Iridescence
Emancipated Wind Fish
- Joined
- May 11, 2014
- Location
- United States
Wind Waker is a great, but flawed game. I enjoyed the art style and atmosphere but I had criticisms toward the core gameplay. The problem was that The Wind Waker polarized the series in the wrong way. It created the binary between pro-realism (lifelike graphics) and pro-abstract (celshaded visuals). The divide and fervor of these sides was so strong there was barely any room in between. You were either on the left side or the right side.
I was critical of the game but not because of the visuals. Yet, being critical of the game meant you had to deal with accusations of being in favor of the uncanny valley. The discussion on the actual game mechanics were dwarfed because the controversy of the art style was so large. I neither wanted to condemn Aunoma nor give him mountains of praise. Instead, we should have said: "Aunoma, these are the things you got right and these are the things you got wrong." We did not get that because it was difficult for fans of the games to admit its structural flaws and for critics of the game to admit its merits.
Flaws of Wind Waker
Wind Waker's core gameplay had problems. There was the slow sailing, annoyances of the wind-waker instrument and the long tedious triforce quest which were fixed in the HD version but there are more fundamental problems. Moreso, that the structure and formula of Zelda was left totally untouched. Majora's Mask showed what happened when Zelda changed the formula and tailored it to the themes of the game.
The game, despite having a radial overworld, followed a linear order. Fetch quest, dungeon, fetch quest, dungeon. While the pace was thunderous, the meat of the campaign of dungeons and they were relatively lacking compared to the other Zelda 3D games. They weren't just derivate of older Zeldas but rather dumbed-down. Its not the fact that that the dungeons were smaller. A Link Between Worlds had small dungeons, but they were packed with innovative new puzzles and concepts. The problem was that TWW's dungeons (again, the meat of the game) simply weren't creative.
The puzzles were either: (a) push blocks in an obvious path, (b) light torches or (c) Use X item at the obviously designated location. The dungeons were rarely if ever interconnected. They were just a linear series of rooms in which you kill enemies to find the key to the next room. And those enemies, by the way, were mostly just Chus and Bokoblins. There was no intellectual challenge to them and worst of all zero creativity.
In addition, there were some story issues. Though, I have to admit, Ganondorf in this game is an amazing character and the ending is touching. Still, I would've liked more genuine character development toward NPC's (especially the two that play in dungeons with you) is one of them. Another is the plot twist that essentially tells Tetra to stop being a character with a meaningful role and start being a kidnapped princess like women are supposed to be in Nintendo games.
How the controversy set a bad precedent
Wind Waker didn't set a bad precedent in and of itself but the community gave the wrong feedback to Aunoma, resulting in a slump. Twilight Princess was made as a holding action and it turned out to be a game strained by its own fans demands. Phantom Hourglass and Spirit Tracks were simply made to appease the Wind Waker fans, though no real changes were made to the formula. And then, there's Skyward Sword which tried to balance the two sides. But so much attentions was put into the art style, be it cel-shaded or realistic, that Aunoma never thought to change the formula in either of those games. Thankfully ALBW and presumably Zelda-U are fixing this problem. But the modern Zelda games (Wind Waker to Skyward Sword) were largely a low point in the series, fueled entirely by the unconstructive feedback fans were giving on Wind Waker.
TLDR: Wind Waker caused gamers to ask "please give me the art style I want" rather than "how can we change the Zelda formula in interesting ways"?
I was critical of the game but not because of the visuals. Yet, being critical of the game meant you had to deal with accusations of being in favor of the uncanny valley. The discussion on the actual game mechanics were dwarfed because the controversy of the art style was so large. I neither wanted to condemn Aunoma nor give him mountains of praise. Instead, we should have said: "Aunoma, these are the things you got right and these are the things you got wrong." We did not get that because it was difficult for fans of the games to admit its structural flaws and for critics of the game to admit its merits.
Flaws of Wind Waker
Wind Waker's core gameplay had problems. There was the slow sailing, annoyances of the wind-waker instrument and the long tedious triforce quest which were fixed in the HD version but there are more fundamental problems. Moreso, that the structure and formula of Zelda was left totally untouched. Majora's Mask showed what happened when Zelda changed the formula and tailored it to the themes of the game.
The game, despite having a radial overworld, followed a linear order. Fetch quest, dungeon, fetch quest, dungeon. While the pace was thunderous, the meat of the campaign of dungeons and they were relatively lacking compared to the other Zelda 3D games. They weren't just derivate of older Zeldas but rather dumbed-down. Its not the fact that that the dungeons were smaller. A Link Between Worlds had small dungeons, but they were packed with innovative new puzzles and concepts. The problem was that TWW's dungeons (again, the meat of the game) simply weren't creative.
The puzzles were either: (a) push blocks in an obvious path, (b) light torches or (c) Use X item at the obviously designated location. The dungeons were rarely if ever interconnected. They were just a linear series of rooms in which you kill enemies to find the key to the next room. And those enemies, by the way, were mostly just Chus and Bokoblins. There was no intellectual challenge to them and worst of all zero creativity.
In addition, there were some story issues. Though, I have to admit, Ganondorf in this game is an amazing character and the ending is touching. Still, I would've liked more genuine character development toward NPC's (especially the two that play in dungeons with you) is one of them. Another is the plot twist that essentially tells Tetra to stop being a character with a meaningful role and start being a kidnapped princess like women are supposed to be in Nintendo games.
How the controversy set a bad precedent
Wind Waker didn't set a bad precedent in and of itself but the community gave the wrong feedback to Aunoma, resulting in a slump. Twilight Princess was made as a holding action and it turned out to be a game strained by its own fans demands. Phantom Hourglass and Spirit Tracks were simply made to appease the Wind Waker fans, though no real changes were made to the formula. And then, there's Skyward Sword which tried to balance the two sides. But so much attentions was put into the art style, be it cel-shaded or realistic, that Aunoma never thought to change the formula in either of those games. Thankfully ALBW and presumably Zelda-U are fixing this problem. But the modern Zelda games (Wind Waker to Skyward Sword) were largely a low point in the series, fueled entirely by the unconstructive feedback fans were giving on Wind Waker.
TLDR: Wind Waker caused gamers to ask "please give me the art style I want" rather than "how can we change the Zelda formula in interesting ways"?
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