What makes something Ocarina level?

Recommended Videos

agentorange98

New member
Aug 30, 2011
299
0
0
Kay this ties in to my other thread a little but what allows a game to qualify as being on the level of or this generations version of Zelda: Ocarina of Time?
 

NerfedFalcon

Level i Flare!
Mar 23, 2011
8,101
2,013
118
Gender
Male
I probably can't help, seeing as I actually didn't like Ocarina that much. Mostly I just found it boring, and any attempts to start the game with the intention of beating it were hosed down by the game's nasty case of irritable owl syndrome. And no, I did not spell that wrong.
 

Shadowstar38

New member
Jul 20, 2011
2,204
0
0
It would have to be something we have never seen done to a game before. The game in questions would have a bunch of new innovations that blow everybody away. I cant explain what that is because it just doesnt exist yet.
Skyrim will be good, but it took Oblivion to be able to fine tune the formula.

I want a game take a drastic step into something totally different and have it work.
 
Aug 1, 2010
2,766
0
0
Impact.

I thought Ocarina really wasn't as amazing as some people remember, but the reason it went down in history is the INCREDIBLE impact it had on gaming.
 

garjian

New member
Mar 25, 2009
1,013
0
0
Significant changes to both it's series and gaming in general is what's required.
 

pearcinator

New member
Apr 8, 2009
1,210
0
0
A game needs to basically 'reinvent the wheel' or introduce something new that completely changes how the game is played to be considered a masterpiece like OoT.

OoT introduced lock-on combat which is a standard most games take advantage of today and was epic like which we hadn't seen before that time. In my opinion, there are many games that have improved on the gameplay of OoT but it is still my favourite game because it was what made me a gamer.

Virtual reality games will change that but thats still years away.
 

isometry

New member
Mar 17, 2010
708
0
0
I understand the cynical point of view, Ocarina was over-hyped at release and not particularly ground breaking.

The game was extremely polished and all-around pleasant with its graphics, sound, and gameplay. I think the reason a lot of us remember it negatively is that it wasn't really thrilling or inspired, a sign that games like Mario 64 and FF7 had already taken gaming to a plateau that would last several years.
 

The_Blue_Rider

New member
Sep 4, 2009
2,190
0
0
I'd say it needs to something significant, I havent played OoT, but from what I hear, it was one of the first games to do 3D well (The other being super mario 64), I dont think there will be another game with just as much impact anytime soon, now that most major innovations are commonplace.
 

Gnarynhar

New member
Jan 9, 2010
73
0
0
Uh, long travel times, your character yelling "haaa!" and "skeg!" with every swing of your sword and a companion character that you want to gag?
 

Erana

New member
Feb 28, 2008
8,010
0
0
Quality, consistency, and timelessness.

OoT, by all counts, is a well-designed game. Length, audio, visual design and variety, gameplay, everything is, with few exceptions, is pretty far North of "simply functioning." The bosses are fun, (and at the time, finding bosses that both behaved uniquely form general baddies AND actually functioned without odd and awkward tactics like literally tapping their asses until you strip them of their flesh [http://www.youtube.com/watch?v=JxrsxN42fVk] and the game in general makes good use of most of the new toys it gives you. There's a lot of variety in gameplay without making it a level-based action mish-mash like many of its contemporaries. (in under a minute and without teleportation, you could go from fighting a shadow version of yourself in a mysterious abyss to a surprisingly fun fishing sim)
Generally, the worst things you hear about with the game are Navi, the Water temple being over complicated, and having to go to the menu to switch apparel. (AKA: the Water Temple Strikes Back, part: Boot)
Are they really that bad? Nope.

And of course, consistency is consistency. Great dungeons, fun characters all around, nifty weapons, the storyline becomes more complicated in a logical manner, and of course, it manages to feel like the same world, all the time. I can envision the annoying Mido from the Kokiri Forest existing simultaneously with Daurnia, Kaporea Gaborea, the princess, Ganondorf, or even the dungeon bosses like Volgiva, because they feel like that's the kind of menace that would be in the fantasy world they live in.
The only time the player is plunged into a drastically different mood and environment really is the Shadow Temple, but years later, I'm still not entirely sure how to feel about that one.

For both the first and third points I have to make,interacting with the world is quite intuitive, and even though you can definitely tell from which period in gaming history it came from, a kid just now coming of age to start gaming could easily slip into it and have fun without the jarring, generation-before-you-started-gaming experience I'll admit I had when I first played ALTTP.
 

King of the Sandbox

& His Royal +4 Bucket of Doom
Jan 22, 2010
3,264
0
0
garjian said:
Significant changes to both it's series and gaming in general is what's required.
This, I think.

Z-targeting, the music, the characters, the design... All amazing. The ONLY problem I had with it was the Water Temple. And even that turned out to be one of my greatest feelings of video game accomplishment (read as; vengeance).

Honestly, I even loved Navi saying "Hey, listen!" because it helped immersion. I really think Navi gets more flak for being annoying than she deserves .
 

Dansen

Master Lurker
Mar 24, 2010
932
39
33
It provided the same mission structure that all zelda games have. You play one Zelda game, you have played them all, as far as I am concerned.