- Joined
- May 27, 2012
The tutorials should be what they were in Majora's Mask. 100% optional and not forced upon you in any way.
It's not the tutorials themselves that bother me, but rather the excessively long introductions that usually contain them. Ocarina of Time handled it best - you were given a task that essentially pushed you into tutorials. There was the platforming course with the signs in the small maze that led up to the path to the Kokiri Sword, the targeting lesson from the girl atop the shop, and the basics of equipping items on the Equipment screen. Then, within 10 minutes, you're in the first dungeon. That's how it should be.
More recently, however, Zelda games feel content to drag out their introductions, drowning you in seemingly endless exposition with very little gameplay. It takes a couple of hours for Skyward Sword to really get going. Twilight Princess did this as well. It's something that has really irked me for a while now - while Zelda isn't as bad about it as some games are (I'M LOOKING AT YOU ROXAS), they could do better to stick to OoT's model.
It's not the tutorials themselves that bother me, but rather the excessively long introductions that usually contain them. Ocarina of Time handled it best - you were given a task that essentially pushed you into tutorials. There was the platforming course with the signs in the small maze that led up to the path to the Kokiri Sword, the targeting lesson from the girl atop the shop, and the basics of equipping items on the Equipment screen. Then, within 10 minutes, you're in the first dungeon. That's how it should be.
More recently, however, Zelda games feel content to drag out their introductions, drowning you in seemingly endless exposition with very little gameplay. It takes a couple of hours for Skyward Sword to really get going. Twilight Princess did this as well. It's something that has really irked me for a while now - while Zelda isn't as bad about it as some games are (I'M LOOKING AT YOU ROXAS), they could do better to stick to OoT's model.
Zelda is becoming so easy that soon enough it will be as easy as an FPS...which I will then give up hope on the video game community. If it stays as it is then I will still have hope for Nintendo..but they are getting easier every time, so I can only imagine what might happen..
Unless I'm overlooking something I think this is a rare situation in which everyone can be happy. Have tutorials and introductions filled with exposition, but grant players the option to skip them. Everyone wants to experience the game a little differently. The only thing I have to add that I don't think anyone has mentioned is that the ability to speed through dialogue significantly or skip dialogue sequences entirely should be available (I think this sort of relates to tutorials). Personally I want to get through everything that isn't gameplay as fast as possible, and they can accommodate me and others who feel the same without hurting anyone else's experience.
No, what should happen in my opinion is do it like the KIRBY series does. Every Kirby platforming game to date that I can recall WILL ask you "Do you know how to play?" with the options "Yes!" or "Nope!", with that question varying (sometimes it's "Do you want to learn how to play?" or something along those lines). Kirby Super Star for the SNES did it. Kirby 64 The Crystal Shards did it (I'm 100% sure since I'm doing video walkthroughs for that game). I THINK but do not KNOW that Kirby's Return to Dreamland did it. If you selected Yes, depending on how the question is worded (if it changes at all I don't remember), it'll give you some QUICK movies with instructions on how to play (sort of like Super Smash Bros Melee's "How to Play" special), then shoot you into the game. If you hit the negative option you're shot right into the game.
All Kirby titles were devved by HAL Labratory (or Sora, Idk) and published by Nintendo. Why can't Zelda do the same?