f puzzles.
http://kotaku.com/th...pect-1590544423
Schreier: I just have to slip in one question that a lot of people are wondering—Mr. Aonuma, you've talked a lot about changing traditions and shifting away from the series formulas. Can you give me one example of a tradition that people are familiar with in Zelda that you've changed in a big way for the new Zelda that you're working on for next year?
Aonuma: So you know we've talked a little bit today about the puzzle-solving element in Zelda, and how that's kinda taken a different shape in Hyrule Warriors. But I think people have come to just assume that puzzle-solving will exist in a Zelda game, and I kinda wanna change that, maybe turn it on its ear.
As a player progresses through any game, they're making choices. They're making hopefully logical choices to progress them in the game. And when I hear 'puzzle solving' I think of like moving blocks so that a door opens or something like that. But I feel like making those logical choices and taking information that you received previously and making decisions based on that can also be a sort of puzzle-solving. So I wanna kinda rethink or maybe reconstruct the idea of puzzle-solving within the Zelda universe.
http://kotaku.com/ze...dium=Socialflow
See, the Wii's second Zelda game is packed with introductions and tutorials, to the point where it takes four to five hours before you can actually startplaying. That slow start was the biggest fan complaint about Skyward Sword, and for some critics, it became symbolic of Zelda's decline over the years.
Fortunately, Eiji Aonuma—the guy who runs Zelda for Nintendo—is aware of that problem. And when I spoke to him about it during an interview at E3 last week, he acknowledged that in hindsight, maybe it wasn't such a great idea to overload players with that many instructions. Speaking through translator Reiko Ninomiya, Aonuma promised that future Zelda games will take a step back.