
03-19-2009, 08:56 PM
|
|
G2k1
|
 |
Join Date: Dec 2001
Posts: 1,040
|
|
|
replayability
Dungeons are only like 30-40% of what makes up a Zelda game. Think back to A Link to the Past. In that game, each dungeon was specified as a "level", as if just those could be released as its own game such like Mario 1 with no overworld connecting the levels. When you think about it like this, you realize how the people at Nintendo thought about Zelda games, as they wanted it to be an extremely replayable game that combined many elements and different ideas from separate genres.
Such as in games like Majora's Mask and Wind Waker. Those games have hours upon hours of content that is completely interconnected with everything else in the overworld. You can skip many brilliant adventures in both games and still make it to the "end game" and say you're done. Nintendo has already realized the problems that Classic faces, and solved them a looong time ago.
Graal The Adventure had many ways to solve these same problems. It's really quite simple. If you have a multiplayer game with a small amount of players, then you must design a game that appeals to a player that doesn't have many other people to play alongside with. If you design a good game, people will play it and take notice.
Events make more sense on a server with lots of players. Dungeons and exploration make more sense on a server with few players. O_O This cannot be denied! |
__________________
3DS friendcode: 1118-0226-7975
|
Last edited by Kamaeru; 03-19-2009 at 10:37 PM..
|
|
|