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Hello fellow posters, I have started this thread to talk about game design and sales in the Legend of Zelda series.
You speak with such conviction that you represent "older Zelda fans" as a collective, but the sales figures when comparing the original two Zeldas and the pre-BOTW 3D Zeldas do not agree with your assessment - at least on a worldwide basis.
Both Ocarina of Time (7.6m) and Twilight Princess (7.26m on Wii, 1.43m on GCN - for a combined 8.69m for the original releases) outsold Zelda 1 (6.51m) globally, so this talk of "sales certainly bore it out" is questionable at best...
...especially when you bring up Zelda 2 a bunch as well, and that is a title that is not only looked upon less favourably, but its sales numbers (4.38m) were below:
- A Link to the Past (4.61m),
- Link's Awakening (3.83m standard, 2.22m DX - for a combined 6.05m on GB/GBC in total),
- Ocarina of Time 3D (6.4m),
- Link's Awakening Remake (6.08m, as of over a year ago),
- and even slightly worse than the supposedly awful sales of The Wind Waker (4.43m), as well as those of WW's direct sequel Phantom Hourglass (4.76m).
And trying to pin the blame for Majora's Mask, Wind Waker and Skyward Sword's lower sales when compared to some of the other Zeldas entirely on them using the lock-and-key 3D Zelda formula is far too reductive of the unique situations these titles launched in - and let's not forget that the 2D Zeldas from A Link to the Past onwards also used the lock-and-key formula and are no less beloved. Hell, Link's Awakening Remake (another game that is fully entrenched in the lock-and-key linearity formula) will probably end up taking the throne from Zelda 1 as best selling 2D Zelda, if it hasn't already.
This isn't to say of course that BOTW doesn't blow every other Zelda out of the water sales wise, and it definitely does have strong Zelda 1 inspirations - but BOTW also has very strong ties to the 3D lock-and-key Zeldas that you apparently think are maligned amongst "real" Zelda fans: the combat is very much in line with previous 3D Zeldas including Z-targeting (or whatever name you use for the lock-on mechanic)
still being vitally important, the gliding and climbing are lifted wholecloth from Skyward Sword (ofc they flourish more in an open environment but they still came from Skyward Sword nonetheless), weapon durability and crafting also come from Skyward, and the art style is again an evolution of that of Skyward Sword.
I’m just gonna say it… LoZ1 has locks and keys in it and I don’t think it betrays the sense of choice one got playing the original LoZ.Beat me to it and well said. Those are still locks and keys and take away choices from the player. You’d betray the 20+ million new fans who came for the complete sense of choice.
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I was going to say the same thing. The Elden Ring dungeons are more similar to the ones in The Legend of Zelda. They are about combating the nastiest monsters and yiu can come and go as you please. They have more in common with Hyrule Castle than anything in Skyward Sword.
The size of the market is a difficult question to answer and to really formulate - individual games sales are (or at least were until the age of multiplatform) limited by how big the market share of the console they are on is; and the big note for console Zelda (and all Nintendo home console titles for that matter) is that from NES to GCN every Nintendo home console sold less than the predecessor console. NES/FCM did 61.91m, SNES/SFC 49.1m, N64 32.93m and GCN 21.74m - so in that sense, the home console market for Nintendo was far smaller in the 90's and 2000's than in the 80's; both in terms of sheer numbers, and especially in terms of market share.How big was the console video game market in 1986 and 1988 compared to when OOT, Twilight Princess, and Skyward Sword were released? What proportion of the population was receptive to buying video games in 1988 vs. 1998 vs. 2006 vs. 2017? I also agree that a breath of the Wild’s sales should be looked at through this prism too.
It was harder to sell as many video games in the 1980’s as they were viewed as children’s toys that adults tolerated until their son/daughter would grow out of it. The NES and The Legend of Zelda had to sell to skeptical parents as well as kids. Few adults were buying video games for themselves in 1986. By 2002, I was able to use my own money from my own job to buy a Cube, Wind Waker, a Wii, a DS, Twilight a Princess etc. I wanted an NES but my parents wouldn’t let me even do side jobs to save up for one because they did not want video games in their house. Fortunately, all my friends has NES’s, Genesis and SNES! That means that you had kids and young adults with disposable income as potential customers. The parents were also
Also look at the costs of making Zelda 2 compared to the costs of Wind Waker or Twilight Princess? Why was Zelda 2 considered a business success while Wind Waker was such a business failure that Nintendo considered discontinuing the series?
That is a good point and something that is worth looking into. There are other factors that contribute to a title‘s sales.The size of the market is a difficult question to answer and to really formulate - individual games sales are (or at least were until the age of multiplatform) limited by how big the market share of the console they are on is; and the big note for console Zelda (and all Nintendo home console titles for that matter) is that from NES to GCN every Nintendo home console sold less than the predecessor console. NES/FCM did 61.91m, SNES/SFC 49.1m, N64 32.93m and GCN 21.74m - so in that sense, the home console market for Nintendo was far smaller in the 90's and 2000's than in the 80's; both in terms of sheer numbers, and especially in terms of market share.
An interesting metric this has made me think of though is to see the various Zelda attach rates for the consoles:
NES / Famicom (61.91m):
SNES / Super Famicom (49.1m):
- The Legend of Zelda - 10.52% attach rate
- Zelda II: The Adventure of Link - 7.07% attach rate
- Cumulative: 17.59%
N64 (32.93m):
- A Link to the Past - 9.39% attach rate
Gamecube (21.74m):
- Ocarina of Time - 23.08% attach rate
- Majora's Mask - 10.20% attach rate
- Cumulative: 33.28%
Wii (101.63m):
- Wind Waker - 20.38% attach rate
- Four Swords Adventures - <4.6% attach rate
- Twilight Princess GCN - 6.58% attach rate
- Cumulative: >26.96%
Wii U (13.56m):
- Twilight Princess Wii - 7.14% attach rate
- Skyward Sword - 3.61% attach rate
- Cumulative: 10.75%
Nintendo Switch* (122.55m+):
- Wind Waker HD - 17.33% attach rate
- Twilight Princess HD - 8.48% attach rate
- Breath of the Wild Wii U - 12.54% attach rate
- Cumulative: 38.35%
Game Boy / Game Boy Color* (118.69m):
- Breath of the Wild Switch - 22.68% attach rate
- Link's Awakening Remake - 4.96% attach rate
- Skyward Sword HD - 3.19% attach rate
- Cumulative: 30.83%
Game Boy Advance* (81.51m):
- Link's Awakening + DX - 5.10% attach rate
- Oracles of Seasons and Ages - 3.36% attach rate
- Cumulative: 8.46%
Nintendo DS* (154.02m):
- A Link to the Past + Four Swords - 3.46% attach rate
- Minish Cap - 2.16% attach rate
- Cumulative: 5.62%
Nintendo 3DS* (75.94m):
- Phantom Hourglass - 3.09% attach rate
- Spirit Tracks - 1.92% attach rate
- Cumulative: 5.01%
- Ocarina of Time 3D - 8.43% attach rate
- A Link Between Worlds - 5.58% attach rate
- Majora's Mask 3D - 4.52% attach rate
- Tri Force Heroes - 1.79% attach rate
- Cumulative: 20.32%
The asterisks indicate handheld platforms, which are going to have skewed attach rates due to the trend of having multiple handhelds per house, and mid-gen refreshes happening for every handheld (including the hybrid console, Switch). I've also included an extra "attach rate" that is just the combined attach rates of all non-spinoff Zeldas on a given console, mostly as just an extra little data point to look at.
I don't think we can say this though - attach rate wise, it is among the highest among all the Zelda games (Twilight Princess could've been higher attach rate on GCN if it wasn't cross-gen with Wii); and let's not forget that Wind Waker was still the 4th best selling Gamecube game.We can also say that Wind Waker was a failure of a killer app that directly contributed to the failure of the GameCube.
I don't even really ride for Zelda the way I did as a teen but man, just that clip from Record of Lodoss War brings me back to my misspent youth.Something I wanted to add to some previous comments who complained about BotW's "lack of progression" and "unsatisfying dungeon rewards": Imo, the best reward for clearing dungeons would be if they gave you optional items that significantly expand your abilities, but aren't necessary for beating the game, thus keeping the non-linearity alive. What kind of items I mean that are both optional BUT meaningful? Well, in Link's Awakening, the boomering was 100% optional. You had to trade another item to even get it (most people chose to give away the shovel). Then I can also imagine something like the Invisibility Cloak from Alttp being optional that let's you sneak by any enemy or cause chaos, also escape from dire situations. Or a Climbing Claw that let's you climb faster and during rain. These would be all super fun items to play around with and thus satisfying rewards, yet they wouldn't negatively impact the game's core.
More of this
Less of this
And also important: These dungeons shouldn't be part of some same-y brand like in BotW1. Rather, they should be more like the separate main quests in Skyrim. This is one of the best parts of Skyrim: Yes, there's one MAIN quest about the dragonborne. But there's several other main quests that are about equal in length and depth and tell totally different stories. So for Zelda, instead of visiting "the 4 Ganon-dungeons", it should be "Visist the Lonely King's Castle atop the Eagle Rock Mountain" and "Find out what's going on in Mrs. Wright's cellar and the Endless Well" and "Accept the Zora King's invitation to join Lord Jabu-Jabu's funeral at the Whale Cemetry near the unknown Marin Trench". Basically, be creative and tell us more stories than just bundling up everything to be about THE CHOSEN ONE, yawn. BotW was very, very uncreative when it comes to this. Presentation and circumstances matter for creating an immersive adventure experience. It's not enough to put some clever puzzles, enemies and loot somewhere and call it a day.
Don't forget the biggest one of all: Minecraft.Open world sandboxes have been popular in Japan for the last 2 gens. GTAV, The Witcher 3, BotW and Elden Ring over the last 10 years shows that king of investments.
Rise of the Ronin could join the group too if properly marketed and if it reviews well. Ghost of Tsushima moving 400k+ and probably nearing 1 million players with used and digital it shows even new I.P.s can benefit.
Clones tend to pop up whenever something strikes gold but the price of even cloning something like GTA or BotW is prohibitive for most developers.
Plenty of other series that can benefit from such a design imo.
Don't forget the biggest one of all: Minecraft.
Traditional dungeons were a chore to design:
One of the reasons BOTW is designed the way it is (with everything revolving around the physics/chemistry systems, and a near-complete lack of "traditional" dungeons with custom puzzles) is because the team felt that traditional dungeons were too much of a chore to design, with relatively little payoff. They've talked about how they'd spend a great deal of time designing dungeons with custom puzzles for prior 3D Zeldas but eventually concluded it wasn't efficient to do so, because once the player was done with a dungeon, that was it. Those puzzles couldn't be re-used in other dungeons, and you had essentially spent months of development on an experience that lasted a couple of hours. To top it off, players would often simply look solutions up online, which defeated the purpose of these puzzles entirely. And finally, dungeons had also gotten progressively longer with each game, and consumer feedback indicated that players weren't as keen on them anymore. The Shrines and Divine Beasts were specifically designed to address all these issues.
Agree and have some clones, likewise Immortals Fenyx Rising and Genshin. Games that have been inspired by BotW, one example was Ghost of Tsushima.Open world sandboxes have been popular in Japan for the last 2 gens. GTAV, The Witcher 3, BotW and Elden Ring over the last 10 years shows that king of investments.
Rise of the Ronin could join the group too if properly marketed and if it reviews well. Ghost of Tsushima moving 400k+ and probably nearing 1 million players with used and digital it shows even new I.P.s can benefit.
Clones tend to pop up whenever something strikes gold but the price of even cloning something like GTA or BotW is prohibitive for most developers.
Plenty of other series that can benefit from such a design imo.
BOTW wasn't a huge success because it was a "true" sequel to Zelda 1 or any BS like that (It actually shares very little in common beyond the surface level detail of letting the player start out by going in any direction and the visuals evoking the original game's artwork).
No. BOTW was a huge success because it is a technically impressive contemporary open world game that steals the most popular aspects of modern open world titles (Ubisoft Towers, Skyrim world design, Minecraft mechanics etc), that released on the perfect platform at the perfect time; with a genuniely groundbreaking Chemistry System that made for perfect viral marketing material. It was what the general public wanted in 2017, damn the existing Zelda fanbase.
This is absolutely true. Half the reason why Zelda was turned into an open world series was because traditional world and dungeon design would simply be too difficult and too expensive to make in HD. Nintendo themselves admit this in their 2017 GDC BOTW post-mortem presentation...
Despite the technical challenges and Gee Wiz factor, open world games are much easier to design and make than traditional action adventure games with handcrafted level design; because designers don't need to carefully craft and model environments, or fine-tune specific level mechanics and setpieces; the landscaping tools will just auto-populate your broad brushstrokes with fine detail, like enemy campment and tree placement. You want to see what happens when you try to make a traditional Zelda game in HD? (Bare in mind that Skyward Sword already had a 5 year development cycle on the thoroughly standard definition Wii), look no further than The Last Guardian; a game that took basically 10 years to make and release!
You will never see a traditional 3D Zelda game with traditional dungeon and level design ever again. It's just too expensive and too time consuming. And the market has already rejected handcrafted level design in favour of "impressive" Gee Golly open worlds anyway, so there's no business incentive to go back now.
I disagree about original Zelda. Original Zelda required some order for dungeons, introduced the lock and key design, map and compass chest. Also introduced the idea of needing a dungeon item to explore more the overworld. It let you explore most of the overworld but wasn’t worried if you have all tools you need for this. Though I agree it’s a good marketing slogan.That is incorrect. They marketed it as the successor to The Legend of Zelda because it happens to be true as well as a good marketing slogan.
The thing in common is the fundamental player choice to do anything, go anywhere, and figure it out on your own. That is the point and why BOTW has sold so well.
Some of us in the “existing Zelda fanbase” were ready for something new and less linear after Twilight Princess. Skyward Sword sold the way it did because the “existing Zelda fanbase” wasn’t interested in the linear gameplay any more.
There is some truth in what you say about linear action adventures being costly to make in the HD era. Breath of the Wild was also costly as it was hard to get all the physics and chemistry systems to work. It is not an Ubisoft map that is just a placeholder for a checklist. There is carefully developed gameplay there. That new gameplay was a big part of the sales.
I disagree about original Zelda. Original Zelda required some order for dungeons, introduced the lock and key design, map and compass chest. Also introduced the idea of needing a dungeon item to explore more the overworld. It let you explore most of the overworld but wasn’t worried if you have all tools you need for this. Though I agree it’s a good marketing slogan.
A lot o fans wanted something as open as ALBW but I believe most didn’t like sacrificing dungeons for this.
So folks talk about the combat and the flexibility that’s there. Do 99% of the people actually use them?
I disagree about original Zelda. Original Zelda required some order for dungeons, introduced the lock and key design, map and compass chest.
If you went by video game message boards you’d think Wind Waker and Majora’s Mask were the best and Breath of the Wild and The Legend of Zelda were bombs. You‘d think kids of the late 1980’s rejected Zelda 2 rather than it being everywhere in elementary and middle school kid world back then.A lot o fans wanted something as open as ALBW but I believe most didn’t like sacrificing dungeons for this.
I agree with this. Elden ring also feels very crafted and thought out. Claiming all open world games are slapped together is not true. And a mix of both linier design and open world is not impossible as FROM SOFT proved with Elden ring and as can be seen in some areas of BOTW. BOTW has whole open areas which are essentially designed as linier pieces.That is incorrect. They marketed it as the successor to The Legend of Zelda because it happens to be true as well as a good marketing slogan.
The thing in common is the fundamental player choice to do anything, go anywhere, and figure it out on your own. That is the point and why BOTW has sold so well.
Some of us in the “existing Zelda fanbase” were ready for something new and less linear after Twilight Princess. Skyward Sword sold the way it did because the “existing Zelda fanbase” wasn’t interested in the linear gameplay any more.
There is some truth in what you say about linear action adventures being costly to make in the HD era. Breath of the Wild was also costly as it was hard to get all the physics and chemistry systems to work. It is not an Ubisoft map that is just a placeholder for a checklist. There is carefully developed gameplay there. That new gameplay was a big part of the sales.
Other than whistle you need candle to access level 8 and raft to access level 4, items that you find inside dungeons. OG introduced this idea of revisiting old places to explore further after getting an item.Incorrect. The dungeons can be done in any order except Ganon’s lair. The only keys are the whistle to drain the pond and the silver arrows to slay Ganon. Everything else is optiona.
If you went by video game message boards you’d think Wind Waker and Majora’s Mask were the best and Breath of the Wild and The Legend of Zelda were bombs. You‘d think kids of the late 1980’s rejected Zelda 2 rather than it being everywhere in elementary and middle school kid world back then.
Good news: They never went away!If dungeons are to return
I mean, the Divine Beast sections have some of the hallmarks of dungeons, so I don't consider it to be out of line for people to call them as such even if I don't, but if I'm honest, I spent more time in some of the Shrines than I did in those sections. And that's not saying much, the Shrines were incredibly breezy themselves.Good news: They never went away!
(You really need to word yourself differently here. Just because you didn't like them doesn't mean BotW didn't have dungeons. Imo it has the best dungeons in the series gameplay-wise.)
I mean, the Divine Beast sections have some of the hallmarks of dungeons, so I don't consider it to be out of line for people to call them as such even if I don't, but if I'm honest, I spent more time in some of the Shrines than I did in those sections. And that's not saying much, the Shrines were incredibly breezy themselves.
I make the distinction because with Shrines, there was not much to explore. Plenty to DO, when looking at them in aggregate, especially if you like physics puzzles/challenges, but not much to explore. And with the Divine Beasts, they were quite brief.
BotW seems to take a somewhat segmented design approach. Exploration is almost strictly for the world map and Hyrule Castle, physics puzzles largely stay with the Shrines and Divine Beasts (with some sprinkling of them in the world map), story/narrative is locked to Divine Beasts, highly isolated spots on the world map and Hyrule Castle. Rarely is there an intersection of all 3. And the combat, well... to put it mildly, I was often out of practice with combat for most of my playthrough because outside of the Blights and Ganon himself, you could legitimately make a decent effort at a pacifist run of the game, cuz I kinda started that way by accident (mostly saying "is this encounter really worth the broken weapon?" and usually deciding no, was a psychological impediment on my part).
In past Zelda games, dungeons were kind of a full synthesis of exploration, puzzle-solving (some far more aggressive on this angle than others) and narrative (usually at the beginning and end, sometimes in the middle), with a much more emphasized and necessary combat focus in those sections for good measure. So when I use the phrase "dungeon", I'm referring to a larger semi-enclosed area that achieves that synthesis. Shrines do not achieve that and, while I mentioned the Divine Beasts had some hallmarks of a dungeon, those sections were both quite short and did not achieve this measure of full synthesis I relate to the term.
One of the best parts of BotW. No focus on fighting, instead leaving it to the player whether to engage in battle or not, based on fun and risk/reward. If only sneaking didn't suck, it'd have been even more fun.And the combat, well... to put it mildly, I was often out of practice with combat for most of my playthrough because outside of the Blights and Ganon himself, you could legitimately make a decent effort at a pacifist run of the game, cuz I kinda started that way by accident (mostly saying "is this encounter really worth the broken weapon?" and usually deciding no, was a psychological impediment on my part).
One of the best parts of BotW. No focus on fighting, instead leaving it to the player whether to engage in battle or not, based on fun and risk/reward. If only sneaking didn't suck, it'd have been even more fun.
The best games don't need combat to fluff out game time, it's extremely hard, just think about the number of 'serious' games that let you avoid confrontation. Deus Ex springs to mind and it's great because of that, too. BotW manages to offer so much gameplay other than combat and still is fun to play. And when you do enter combat, it feels fresh, too, thanks to all the physics and variety in weapons.
Just pointing out why looooong dungeons aren't missed by many ;o
So... do what the rest of BotW does and make them optional. Problem solved, everyone gets what they want.One of the best parts of BotW. No focus on fighting, instead leaving it to the player whether to engage in battle or not, based on fun and risk/reward. If only sneaking didn't suck, it'd have been even more fun.
The best games don't need combat to fluff out game time, it's extremely hard to pull off, just think about the number of 'serious' games that let you avoid confrontation. Deus Ex springs to mind and it's great because of that, too. BotW manages to offer so much gameplay other than combat and still is fun to play. And when you do enter combat, it feels fresh, too, thanks to all the physics and variety in weapons.
Just pointing out why looooong dungeons aren't missed by many ;o
Who is "so many"?Considering how many people who love Breath of the Wild point out how weak the dungeons were should tell you that many do in fact missed the long dungeons. Just not enough to knock points off and Breath of the Wild being the first of its kind for Zelda. Why do you think so many people hope that Tears of the Kingdom will fixed this and have more expansive dungeons.
And those people are wrong. One of the most complex combat systems in gaming history.Breath of the Wild's shallow combat system was also points people disliked about the game.
Who is "so many"?
And those people are wrong. One of the most complex combat systems in gaming history.
I don't think we can say this though - attach rate wise, it is among the highest among all the Zelda games (Twilight Princess could've been higher attach rate on GCN if it wasn't cross-gen with Wii); and let's not forget that Wind Waker was still the 4th best selling Gamecube game.
This is a worthless list. It means as much as this one:That's another metric we can compare Zelda games on, where they ranked compared to other titles on their console:
NES / Famicom
SNES / Super Famicom
- Zelda 1: 5th/6th (behind SMB1/USA/3 and Duck Hunt, and maybe Tetris)
- Zelda 2: 8th (behind the above including Tetris, and Dr. Mario)
Game Boy
- ALTTP: 7th (behind SMW, Kart, Mario All-Stars, DKC1/2 and Street Fighter 2)
N64
- Link's Awakening + DX: 6th (behind PkMn RGBY, GSC, Mario Land 1/2 and Tetris)
- Oracles (combined): 12th
Game Boy Advance
- Ocarina: 4th (behind Mario 64, Kart 64 and Goldeneye)
- Majora: 12th
Gamecube
- LTTP + Four Swords: 11th
- Minish Cap: 19th
Wii
- Wind Waker: 4th (behind only SSBM, Sunshine and Double Dash!!)
- Twilight GCN: 20th
- Four Swords Adventures: unknown
Nintendo DS
- Twilight Wii: 13th (behind Wii Sports/Resort/Fit/Fit Plus/Play/Party, NSMBW, SSBB, Just Dance 3, Mario Party 8, Mario Kart Wii and Mario Galaxy)
- Link's Crossbow Training: 18th
- Skyward: 24th
Nintendo 3DS
- Phantom Hourglass: 17th
- Spirit Tracks: 33rd
Wii U
- Ocarina 3D: 13th
- ALBW: 16th
- Majora 3D: 21st
- Tri Force Heroes: 44th
- Hyrule Warriors Legends: unknown
Switch
- Wind Waker HD: 9th
- BOTW Wii U: 13th
- Twilight HD: 19th
- Hyrule Warriors: 20th
- BOTW NSW: 4th (behind only MK8DX, Smash Ultimate and New Horizons)
- Link's Awakening NSW: around 24th
- Age of Calamity: around 28th
- Skyward HD: around 30th
- Cadence of Hyrule and Hyrule Warriors 1: unknown
With this list, we can see that the highest position that any Zelda game has achieved (so far) is 4th best selling game on their console. To me that indicates that, on those consoles, Zelda was definitely a system seller (even if the system didn't end up selling a huge amount overall). And, the 3 games that have that ranking are Ocarina of Time, Breath of the Wild... and Wind Waker.
You seriously need to stop making up shit.OOT did too, despite not being able to fully turn around the dramatic headwinds due to the software droughts on the N64 that drove customers away. Problem was that the game sold on presentation and people got bored of the linear gameplay.
Then why did Wind Waker bomb in Japan? It was meant to stay as close to OOT's gameplay as possible. It wasn't the art style like in the west.You seriously need to stop making up shit.
Just because you dismiss the gameplay doesn't mean that the market doesn't see it and respond to it.Breath of the Wild's combat system is nowhere close to complex. You can ignore almost all of it and beat the entire game at 100% by pressing A. It isn't a Soul game where you have to learn the combat to succeed. And saying 'those people are wrong' isn't an argument and makes you come off as if your opinion is right.
As for the 'many', most review pointed out how weak the dungeons were along with several game outlets like GameXplain, Good Vibe Gaming, and several podcast. The Sacred Beast dungeons were repeatedly stated to be the worst part of the game and the hope is Tears of the Kingdom will fixed this along with having a better story, bosses, and side-quests. Most are not asking for Twilight Princess/Skyward Sword level of dungeon design, but few people think the Sacred Beasts were good outside of the map gimmick.
Just because you dismiss the gameplay doesn't mean that the market doesn't see it and respond to it.
Then why did Wind Waker bomb in Japan? It was meant to stay as close to OOT's gameplay as possible. It wasn't the art style like in the west.
Why did Twilight Princess bomb in Japan? If has that same linear gameplay as OOT. It sold in the west because there was a large OOT fanbase who wanted OOT with better western styled graphics. Still, why did its sales in the west fall off a cliff so soon when the Wii sold well for years after launch?
Why did Skyward Sword bomb?
I give Majora's Mask a pass because it was a rom hack/project management demo for Mr. Miyamoto that was released at the end of the N64's life.
Please don't think that I hate the linear 3D Zelda's. I actually have played them all and liked them all. I happen to like The Legend of Zelda and Breath of the Wild even more.
Regardless, there has to be a reason for why Wind Waker bombed (in Japan since there wasn't an issue with the art style there), Twilight Princess bombed in Japan, Skyward Sword bombed while Breath of the Wild has sold 30 million, of which at least 2/3rd are new fans.
No, you'd ruin a successful formula to appease a fraction of a fraction of a fraction of a vocal minority that only exists on video game forums.So... do what the rest of BotW does and make them optional. Problem solved, everyone gets what they want.
Saying that Breath of the Wild's battle system is far from complex on top of being able to beat the entire game at 100% by pressing one button isn't being 'dismissive'. It's factual that Breath of the Wild's battle system while very flexible isn't complex and you hardly need to engage in it outside of boss battles.
Then why did Nintendo consider canceling the Zelda series after the Wind Waker? If it's not a bomb by your definition, what terminology would you prefer?Those games didn't 'bomb'. They may not have sold as well as Nintendo would have liked, but they hardly bomb. They didn't sell Metroid or Wonderful 101's numbers, so please stop being dishonest in this regard.
BOTW has emergent combat strategies aided by the chemistry system, stealthing /misdirecting the AI system and taking full advantage of the environment. This is really well illustrated in the "reset" scenarios like the Master Sword DLC or Eventide Island, which strip you of all gear and force you into exploiting any and all alternative approaches outside "press B" repeatedly.
BOTW isn't generally difficult and paradoxically tends to be less difficult the further you progress (though the hidden XP system does counter/slow that incrementally) but the emergent combat still keeps things engaging over a longer window imo and definitely moreso than older games in the series (which are also dead easy post-NES). BOTW very easily has the best combat in the entire franchise.
The fact you can do that shows how open ended Breath of the Wild is. If the player wants to take your strategy, they can. If they want to use some of the gameplay systems, they can too.
You are confusing choice for barrenness. That is a common linear Zelda fan on a video game forum rhetorical tactic. Just because you do not choose to explore and investigate everything in Hyrule does not mean it isn't there and doesn't mean they aren't selling points.
Then why did Nintendo consider canceling the Zelda series after the Wind Waker? If it's not a bomb by your definition, what terminology would you prefer?
I am not being dishonest. I am going by Nintendo's public comments about the sales of the games from the N64 through to Breath of the Wild.
1). Mr. Miyamoto being liking the sales of OOT but being unhappy with the time and cost it took to make it is public knowledge.
2) Majora's Mask being a test to see if Mr. Aonuma could make a 3D Zelda title for the N64 in a year is public knowledge.
3). Mr. Miyamoto trying to figure out how to prevent so many copies of Wind Waker ending up in the used game stores like when players quit OOT at the Water Temple, thus making Wind Waker easy is public knowledge.
4). I already provided the source for Nintendo almost canceling the Zelda series after the Wind Waker.
5). Mr. Aonuma asking western fans what they would like in a 3D Zelda is public knowledge.
6). Nintendo being disappointed in Twilight Princess's sales in Japan is public knowledge.
7). Nintendo tweaking Skyward Sword to try to appeal to Japanese fans (high school anime elements, Zelda being "cuter" rather than the stoic TP Zelda, Nintendo though JP customers wanted more linear gameplay) as well as Mr. Miyamoto wanted to prove that you didn't need to spend so much resources designing a massive 3D world and being upset that it failed is public knowledge.
8) Finally, Nintendo themselves saying they looked to The Legend of Zelda as well as Skyrim for inspiration to design Breath of the Wild is again public knowledge.
That is a common linear Zelda fan on a video game forum rhetorical tactic
Then why did Nintendo consider canceling the Zelda series after the Wind Waker? If it's not a bomb by your definition, what terminology would you prefer?
None of these games bombed and Majora's Mask isn't just a rom hack just because it reused a bunch of NPC models from OoT. And Wind Waker wasn't a "colossal failure". Ridiculous hyperbole like that doesn't help your point.Then why did Wind Waker bomb in Japan? It was meant to stay as close to OOT's gameplay as possible. It wasn't the art style like in the west.
Why did Twilight Princess bomb in Japan? If has that same linear gameplay as OOT. It sold in the west because there was a large OOT fanbase who wanted OOT with better western styled graphics. Still, why did its sales in the west fall off a cliff so soon when the Wii sold well for years after launch?
Why did Skyward Sword bomb?
I give Majora's Mask a pass because it was a rom hack/project management demo for Mr. Miyamoto that was released at the end of the N64's life.