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Future console Zeldas to use Motion Controls

24

Comments

  • MORONS! I'VE GOT MORONS ON MY PAYROLL!
    You're missing my point. If you're looking for an intricate and complex combat system, Skyward Sword is the wrong place to go.
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    ^While that's true, I think that's more a matter of enemy design than systems design. 95% of the enemies are basically just "swing in this direction at this time to kill it."
  • Give us fire! Give us ruin! Give us our glory!
    You guys are making me want to play Skyward Sword.

    My backlog is huge enough as it is, dammit!
  • Jedi Academy would be an awesome example of motion controls if it was ported correctly. I like it as is, though, and Red Steel 2 and No More Heroes 2 were fun enough with motion controls.
  • MrWMrW
    edited 2011-12-21 20:51:48
    It's more like "Here's your sword. You can slash in any direction, stab, spin, jump attack, and occasionally stab enemies in the heart. Go wild, but don't swing it around like a moron."
  • edited 2011-12-21 20:54:57
    MORONS! I'VE GOT MORONS ON MY PAYROLL!
    ^^^^A large part of that is because Zelda needs to be a game accessible to casual players. Notice the counterpoints I mentioned are what we in the fighter fandom like to call 'hardcore' games?

    The more complex something gets the less accessible it is.
  • One foot in front of the other, every day.
    You're missing my point. If you're looking for an intricate and complex combat system, Skyward Sword is the wrong place to go.


    That depends. Swordsmanship proper is very simple in application and only complex in theory. A combination of simplicity and versatility will, generally, create the deepest gaming experience. This is true from vidya to TTRPGs to board games to sports and so on.

    If Skyward Sword doesn't have intricacy, then that has more to do with the adversaries than the core system. Giving players access to the complete strike compass and freeform footwork is all a game needs to give players the required options -- especially, once more, if weapons can intercept one-another.
  • edited 2011-12-21 21:09:32
    MORONS! I'VE GOT MORONS ON MY PAYROLL!
    The point of Zelda isn't to provide a an accurate fencing academy. The point is a simple heroic fantasy romp adventure through dungeons and the occasional boss fight you hit in it's glowing red weak spot. That alone makes it the wrong place to go. 

    God help me if we start talking about Mass Effect more on this board. Talking about shooting from the hip, recoil, and weapon maintaining might just make my head explode.
  • edited 2011-12-21 21:08:19
    OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    ^^Your enemies' weapons generally intercept yours, but only when they're doing predetermined blocks that make you have to slash from a certain direction. Doesn't work the other way around.

    Skyward Sword has the makings of a real swordsmanship game, and the engine could probably be used for an excellent one, but it itself isn't one, with the exception of a few specific battles.
  • No rainbow star
    ...Does this mean no more DS Zelda games? D:
  • edited 2011-12-21 21:14:17
    One foot in front of the other, every day.
    ^^^ I don't recall claiming that Zelda should go for extreme accuracy.

    The point remains, however, that allowing players access to the strike compass and free footwork already enables the essence of the art. As also mentioned, the core elements of swordsmanship are not complex; the complexity of sword combat is derived from the versatility that comes with such simplicity.

    How games that include such elements choose to take advantage of them is up to the developers. The fact remains that Skyward Sword already contains the most important, fundamental elements.

    I meant it when I said that Jedi Academy (or Jedi Outcast) is worth a look when it comes to this. It's an excellent example of how the strike compass and free footwork create a versatile, skillful combat system with great simplicity.

    What Zelda should or should not be is now beside the point, at least when it comes to Skyward Sword. The elements are there. Now, I'm not claiming that every engagement should be a complex sword duel. But it would certainly be lovely if some minibosses, bosses and elite adversaries took advantage of the versatility that's already there.

    Basically, I'm saying that what Skyward Sword currently has is fine in terms of mechanics. In fact, it's an excellent move. By keeping things both versatile and simple, it leaves room for the game to teach players and adequate variety of tactics and allow the players to discover their own.
  • edited 2011-12-21 21:12:54
    OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    ^^Nah, they've already confirmed that they're working on the next one.
  • MORONS! I'VE GOT MORONS ON MY PAYROLL!
    And I'm saying doing that would take the Zelda games off-message. I don't go to the Zelda games for the sword combat and neither do a lot of people, especially not when things like Soul Calibur and Blazblue can offer a much refinied, focused, and versatile combat experienced.
  • No rainbow star
    ^^ Good

    I fully expect it to involve flying as Wind Waker line Links have so far gone by sea (boat) and land (train)

    ...:< I want to see Link using either a plane or a magic carpet
  • OOOooooOoOoOOoo, I'm a ghoOooOooOOOost!
    It's not going to be a WW sequel.
  • edited 2011-12-21 21:36:16
    One foot in front of the other, every day.
    ^^^ Except that the kind of combat in Skyward Sword is obviously an entirely different thing to what we see in Soul Calibur and Blazblue. Skyward Sword's third-person freeform combat is a simple appropriation of reality (as all 3D Zeldas have been, even without the strike compass). Fighting games are completely different in terms of both objective and context, and have an entirely different kind of depth and metagame.

    Keep in mind that fighting games are abstractions of fighting mechanics. Third-person, over-the-shoulder perspectives like in Zelda are derivations of the first-person perspective in concept. That is, they aim to provide a direct field of vision, while the extra peripheral vision emulates the senses that are missing in a true first person game -- the same way you or I just know something is behind us, or that we have so much free space to move to the side. A third person action game is always going to provide a very different experience, and also a much more literal one, no matter how fantastic it is. Even the most bizarre third-person action game is more "real" -- it provides opportunities to take advantage of terrain, further attack angles, retreat, luring and so on and so forth. "Real" is no better or worse than abstract or fantastic, but it's a different thing entirely and there's no way such a system can be compared with fighting games.

    Besides, swordsmanship is a running theme in Zelda. Not with intricacy, mind, but the sword and the idea of a swordsman as a knight errant is very central to the continuous themes of the series. I don't see how developing that aspect further would take the series away from the central themes and its heroic fantasy template. And developing that aspect doesn't mean you don't fight bosses with one eye that is most obviously its weak point. What it does allow, however, is for those fights where skill with the sword is relevant (such as against Ganondorf in WW and TP) to become actual tests of skill and wit rather than slogfests.

    It's not about turning Zelda into a sword simulator or forcing the player to get an education in martial fencing. It's about opening up options, making a few of them central (and clearly telegraphed to the player) and allowing the player to otherwise find their own solutions through the versatility of the system. There's a whole load of stuff I would certainly not advocate adding that would be necessary for a completely accurate system (binds, grapples and various longsword grip configurations come to mind). But there's a load of stuff you can do within the core simplicity of elements already available that would be easy to teach the player at intervals, much like in TP.

    So let me make this clear one more time. I am no advocating making Zelda a sword simulator. What I am advocating is taking further advantage of the elements Skyward Sword has already introduced.  If you think that would take Zelda off-message, then it's too late for the series already.
  • MORONS! I'VE GOT MORONS ON MY PAYROLL!
    >
    Except that the kind of combat in Skyward Sword is obviously an entirely different thing to what we see in Soul Calibur and Blazblue.

    Kind of my point. They offer different things right off the bat. Zelda already excels at what it does. It wouldn't have so many manipulators if it didn't. The combat mechanics are 'hit the thing' because they're not trying to offer an experience in fighting. Zelda is much closer to Indiana Jones than it is the The Three Muskeeters.

    Which is why I find the sword rather incidental to the Zelda, being a part of the archetype. Going with the Indiana Jones theme, Link's pretty much shown he's more one to outsmart his opponents with his tool and then run them with his magic pig sticker when they're down. Windwaker had that rather awesome (but pretty easy) sword boss fight and TP had the significantly less awesome one at the end but it's more been about critical thought than movement control.

    Perhaps these options could be embraced more fully but whenever you decide to change a central mechanic to be more expansive you risk losing focus and precision and in today's gaming atmosphere it's not a move you could step back. Maybe another game could handle it but I'd rather they didn't fiddle with Zelda in that area too much.
  • One foot in front of the other, every day.
    Zelda is much closer to Indiana Jones than it is the The Three Muskeeters.


    I'd say it's closer to a more general-audience, whimiscal Le Morte D'Arthur than either.  And the sword certainly isn't incidental -- the concept of a magical, evil-destroying sword is very specific to this kind of tale. The sword is very deliberately used in the same way it is in fairy tales and folklore. In fact, I'd say The Three Musketeers has the sword as more incidental, as it's a tool and expression of skill moreso than a thematic measure.

    And like I mentioned, the damage has already been done, if it was any damage at all. Making it slightly more expansive (and thereby more versatile) can't hurt the gameplay unless it's handled very badly. As I continue to mention, the most important elements are already in play. If they use weapon impact and make some adversaries more skillful with their own weapons, that's all that I would ever advocate for this kind of game or series.
  • You can change. You can.
    guys

    you're ranting

    very boringly too
  • MORONS! I'VE GOT MORONS ON MY PAYROLL!
    and talking in circles. 

    Because IJBM. That's why.
  • One foot in front of the other, every day.
    very boringly too


    >implying that discussing Zelda in context of Indiana Jones, The Three Musketeers and Le Morte D'Arthur is boring.
    >those things are awesome man
  • You can change. You can.
    yes, but you're ruining it with YOUR WORDS
  • One foot in front of the other, every day.
    yes, but you're ruining it with YOUR SWORDS


    how I read that

    also how I intend to interpret that


  • You can change. You can.
    It'd be surprisingly accurate.
  • edited 2011-12-21 22:20:19
    No rainbow star
    ^^^^^^ Well YOU'RE ranting very boringly, so... there!
  • And at least it's relatively on-topic.
  • You can change. You can.
    I'm not exactly ranting. I've barely exceeded two sentences per post.
  • edited 2011-12-21 22:22:13
    MORONS! I'VE GOT MORONS ON MY PAYROLL!
    DC said they want to make more comic games at the quality of the Arkham games.

    I hope they do Demon Knights.

    Because then Alex and I would be arguing forever whether Shining Knight or Etrigan was more fun.
  • No rainbow star
    ^^ You're just hiding the ranting in invisiwords!
  • edited 2011-12-21 22:23:01
    No rainbow star
    And the forum decided to fatal error on me and double post!
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