Nintendo's most famous game designer explains why entertainment is such an important part of its products.
I thought the name was interesting as soon as I heard it. The game looks beautiful though :D
They aren't referring to the title of the game. lol
The reason is because they wanted to say just this. Calling things something else than what it is makes it SOUND unique especially when it's really not. Calling Destiny a "shared world shooter" instead of a watered down MMO shooter sounds allot more appealing. I'm pretty sure I can call Skyrim something else too if I was over compensating for something or feel the need to differ from competition
open worlds are proved to be super boring after a moment (GTA, MGS5, MMORPgs, Watch Dogs etcetc)...new Zelda isnt basically openworld, is a linear game with open world environments-sections which fully include all Zelda game elements ( mechanics , gameplay etc)..imo it has big difference and its a far better direction from a classic open world...it s smhting like MGS3 but at far bigger scale
That actually sounds kinda awesome and very much a Zelda-ish take on the whole 'open-world' thing. Glad that Zelda is approaching things in a way that makes sense for Zelda instead of just piggy-backing on whatever is popular and churning out something generic.
You can still call your game a general and known genre title and not be generic. It's when you want to be all hipster and try hard you call it something else when it IS just what your saying it isn't too give the illusion of innovation or originality. I'm not just referring to Zelda, it can still be different or innovative and still be called an open world game .it's like they just want to be away from buzz words to keep the impression of being unconventional or eccentric smh.
I'll stick to the source from the guy below me.
I clicked agree by accident but I actually disagree with you. Your perception of the game is totally wrong and what you just said is completely false. The new Zelda is not linear at all, it truly is an open-world game. http://www.polygon.com/e3/2...
It's basically the player choice to make linear for themselves. By going straight to the final boss. If they want to.
Nah. The closest this new Zelda gets to being linear, is needing the first 4 spiritual orbs from the first 4 MAIN shrines before you can leave the plateau via the Paraglider. Other than that, there really isn't any linearity; you can approach the game's diverse areas any way you like, in any order.
Nintendo comes off a bit too arrogant every time they start arguing semantics, something they do often when trying to explain their philosophies. They just don't want to admit that many of the stuff they do have been done before by other devs, it's like they want to feel they are pioneers of everything.
It's not about using familiar mechanics, it's about HOW you use those familiar mechanics in new and interesting ways and from the looks of it it appears as though they're going to be using those familar mechanics in many new, interesting ways. One thing they have stressed is that the puzzle solving is very open-ended in this game and you can clearly see that that is the case.
That's pretty much Nintendo in a nutshell. They are masters of innovation, not invention. That means taking existing ideas and improving them. Taking familiar concepts and approaching them from a new direction. That's the philosophy they take to both software and hardware development, and for the most part it has served them very well.
sony and micro look up to nintendo - Fact.
I remember Mr. Iwata identifying Nintendo as the Apple of video gaming business and aiming to have Activision like profits ... ... maybe in regards to pricing their products and not innovation.
I like the term "open air adventure" better than "Open world game" here, because, to me personally, it just sounds like it fits the "wild" focus of the game better than merely saying "Open world game". Whereas OWG says "Here's this huge and exciting world for you to explore!", OAA sounds more like it's saying "Welcome to an unknown land, rife with secrets and dangers to explore, discover, and conquer! Here begins your new life, and a new adventure!" It's the feel of the term more than its actual meaning, which isn't very different from the term Open World Game. It's like they said in one part of the interview: "It’s not just a world that you’re passing through. It’s sort of a world that you’re a part of. So much of the adventure and exploration is in this outdoor space, and the theme of wilderness collectively seemed like 'Open Air' was the right fit for it.” "
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