Justac00lguy
BooBoo
So I'm sure we're all familiar with the likes of the Master Quest in Ocarina of Time and the Hero Mode in
Skyward Sword . These are alternate modes to the the actual main story and once one has completed the main game they are unlocked to add some sort of replayability.
These two examples are the only two to my recollection and they add a sense of difficulty to the main game itself. However the Master Quest also mixed the puzzles up and added more difficulty to them, however is this enough?
Adding a harder mode is a good way to engage us more experienced players but there should be other elements added to make the game a more diverse experience in my opinion. I found the idea presented in the MQ quite unique, it's something that could be expanded upon. Maybe a mode that not only mixes up puzzles but adds new ones, adds harder enemies within places that usually features basic enemies. An example that I like to use is in Fallout New Vegas , this game generally does have a diverse difficulty option but it also has a hardcore mode. This isn't your average increase in difficulty it makes the experience challenging in many different ways by adding a sense of survival. This is a completely different game though however the way it gave the game a new dimension and a new experience really added to the replayability.
How do you feel about the idea of separate modes in Zelda which are available after completion? Plus do you have any possible ideas that could be added to these new modes?
Skyward Sword . These are alternate modes to the the actual main story and once one has completed the main game they are unlocked to add some sort of replayability.
These two examples are the only two to my recollection and they add a sense of difficulty to the main game itself. However the Master Quest also mixed the puzzles up and added more difficulty to them, however is this enough?
Adding a harder mode is a good way to engage us more experienced players but there should be other elements added to make the game a more diverse experience in my opinion. I found the idea presented in the MQ quite unique, it's something that could be expanded upon. Maybe a mode that not only mixes up puzzles but adds new ones, adds harder enemies within places that usually features basic enemies. An example that I like to use is in Fallout New Vegas , this game generally does have a diverse difficulty option but it also has a hardcore mode. This isn't your average increase in difficulty it makes the experience challenging in many different ways by adding a sense of survival. This is a completely different game though however the way it gave the game a new dimension and a new experience really added to the replayability.
How do you feel about the idea of separate modes in Zelda which are available after completion? Plus do you have any possible ideas that could be added to these new modes?