26th May 2003, 3:07 AM
I see I have come up against a lot of resistance. Oh well. I guess I'll try to explain more...
Heart Containers and Experience points: they make sense usually. By completing a task, or defeating an enemy, you get stronger. Yet, by the end of the game, the person that has tried the hardest is treated with the EASIEST game experience. That doesn't make sense to me. Instead, I'd like to see this person be treated to the MOST FULFILLING game experience.
The game that has most nearly done this is Majora's Mask. Those that had tried to help Anju and Kafei from the beginning were mocked by wall after wall as to how much they could help the star-crossed lovers. Yet, the player that takes the time to fulfill this sidequest is treated to one of the most fulfilling moments in the game. The fact that this sidequest leads to a heart piece pales in comparison with the significance of the moment. However, the rules of Zelda dictate that for such an accomplishment, the player deserves a heart piece. What if, instead of a heart piece, the player gets a cutscene that ties the sidequest to the main quest in a significant way? For example, by completing the invisible solder's sidequest, the player would be treated to a cutscene (archived in the Bomber's notebook) that depicts the soldier throwing the imp out of clocktown and shouting at him while the imp sheepishly walks away in the rain. In addition, when Link goes to fight the imp at the top of the clock tower, the knight would appear, urging the imp to stop, appologizing for what he had done. Wouldn't that be more fulfilling than a heart piece?
Heart Containers and Experience points: they make sense usually. By completing a task, or defeating an enemy, you get stronger. Yet, by the end of the game, the person that has tried the hardest is treated with the EASIEST game experience. That doesn't make sense to me. Instead, I'd like to see this person be treated to the MOST FULFILLING game experience.
The game that has most nearly done this is Majora's Mask. Those that had tried to help Anju and Kafei from the beginning were mocked by wall after wall as to how much they could help the star-crossed lovers. Yet, the player that takes the time to fulfill this sidequest is treated to one of the most fulfilling moments in the game. The fact that this sidequest leads to a heart piece pales in comparison with the significance of the moment. However, the rules of Zelda dictate that for such an accomplishment, the player deserves a heart piece. What if, instead of a heart piece, the player gets a cutscene that ties the sidequest to the main quest in a significant way? For example, by completing the invisible solder's sidequest, the player would be treated to a cutscene (archived in the Bomber's notebook) that depicts the soldier throwing the imp out of clocktown and shouting at him while the imp sheepishly walks away in the rain. In addition, when Link goes to fight the imp at the top of the clock tower, the knight would appear, urging the imp to stop, appologizing for what he had done. Wouldn't that be more fulfilling than a heart piece?