Link’s parents were the leaders of a small village near the frontier of Hyrule. When Link was little, the king of Hyrule sought to unify the land by invading the neighboring country. During this long war, that country’s army invaded the village. To make sure no rebels would rise, Ganondorf — that country’s king — made an example by killing the village’s leaders, Link’s parents.
Friends of the family sent Link to a faraway village to protect him. Years went past. During all these years, Link trained relentlessly so that one day he could have his revenge and kill Ganondorf with his own hands. Eventually, the war ended and the kingdom was unified.
Today, Ganondorf is still alive. He’s now the leader of the rebels against the king and he’s plotting to kidnap Zelda, Hyrule’s princess. When Link hears rumors of this, he sees this as a golden opportunity to — at last — confront his parents’ murderer and get his revenge…
And so the story of this reinvention of the Legend of Zelda begins.
There are a few things I like about this twist on the original story. First, the game isn’t about saving the world, it’s about Link’s personal quest for revenge. Most games, it seems, are about saving the whole world and I’m tired of it — it’s much more interesting when the story revolves around the hero’s inner motivation.
The second thing I like is that everybody is morally ambiguous. Link isn’t the perfect hero, he’s a guy who wants to avenge the murder of his parents. Ganondorf isn’t generically evil, he’s a former king who tried to protect his realm. And Hyrule’s king isn’t simply wise and generous, he’s a greedy man who wanted to control the whole world. I think characters are more believable and interesting when they aren’t just perfect stereotypes.
The third thing I like is that it gives some background story on characters. You know a bit more about who Link is and what drives him, but also about his past. Fleshing this story into a full game, I’d make sure to expand on all those aspects and make the world more believable and real. I’d also detail Link’s relationship with Zelda more, to give her an actual personality and some strength of character.
Game Structure
Usually, Zelda games are a sequence of dungeons — this game won’t feature any. Why? Because dungeons don’t make any sense. Why would anybody create a sequence of puzzles as the entrance to their lair? Instead, this game will be much more open-ended and made of believable locations.
You’ll get missions from various NPCs all over the world. Each mission you complete raises your notoriety. For new NPCs to become available, you need to get your notoriety high enough. Each NPC will have his own storyline, like when you get missions in Grand Theft Auto (but with less Phil Collins). You won’t have to complete all the missions to progress, so if you get stuck on a mission you can just concentrate on others to get your notoriety.
Combat and Controls
Zelda games feature a lot of combat and this one will feature even more. In fact, the game I have in mind would probably be rated M (if you were 10 years old when you played Ocarina of Time, you’re 18 now after all…). So the game needs an interesting combat system.
I’ve been thinking for a while about how to create a more compelling combat system than the current ones. The main problems with current combat systems is that they’re really challenging to use: there are lots of buttons and button combinations to use, and you need excellent reflexes to win. That’s great for hardcore gamers, but new players have a frustrating experience — can you imagine somebody who’s first video game he plays is Ninja Gaiden on Xbox? The other problem is that the combats don’t make use of the environment, or very little.
The solution I thought of was to really focus on the environment, to make it the center of the game. It seems Peter Molyneux was thinking the same way, but he went further and created a demo of the concept. You can find the video here. Go take a look, it’s pretty cool and it’ll make things clearer. (For the record, yes I did have a similar idea — albeit it never went beyond a concept on a piece of paper. No, I’m not just trying to steal from Molyneux’s thunder
)
Under this combat paradigm, controls are pretty easy on the Wii. You have a cursor, and the wiimote works much like a mouse. Click on the ground somewhere and Link walks there, click an enemy and he attacks him, click on a chair and he uses it to defend against the enemy, click with the other button and he uses it to attack. During a fight, Link defends himself automatically: he blocks and counter-attacks without you having to dictate his every move. This default fighting isn’t very powerful however. To gain the upper-hand you must use the environment to move the situation to your advantage.
This control scheme has the advantage of being very powerful and very simple at the same time. It also rewards being creative and smart, rather than just mastering the most powerful combo of the game. Even outside of combat it leaves plenty of room for depth and interesting puzzles — it’s the control scheme that’s the basis for many point & click adventure games after all.
The End of Zelda Begins
So, that concludes that little exercise of reinvention of a classic. I’m sure if that game were actually made that fans of the series would get upset, but I think it would be pretty fun. If it were very well done, it would win the skeptics over and get a lot buzz around the game — it’s not every day a popular franchise gets a make-over.
It’s not likely we’ll see any major change to the Zelda franchise, much less changes of that magnitude, so I guess we’ll never know how it’d play out…
In any case, don’t think that I don’t like the Zelda games based on this. I actually like those games a lot and think they’re extremely well designed. I think it was a fun challenge to come up with a completely different way to look at a popular franchise.
Share and Enjoy:These icons link to social bookmarking sites where readers can share and discover new web pages.