I'm going to play devil's advocate here in regards to all the non-linearity discussions following Aonuma's statement on Nintendo Direct.
We all know that he vaguely hinted at something that could possibly mean some form of non linearity, and so let us run with that notion and if it is needed at all.
I'm currently playing Wind Waker (in my excitement for WWHD) and you are given the opportunity to sail to wherever you want in the game's massive overworld quite early on. Having played WW numerous times before and being intimately familiar with it, i was kind of overwhelmed at how much was suddenly open to me with the ability to go anywhere (save later dungeons) I wanted. I could spend days pillaging watchtowers, raiding submarines, salvaging sunken treasure, doing sidequests, collecting charts and maps and many other things... all before the next dungeon.
So, here is the point; do we really need non-linearity in dungeons when we could have such an involving overworld? If we were to spend so long in an overworld which combined leisure and progression (on the collectable front at least; treasure, heart pieces etc) would a set order of dungeons really make a difference? We would spend so long in the overworld that any dungeon would just feel like the next dungeon so why not the next one that the story needs?
So, involved overworld which gives the adventure scale to make the game have a sense of freedom or dungeons in any order to make the game have a sense of freedom?
We all know that he vaguely hinted at something that could possibly mean some form of non linearity, and so let us run with that notion and if it is needed at all.
I'm currently playing Wind Waker (in my excitement for WWHD) and you are given the opportunity to sail to wherever you want in the game's massive overworld quite early on. Having played WW numerous times before and being intimately familiar with it, i was kind of overwhelmed at how much was suddenly open to me with the ability to go anywhere (save later dungeons) I wanted. I could spend days pillaging watchtowers, raiding submarines, salvaging sunken treasure, doing sidequests, collecting charts and maps and many other things... all before the next dungeon.
So, here is the point; do we really need non-linearity in dungeons when we could have such an involving overworld? If we were to spend so long in an overworld which combined leisure and progression (on the collectable front at least; treasure, heart pieces etc) would a set order of dungeons really make a difference? We would spend so long in the overworld that any dungeon would just feel like the next dungeon so why not the next one that the story needs?
So, involved overworld which gives the adventure scale to make the game have a sense of freedom or dungeons in any order to make the game have a sense of freedom?