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Old 06-27-2011, 08:15 PM   #1
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10 More Things You Didn't Know About OoT

Zelda: Ocarina of Time -- 10 More Things You Didn't Know - Nintendo 3DS Feature at IGN
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Old 06-27-2011, 09:20 PM   #2
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Burning down the Lon Lon Ranch would have been awesome...
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Old 06-27-2011, 09:40 PM   #3
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The 10nth one about cutscenes pleases me very much so. I think they're a bad way to tell a story, and have multiple problems as is(takes up space, leaves nothing to the user's imagination...). Regardless, quite an interesting read.
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Old 06-27-2011, 09:55 PM   #4
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Didn't Lon Lon Ranch get burned down in the manga?
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Old 06-27-2011, 10:30 PM   #5
 
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Yeah, what happens when you return to Lon Lon after it burns down?

It's charred and you find a hidden entrance to something like an actual underworld dungeon in the rubble.

O rite, you'd have to make that, how silly of me.
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Old 06-27-2011, 10:56 PM   #6
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^ I know what you mean, but...they did make all the other dungeons, though you seem to be good at finding things that indicate laziness to some. No offense, of course, I'm intrigued by opinions about this kind of stuff that not everyone would agree with.
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Old 06-27-2011, 11:01 PM   #7
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^^ That would've been awesome. It's too bad that the 3DS remake didn't include it, or Master Quest. Secret Dungeons are sweet.

^ I general think cutscenes are just a poor idea in general. It's used in place of good storytelling. When a character talks, you can imagine things yourself. But the cutscene? Eh, they just show it as if we aren't smart enough to think of things ourselves.

Keep in mind that I'm referring to cutscenes as videos, NOT tons of text in general. I like books, and if it reads like a book, that's actually kind of neat. However, cutscenes for cool attacks, summon, and stuff like that are neat. Showing a place blown up in a cutscene? Cool. That looks neat. But please don't ruin every bit of imagination for the sake of a "good-looking story".
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Old 06-28-2011, 12:37 AM   #8
 
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Depends on how they do 'em. Sometimes cutscenes are surprisingly moving or even secretly educational.

And remember, "I'm-a Luigi, number one!"
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Old 06-28-2011, 01:50 AM   #9
 
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Cutscenes are all right, but they're better when the player gets some influence over the end result via speech trees, etc.

That said, I HATE quick time events. PRESS WIN BUTTON.
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Old 06-28-2011, 02:28 AM   #10
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They actually believe that it's not the story itself that's epic, rather the combination of the story, the characters, and the emotions the players feel.

"[Eiji Aonuma] said that while a lot of people say they like the epic story, on the level of the script, the story isn't actually that epic," Nintendo Global President Satoru Iwata said. "It feels epic because everything you experience within the game is added to the story."
...

Given this way that Nintendo designs the Zelda story, color me completely and utterly unsurprised.
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Old 06-28-2011, 07:59 AM   #11
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I like how the article makes Miyamoto look kinda like an *******. He just comes in and says, hey, listen, let's burn down the pony farm. And no jump button. Also, get me some green tea and then you're fired.
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Old 06-28-2011, 11:26 AM   #12
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I like how the article makes Miyamoto look kinda like an *******. He just comes in and says, hey, listen, let's burn down the pony farm. And no jump button. Also, get me some green tea and then you're fired.
Well honestly, that's kind of who Miyamoto is to Nintendo. He fulfills his role as producer, and sometimes the producer has to go in and say, "Absolutely not," especially when it comes to cutting features and ensuring the forward direction of the game.

The problem with Miyamoto often arises in terms of the fact that he's also often wearing the hats of chief designer and director as well. I don't know how true to the point those claims are, but every interview he presents makes it seem like he has almost authoritarian control over the direction of the game, that when someone pitches an idea to him that he doesn't like, he either (a) upends the tea table and puts his foot down or (b) has to be strongarmed into allowing the decision. You see relatively few decisions revealed publicly that weren't either Miyamoto's or things Miyamoto didn't like but finally relented to.

Then again, when you have a game designer THAT famous inside your company (akin to Cliffy B or Peter Molyneaux), then they begin to become the "face" of the company or the franchise; whether or not that presentation is truly holistic or just a façade is difficult to determine.
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Old 06-28-2011, 12:31 PM   #13
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Cutscenes are all right, but they're better when the player gets some influence over the end result via speech trees, etc.

That said, I HATE quick time events. PRESS WIN BUTTON.
That's pretty much my point. Atleast allow me to pause the cutscene, or having to actually press A to continue the bits of dialogue. I gotta get a snack once in a while, etc.

As for Quick Time Events, it's the only reason I can't continue in Sonic Unleashed. Literally. Whether or not I find it worth continuing is a different story.
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