there’s enough to piece things together. It’s fun, intricate, and above all else: it works. There’s a reason your site, as well as many others exist, because the game is mysterious. Not only in gameplay sometimes, but as how there’s just enough to enjoy the game and love it. The Hyrule Historia was the last thing I wanted. It cut the ingenuity of the developers and fans. You can have games like Hyrule: Total War for something like this, but it just stifles what people have to work with. If everything was spelled out there wouldn’t be a want, a reason to come back and need to know more.

  • Sir Quaffler

    Playing through TP again I really feel it would have been best for Ganondorf to have never entered the story at all, nor for the final battle to take place at Hyrule Castle. It was kinda boring this time around, whereas the Twilight Palace had some serious buildup to it and was a very surreal environment. And Zant was much more of an interesting character than Ganondorf here, especially since he flipped out at the end. I love dealing with insane villains (Kefka from FF6 being my favorite example) ad while I think Zant’s insanity should have at least been foreshadowed at some point before the battle with him (like, idunno, having him act very erratic for a split second when you meet him at the Arbiter’s grounds and have his phantoms in the castle act very strangely) I still like his overall development as a villain from stoic badass to frothing lunatic. Anyways that’s just my thought on Zant in particular.

    • Midna’s Sister

      Zant is mentally ill. Why doesn’t Hyrule have an asylum or a mental hospital? I don’t know. But the creepy thing was, in the end of the game, ZANT ACCTUALLY KILLED GANONDORF. He cracked his neck and Ganondorf died.

      • Sir Quaffler

        IKNOWRIGHT?! That was pretty freaky. If Hyrule had an insane asylum the only residents would be him and Tingle, though. Which makes you wonder, if that were to happen, would it be Tingle that’s trapped in with Zant, or Zant who’s trapped in with Tingle???

        • Midna’s Sister

          Zant and Tingle in the same jail cell would mean… disaster.

        • DarkestDaysMidna

          And the Happy Mask Salesman. You can’t forget him . . . He’s the biggest nutso with tons of facial expressions, all of them with a smile.

      • WiiZeldaFan the second

        Six words. That was the best scene EVER!

        • Midna’s Sister

          LOL. We should write a fanfic on the forums, WZFS!

    • shadowlink13

      sounds like opal koboi from artemis fowl

  • http://www.facebook.com/bluecometsparklestar Bluecomet Sparklestar

    I like the games that focus on gameplay. Sure, Final Fantasy is a great series, but sometimes i feel like i am watching the movie. The true reason why i play final fantasy is just to see what happens next. Maybe the only exception to this is FFXIII-2, because of monster crystals (aka pokemon!) but normally the lack of depth in the story of zelda makes it all the better. It gives room for imagination, that I got a perfect score in school when they ask me to write a story/essay and i include my own zelda thinking. Zelda is good as it is but the cutscenes would be good to change

  • BOOT

    Ganondorf in TP was unnecessary, i think Nintendo just threw him in the game to make it more like OoT.

    • Blackbaldrik

      Yeah, apart from the fact that the entire story of TP makes no sense without Ganondorf.

      • Midna’s Sister

        Exactly! Zant couldn’t take ver the Twilight Realm, infect Hurle with twilight or anything.

  • Kupsacker

    Actually I think Ganondorf’s appearnce in TP was totally necessary. Without Ganondorf, the twilight invasion would have never happened.

    • MasterOfSwords1

      I don’t think you get it. They obviously didn’t plan for him to be in it, they just threw him in there. They COULD have kept Zant as the main antagonist and just had him start the shadow invasion.

      • zombie_eat_flesh

        But who else could’ve given him the power for such an invasion?

        • Blackbaldrik

          This seems to be the point so many people miss somehow, and it irritates me to no end.

        • MasterOfSwords1

          What I’m saying is they could have had him have the power to begin with, but he could have just be waiting for the right time. Think outside the game storyline and see how it could have been different, that’s all I was saying.
          I just noticed that someone got four thumbs down for saying what I said, so just to clarify, I’m not saying zant could have done it according to the story; I’m saying Nintendo could have made it so that zant could do it by himself. Either way, it was still a great game, so please people, don’t be mad at me.

          • Blackbaldrik

            The issue is, if the story has to be almost completely re-written for it to work without Ganondorf, there is no way “they just threw him in there”.

            Also, if Ganondorf wasn’t in TP, you’d still have to explain why Zant was biding his time if he had such godlike power, and how he obtained this power (without outside help) in the first place.

          • MasterOfSwords1

            I’m sorry, all I’m saying is it doesn’t seem like they were planning on it, just like majora’s cat said. the entire story doesnt have to be rewtitten, he didnt show up until the end. They probably added him in to explain why it took him so long, like you said.

            *edit* also, what i meant was they could have rewritten the story to what it is now. It could have been changed to explain his rise to power

          • Midna’s Sister

            Acctually, it was somewhat mentioned by Zant when he explains about his “God”. It’s prof the Ganondorf was REQUIRED to make Zant have that power. So Ganondorf is pivitol to the storyline.

        • Midna’s Sister

          Exactly. Though, I think an interesting twist would be fighting Ganondorf and Znt at the same time. We’ve seen this before with Twinmold, but not I the way Ganondorf and Zant could. They attack differently, with different abilities. Twinmold had the same for both of the moldorms. I think a Ganondorf Zant combo would make a fabulously challenging boss, or rather bosses.

    • Coxy3900

      It was actually very well done, making you think the main villain was Zant and then some other dude comes in. Also the backstory with Midna becoming an imp and Zant getting his power from Ganondorf was cool.

  • drnedaj

    I disagree with this article. I think ganandorf’s appearance was great. And it really wasn’t thrown in at the end. You knew about at arbiters ground. Halfway through the game.

    • Midna’s Sister

      And, just before and after you defeat Zant, he mentions a God, and in the end of th game Ganondorf is seen in his god form. So it was Ganon who is Zant’s god.

  • popa910

    I think that the games are probably the most solid video game series ever, and that I would be perfectly content for the series to continue in its current footsteps. However, I could certainly not complain if they decided to include a solid story line, but I think it would be slightly risky, and they would therefore have to be perfectly certainly that is a great story line before they place it into a game

  • hey listen!

    “Even better, the whole experience could just be in-game.” NO! PLEASE NO!!! Many people say that the main story in skyrim is bad. It’s not necessarily the story that’s bad, but the storytelling.*SPOILER* When you read the elder scroll to travel back in time and learn dragonrend, man, that was awful! It looked so clunky and awkward when they were fighting alduin because it wasnt a cutscene. It could have been a lot more epic if they had used a cut scene instead.*END SPOILER* So please nintendo! Do not EVER do what skyrim did just to make scenes more interactive! No offense to skyrim or anything.

  • Blackbaldrik

    Whenever someone says Ganondorf wasn’t necessary in Twilight Princess, I can’t help but slam my face into the desk.
    Can someone please explain to me how on earth it would work without him?
    I have played the game 4 times, and I look closer and closer at the story every time, but I still can’t see any way it would work without Ganondorf.

    • Midna’s Sister

      It wouldn’t work at all without Ganondorf. Zant wouldn’t be able to take over the Twilight Realm, so Midna would not be there, and he needed Midna out of the way to infect the light world with twilight. So Ganondorf had to be in Twilight Princess,

  • IMFWeirdo

    If Zelda Wii U is going to have realistic HD graphics (which I hope it does), then I think it will be fitting to have more emphasis on storyline and cutscenes. Also, the story would probably be more mature, and work more on character development (especially in main villains), character relationships, and backstories. The tricky part is to make sure that gameplay comes first, even while expanding on the story elements. I think Zelda’s biggest appeal (and why it usually gets higher ratings than Final Fantasy, Mass Effect, and other story-orientated titles) is that the gameplay is actually fun. Really, games with fun gameplay get the best ratings, like Super Mario Galaxy. So many video games have turned into interactive movies, and it’s refreshing when there’s a RPG-type game that stays true to the gaming aspect. So basically, I’m expecting more story focus in Zelda Wii U, but I hope they keep gameplay first.

  • Mr. Resetti

    I agree, Zelda could really up its game in the story department. Zelda provides some great stories as it is, some amazing characters and epic plot twists but I think it tries to hard to be run of the mill “Damsel in Distress” fairytale, Spirit Tracks and Skyward Sword did a good job of given the damsel, Zelda, a more important role, as opposed to just being the cliched damsel but even then, the vibe of the “hackneyed “save the kingdom” scenarios” remains. In both ST & SS, Zelda was still in danger & required saving (to a much lesser degree in SS) I think the time has come now to move on from the fairytale template and make it the legend OF ZELDA, give her an important role (like I said we’re already on the way there with SS and ST) rather than being a damsel in distress, make her work with Link or something out of a sense of duty to defeat whatever evil there is rather than using Link just to clear things up and save her with putting any effort in.
    I agree with Miyamoto’s policy of gameplay over storyline, but when it comes to Zelda we’ve got the hang of the gameplay now, we’re fine with the “explore the overworld, find a dungeon, complete dungeon, repeat” formula and it’s brilliant and even if they do advance the plot they’re not going to abandon that, but to step it up from what is already a top-notch series how about adding in a truly kick-ass story that’ll really grab poeple and keep them entranced in a brilliant game from a brilliant franchise.

    • Midna’s Sister

      Skyward Sword is just…too short. Wanna know why in the first parts of the game you have six heart containers? So that Nintendo could have a short game. And not have very many heart pieces. And as for graphics, Twilight Princess is beautiful! The heart containers and heart peices looking like crystal in TP is great. Dispite what they say about “making the graphics on heart containers and pieces better” in Skyward Sword, they are ugly compared to TP. TP is realistic, but at the same time, Skyward Sword had some funny parts at least.

  • iKhan

    People see the weak inclusion of Ganondorf and immediately discredit the entire plot of TP. They miss the fact that the rest of the story is incredibly deep and developed, such as Link’s relationship with Colin and Rusl, or Midna’s story.

    Anyway, Ganondorf could have very well been included in TP, but they needed to turn him into the main villain once you encountered him, rather then have him just sit there waiting for Zant to die.

  • Neutopia

    I wouldn’t mind a deeper more involved story with The Legend Of Zelda, although I think that it is doing just fine right now already aha. :P