Something went wrong. Try again later

Godwind

This user has not updated recently.

2924 345 49 67
Forum Posts Wiki Points Following Followers

Zelda isn't about story and Puzzles, it is an action/RPG

Today Zelda defined by the following definitions, story, puzzles exploration, characters and adventures.  I make this conclusion not of my opinion but on what others discuss of Zelda .  If we were to call Zelda an Action RPG today, we would find a lot of confusion today.  Today, nobody defines Zelda as an action RPG.  We call it an adventure game.  It shouldn't come to much surprise.  After all Nintendo no longer calls Zelda an action RPG but an adventure game.  Just take a look Nintendo's listing of Zelda 1 , Zelda 2 , Zelda a Link to the Past , Zelda Ocarina of Time , and Zelda Majora's Mask .  It would make a lot of sense on the surface with proof like that.  But then what about games that are Zelda like?  There are some games that without a doubt can be dubbed "zelda clones" or "Zelda like games" made by other companies.  Would they label their games as adventure games?  Here is a partial list of them:
Neutopia
Neutopia II
Faxandu
Wonder Boy 3
Beyond Oasis
Secret of Mana

If you were to look at all those links, they are defined as Action RPGs (with exception of Secret of Mana, which is defined as just an RPG).  Isn't bizarre that Nintendo would term their games different from the competition?  I would say it is bizarre that Nintendo decided to relabel their games.  Zelda was once defined as action RPG just like the rest of these.  Take a look at the last paragraph of this Nintendo Newsletter.  Nintendo defined their series as a combination of action and rpg games.


No Caption Provided

 


So how did this new label come to be?  There are two reasons for this, the hybrid principle and productivity purposes.  Back in the NES days, video games were rarely defined by their genre.  Games were being designed to be hybrids and mixes and matches of games to make brand new ones.  What do people call a game that plays like Zelda and a vertical scrolling shooting game?  It is called Guardian Legend .  How about taking Zelda and Mario together?  That is called Metroid .  What about Metroid and Zelda?  That is called Blaster Master .  How about blending Contra and Mario?  I'll call that Megaman .  Thanks to to blending of games, fresh, exciting and new games were coming out.  When you look at the Zelda series, it isn't as action intensive as other games such as Mario and a few others that come to mind when you think action games.  Then there is the other extreme, the RPGs, where Zelda fails to have that intensive RPG values of stat building that previous RPGs had.

The second and more important reason is productivity purposes. Go into 1995 and the industry made the jump from 2d to 3d with consoles and Nintendo wants all their games to be 3d.  Now you need to produce a game that was once 2d into a 3d setting.  Such a rule can be hard to apply if there distinct guidance how to go about.  So how do you go about getting those results?  Redefine what you are working with.  As long as matches some of the features built from previous games, it gives a designer some wiggle room.  That is how Zelda Orcarina of Time was built.  They did this by maintaining certain features, such as combat, item acquisition, dungeon crawling, and maintaining common experiences such as exploration.  However, the features would become later redefined.  Instead of defending against a hoard of enemies in one room, a player in Orcarina of time is likely to face off one enemy at a time(However, the illusion of being attacked by multiple enemies was created).  Items which had previous had preserved most of its value extensively through out the game became tied mostly to one dungeon (where events would be triggered to make an item look useful.)  In the original zelda, bombs were just as important for combat as the sword in the same manner that it was important for exploring.  Today, most of a bombs use is for exploration.  Dungeon Crawling, the place of the most dangerous combat in the game, got replaced with the use of puzzles to restrict exploration.  Even exploration has been redefined in Zelda.  Just check out this speed run.

  

  

Notice how the person decided to follow which order of doing dungeons is being done.  Today, a player MUST move from dungeon 1 to 2 to 3 and so forth.

Keep in mind another mentality of today.  Isn't there much complaint about how Zelda feels stale?  That each new iteration loses its "magic."  What it does well is to attract new gamers who will get that "magic" where as old gamers feel like their eating stale bread.  Zelda 2 is always gets poked at for being the black sheep for being different from the other zelda games.  It is perhaps the most Zelda game out there with being the most intensive in the action and rpg department of the series.  Ask someone who played Zelda 1 "how many times did you playthrough this game?"  I can tell you right now, more times than the number of fingers they have.  I know  this to be true for myself.  I played the game back in the 90's, when the collector's edition was released and even today.  The same is true for Zelda 2 and Zelda 3.  Ask a person "How many times did you playthrough Orcarina of Time, Majora's Mask, Windwaker and Twilight Princess?"  I played through Orcarina of Time probably about 5 times, and once I beat the rest, I would only scratch the surface with them playing in no more than 2 hours.  This is a clear problem in regard to quality of those that is being designed with the new games.  They simply lack the replay value that the older games had.  Zelda doesn't need new gimmicks to try to fresh (such as boat sailing or a link transforming into a wolf), but instead needs to go back to roots as an action/rpg.  So here is my check list:

Combat:  When a player entered a room, players were attacked by hoards of monsters at the same time, something that could keep a game from going stale and staying a classic.

Items:  Most items are almost exclusively useful in the dungeons they are found in.  They should be more useful for combat and have a flexible tactical use for the player to use.  in addition, it should also reshape how the player explores the landscape of the game, which modern zelda games aren't doing.

Get rid of Puzzles:  Is a puzzle in a zelda game interesting again once again when it is solved?  The answer is no.  It is simply no longer fresh and becomes redundant in every sequence of play since the player knows how to solve the puzzle again.

Exploration:  There was a time when the player shaped most of this.  This allowed for the experience to be ever changing from the first playthrough and allow for a unique experience every time. The new zelda games do this for you and result in a redundant experience.  

Keep the story to the instruction booklet:  In the old days, most of the story was told through the booklet.  It gave more sense of myth to create a sense of premise or purpose for why the world of zelda exists.  Then once it became in game, the rest of it was left to the imagination of the player.

Anyways sorry I haven't been very active in the forums.  I have been pretty busy with school work and what not.  I should be coming on more frequently since the school year is ending.

20 Comments

20 Comments

Avatar image for godwind
Godwind

2924

Forum Posts

345

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Godwind

Today Zelda defined by the following definitions, story, puzzles exploration, characters and adventures.  I make this conclusion not of my opinion but on what others discuss of Zelda .  If we were to call Zelda an Action RPG today, we would find a lot of confusion today.  Today, nobody defines Zelda as an action RPG.  We call it an adventure game.  It shouldn't come to much surprise.  After all Nintendo no longer calls Zelda an action RPG but an adventure game.  Just take a look Nintendo's listing of Zelda 1 , Zelda 2 , Zelda a Link to the Past , Zelda Ocarina of Time , and Zelda Majora's Mask .  It would make a lot of sense on the surface with proof like that.  But then what about games that are Zelda like?  There are some games that without a doubt can be dubbed "zelda clones" or "Zelda like games" made by other companies.  Would they label their games as adventure games?  Here is a partial list of them:
Neutopia
Neutopia II
Faxandu
Wonder Boy 3
Beyond Oasis
Secret of Mana

If you were to look at all those links, they are defined as Action RPGs (with exception of Secret of Mana, which is defined as just an RPG).  Isn't bizarre that Nintendo would term their games different from the competition?  I would say it is bizarre that Nintendo decided to relabel their games.  Zelda was once defined as action RPG just like the rest of these.  Take a look at the last paragraph of this Nintendo Newsletter.  Nintendo defined their series as a combination of action and rpg games.


No Caption Provided

 


So how did this new label come to be?  There are two reasons for this, the hybrid principle and productivity purposes.  Back in the NES days, video games were rarely defined by their genre.  Games were being designed to be hybrids and mixes and matches of games to make brand new ones.  What do people call a game that plays like Zelda and a vertical scrolling shooting game?  It is called Guardian Legend .  How about taking Zelda and Mario together?  That is called Metroid .  What about Metroid and Zelda?  That is called Blaster Master .  How about blending Contra and Mario?  I'll call that Megaman .  Thanks to to blending of games, fresh, exciting and new games were coming out.  When you look at the Zelda series, it isn't as action intensive as other games such as Mario and a few others that come to mind when you think action games.  Then there is the other extreme, the RPGs, where Zelda fails to have that intensive RPG values of stat building that previous RPGs had.

The second and more important reason is productivity purposes. Go into 1995 and the industry made the jump from 2d to 3d with consoles and Nintendo wants all their games to be 3d.  Now you need to produce a game that was once 2d into a 3d setting.  Such a rule can be hard to apply if there distinct guidance how to go about.  So how do you go about getting those results?  Redefine what you are working with.  As long as matches some of the features built from previous games, it gives a designer some wiggle room.  That is how Zelda Orcarina of Time was built.  They did this by maintaining certain features, such as combat, item acquisition, dungeon crawling, and maintaining common experiences such as exploration.  However, the features would become later redefined.  Instead of defending against a hoard of enemies in one room, a player in Orcarina of time is likely to face off one enemy at a time(However, the illusion of being attacked by multiple enemies was created).  Items which had previous had preserved most of its value extensively through out the game became tied mostly to one dungeon (where events would be triggered to make an item look useful.)  In the original zelda, bombs were just as important for combat as the sword in the same manner that it was important for exploring.  Today, most of a bombs use is for exploration.  Dungeon Crawling, the place of the most dangerous combat in the game, got replaced with the use of puzzles to restrict exploration.  Even exploration has been redefined in Zelda.  Just check out this speed run.

  

  

Notice how the person decided to follow which order of doing dungeons is being done.  Today, a player MUST move from dungeon 1 to 2 to 3 and so forth.

Keep in mind another mentality of today.  Isn't there much complaint about how Zelda feels stale?  That each new iteration loses its "magic."  What it does well is to attract new gamers who will get that "magic" where as old gamers feel like their eating stale bread.  Zelda 2 is always gets poked at for being the black sheep for being different from the other zelda games.  It is perhaps the most Zelda game out there with being the most intensive in the action and rpg department of the series.  Ask someone who played Zelda 1 "how many times did you playthrough this game?"  I can tell you right now, more times than the number of fingers they have.  I know  this to be true for myself.  I played the game back in the 90's, when the collector's edition was released and even today.  The same is true for Zelda 2 and Zelda 3.  Ask a person "How many times did you playthrough Orcarina of Time, Majora's Mask, Windwaker and Twilight Princess?"  I played through Orcarina of Time probably about 5 times, and once I beat the rest, I would only scratch the surface with them playing in no more than 2 hours.  This is a clear problem in regard to quality of those that is being designed with the new games.  They simply lack the replay value that the older games had.  Zelda doesn't need new gimmicks to try to fresh (such as boat sailing or a link transforming into a wolf), but instead needs to go back to roots as an action/rpg.  So here is my check list:

Combat:  When a player entered a room, players were attacked by hoards of monsters at the same time, something that could keep a game from going stale and staying a classic.

Items:  Most items are almost exclusively useful in the dungeons they are found in.  They should be more useful for combat and have a flexible tactical use for the player to use.  in addition, it should also reshape how the player explores the landscape of the game, which modern zelda games aren't doing.

Get rid of Puzzles:  Is a puzzle in a zelda game interesting again once again when it is solved?  The answer is no.  It is simply no longer fresh and becomes redundant in every sequence of play since the player knows how to solve the puzzle again.

Exploration:  There was a time when the player shaped most of this.  This allowed for the experience to be ever changing from the first playthrough and allow for a unique experience every time. The new zelda games do this for you and result in a redundant experience.  

Keep the story to the instruction booklet:  In the old days, most of the story was told through the booklet.  It gave more sense of myth to create a sense of premise or purpose for why the world of zelda exists.  Then once it became in game, the rest of it was left to the imagination of the player.

Anyways sorry I haven't been very active in the forums.  I have been pretty busy with school work and what not.  I should be coming on more frequently since the school year is ending.

Avatar image for zityz
zityz

2365

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By zityz

I've always thought Zelda games to be Adventure games. There is really no "Leveling" up per say, no loot drops. Your one dude going from dungeon to dungeon killing a boss and advancing a story. I see what you mean though. There are a lot of similarities between the genre, however now-a-days a lot of games have a lot of different genres in them.


This is basically a adventure game with some rpg elements in it, like Metroid.
Avatar image for claude
Claude

16672

Forum Posts

1047

Wiki Points

0

Followers

Reviews: 2

User Lists: 18

Edited By Claude

I was reading May's issue of Game Informer today about early innovators. Zelda was quoted as being an Action-Adventure game. So, maybe it's an action-adventure game with rpg elements. AARPG

Avatar image for kyreo
Kyreo

4680

Forum Posts

5544

Wiki Points

0

Followers

Reviews: 0

User Lists: 9

Edited By Kyreo
@Claude said:
" I was reading May's issue of Game Informer today about early innovators. Zelda was quoted as being an Action-Adventure game. So, maybe it's an action-adventure game with rpg elements. AARPG "
Anti Aircraft Rocket Propelled Grenade
Avatar image for claude
Claude

16672

Forum Posts

1047

Wiki Points

0

Followers

Reviews: 2

User Lists: 18

Edited By Claude
@Kyreo said:
" @Claude said:
" I was reading May's issue of Game Informer today about early innovators. Zelda was quoted as being an Action-Adventure game. So, maybe it's an action-adventure game with rpg elements. AARPG "
Anti Aircraft Rocket Propelled Grenade "
That's the one. Especially with Ocarina of Time going 3D. Watch out!!!
Avatar image for jay444111
Jay444111

2638

Forum Posts

1

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Jay444111

Without the story though, the legend of zelda would be an incredibly empty series, with the only characters being static note boxes at most. You cut the magic in half if you remove the story that the creators made. Yes, Legend of zelda series is a storytelling videogame series nowadays. Mainly the 3D ones such as OoT and Majora's mask, to wind waker and twilight princess. each of these tell a pretty good tale, and you can connect them to each other, (yes, I am one of the few that knows how the legend of zelda continuity is.) Now that the formula is getting old, with all the dungeons and such. They need stories wether people like it or not. (who doesn't like it though?)

Avatar image for lukeweizer
Lukeweizer

3304

Forum Posts

24753

Wiki Points

0

Followers

Reviews: 1

User Lists: 2

Edited By Lukeweizer

You don't level up. It's not an RPG.

Avatar image for wrighteous86
wrighteous86

4036

Forum Posts

3673

Wiki Points

0

Followers

Reviews: 5

User Lists: 1

Edited By wrighteous86

A lot of that changed because of, and in response to, Ocarina of time. I address a bit of that in a retrospective I just wrote up. Check it out, if you're interested.

Avatar image for kandycane2029
Kandycane2029

517

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Kandycane2029

Zelda II was the only one in the series to have RPG elements (leveling) as far as I know.

Avatar image for red
Red

6146

Forum Posts

598

Wiki Points

0

Followers

Reviews: 5

User Lists: 11

Edited By Red

Along with most other Nintendo franchises, I think Zelda has a lot of really, really, really great parts to it, but the dungeons just bog everything down. They're all too long, and have far too little story interaction to keep me interested. That, and the puzzles never really seem to follow any traceable logic, and the game requires far too much backtracking.


The music, bosses, animation and style of the Zelda--and occasionally the story--have always been top-notch, but subtle flaws have always eventually driven me from actually completing a game in the series. If it were to move into a more action rpg-like realm, with a more cohesive quest and better pacing--never once have I not felt like finishing a BioWare game--Nintendo could most definitely have something.

Or, hey, they could just make the game I was talking about, but call it something different! Make a new franchise!

Oh wait, it's Nintendo. That won't happen.
Avatar image for shaymarx
Shaymarx

131

Forum Posts

2

Wiki Points

0

Followers

Reviews: 0

User Lists: 1

Edited By Shaymarx

Zelda is what it is. I have always referred to it as an RPG. Then again I what you may call old school. I first played Defender in 1986 and was given a ZX Spectrum+ 2 in 1988. Spent a lot of time playing Dizzy games which would now be classified as 'puzzel platformers'. In theory if you take the later Dizzy games add combat and upgradable health and magic bars you get Zelda. But Zelda also has an expanding inventory, suits and weapon and tools that either increase in power or are replaced by better ones. Every time I hear Peter Molyniex talk about a new Fable game it feels like he wants to make a game better than Zelda. I wonder how he feels.
Avatar image for godwind
Godwind

2924

Forum Posts

345

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By Godwind

@zityz said:

" I've always thought Zelda games to be Adventure games. There is really no "Leveling" up per say, no loot drops."

 
Quite the opposite.  Leveling is merely symbolic of increasing power in games.  When you beat a dungeon, isn't the person rewarded with a heart container?  Isn't that an increase in power?  When a player increases his power through the acquisition of a new sword such as wooden sword to white sword to magic sword, is that not an increase in strength?  When a player can expand his inventory size, isn't that a greater a power to player?  I think you are taking something fundamental in these rpgs for granted.  Leveling up is no more than an increase in strength, which zelda does focus on regardless which game you play in the series.  As for loot drops, they do in fact exist.  If you defeat an enemy, isn't there a probability of the enemy dropping rupees, hearts, bombs and things that replenish quantitative resources?

 
@zityz said:

"Your one dude going from dungeon to dungeon killing a boss and advancing a story.
"

 Doesn't that sound much like what we expect of a jrpg?  Oddly enough, you seem to tie it down to story.  In the early Zelda games, the story was terse and almost non existent.  Most of the the story was told through background information from the booklets.

@Claude said:

" I was reading May's issue of Game Informer today about early innovators. Zelda was quoted as being an Action-Adventure game. So, maybe it's an action-adventure game with rpg elements. AARPG "


You shouldn't look at that as being important to what zelda is.  You must observe what zelda does as a game.

@Kandycane2029 said:

" Zelda II was the only one in the series to have RPG elements (leveling) as far as I know. "

As I said before, leveling is only symbolic of increasing strength as a game progresses.  It is without a doubt in my mind that as the game goes by, the player is increasing in strength overtime.


 @Red said:

" Along with most other Nintendo franchises, I think Zelda has a lot of really, really, really great parts to it, but the dungeons just bog everything down. They're all too long, and have far too little story interaction to keep me interested. That, and the puzzles never really seem to follow any traceable logic, and the game requires far too much backtracking."

I think you have a few things backwards.  Dungeons are meant to be the meat and potatoes of the game.  You seem to correlate the issue of dungeons being a bad thing with the lack of story.  You got it wrong.  The dungeons are simply bad, at least in the new zelda games.  They are very methodical (ie puzzles) and ultimately become redundant and stale in regards to fun.  Story wasn't the main driver of early zelda games.  They are sparse in existence.  That puzzle solving and backtracking comes from bad dungeon design and overworld design.

 @Red said:

" The music, bosses, animation and style of the Zelda--and occasionally the story--have always been top-notch, but subtle flaws have always eventually driven me from actually completing a game in the series. If it were to move into a more action rpg-like realm, with a more cohesive quest and better pacing--never once have I not felt like finishing a BioWare game--Nintendo could most definitely have something."

Well whether a person finishes a game is irrelevant.  How much time a person puts into a game is what matters.  It is perhaps a greater measurement of whether one enjoys a product more than whether they completed a game.  When I first played Zelda, I never completed it myself.  It would be years before I actually do so, when I was around 13 I believe.


 @Red said:

" Make a new franchise!

Oh wait, it's Nintendo. That won't happen.
"

As far as things go in this regard, the evidence is stacked against.  Every new console Nintendo creates results in the creation of a new franchise.  Whether they are effective in attracting customers to these games is a different matter.

NES:
First meaningful Console, everything was new.

SNES:
F-Zero
Pilot Wings
Mario Kart
Mario Paint
Star Fox
Donkey Kong Country
Earthbound

N64:
1080 Snowboarding
Mario Party
Mario Golf
Mario Tennis
Super Smash Bros.
Custom Robo
Paper Mario

Gamecube:
Pikmin
Animal Crossing
Baten Kaitos
Chibi Robo
Odama
Batallion Wars
Mario Strikers

Wii:
Wii sports series
Wii Play Series
Wii Fit Series
Wii Music
Endless Ocean series
Art Style Series

Gameboy/Gameboy Color:
Kirby
Wave Race
Mario's Picross
Pokemon
Wario land

Gameboy Advance:
Advance Wars
Golden Sun
Fire Emblem
Mario and Luigi series
Wario Ware

Nintendo DS:
Nintendogs
Brain Age
Elite Beat Agents
Professor Layton
Rhythm Heaven
Glory of Heracles

Nintendo 3DS:
Steel Diver


 
@Jay444111 said:

" Without the story though, the legend of zelda would be an incredibly empty series, with the only characters being static note boxes at most. You cut the magic in half if you remove the story that the creators made. Yes, Legend of zelda series is a storytelling videogame series nowadays. Mainly the 3D ones such as OoT and Majora's mask, to wind waker and twilight princess. each of these tell a pretty good tale, and you can connect them to each other, (yes, I am one of the few that knows how the legend of zelda continuity is.) Now that the formula is getting old, with all the dungeons and such. "

 
I think you are going about it all around.  You are suggesting that people supplement dungeons for story.  If Nintendo isn't making good dungeons, it is a result of bad craftsmanship, and is being up in the difference in stories.  In other words, stories are being used as a bandage for poor game design.  What Nintendo needs to do is go the other way around and focus on its craftsmanship and good game design.  The old games aren't regarded as being stale.  The new games are the ones getting that reputation and using stories isn't effective means to solve it.  Since after all, every new zelda game comes packed with a new story.  So how does doing the thing that is stale and making the difference elsewhere a resolution to the fact that something is stale.

If you were to remove dungeons from Zelda, you would actually be removing what makes zelda in itself zelda.  Remove the stories and you still have a zelda game.

 @Jay444111 said:

" They need stories wether people like it or not. (who doesn't like it though?) "

 The old school zelda games are nearly non-existent in stories.  They don't need stories "whether people like it or not", after all, a game should attempt to appeal to people, so it isn't a matter whether people need it, but whether people want it.
Avatar image for jasonr86
JasonR86

10468

Forum Posts

449

Wiki Points

0

Followers

Reviews: 17

User Lists: 5

Edited By JasonR86

I think any label for any game is archaic for modern video games.

Avatar image for icemael
Icemael

6901

Forum Posts

40352

Wiki Points

0

Followers

Reviews: 20

User Lists: 20

Edited By Icemael

Nah, it's an action adventure. You fight enemies in an action combat system, and you explore and solve puzzles like in an adventure game. Remove that and there's nothing left.
@Godwind said:

" Get rid of Puzzles:  Is a puzzle in a zelda game interesting again once again when it is solved?  The answer is no.  It is simply no longer fresh and becomes redundant in every sequence of play since the player knows how to solve the puzzle again. "

A Zelda game without puzzles is just a beat 'em up with poor combat and nice atmosphere.
Avatar image for deactivated-57beb9d651361
deactivated-57beb9d651361

4541

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 4

@Godwind: How you can argue that Zelda is not story-orientated is beyond me. Though the series has very few cut-scenes, each installment since OoT (at least on home consoles), has had a story to tell. Often it is simply a bookend to the game, but other times (Twilight Princess), there is character development and a definite plot.

Majora's Mask intertwined narrative throughout its side-missions and temples, and provided some catharsis after the OoT ending (given that it deals with the same Link).

I can understand you point, that they are not necessarily plot-driven, but they are definitely about stories.
Avatar image for recroulette
recroulette

5460

Forum Posts

13841

Wiki Points

0

Followers

Reviews: 15

User Lists: 11

Edited By recroulette
@Godwind: A couple of the series you mention made their debut before where you have them on the list, those were just their NA releases.

Advance Wars was Famicom Wars and Rhythm Heaven was a GBA game in Japan.
Avatar image for vexxan
Vexxan

4642

Forum Posts

943

Wiki Points

0

Followers

Reviews: 0

User Lists: 3

Edited By Vexxan

Genres develop, I can see "Action RPG" being the most correct term back when the first Zelda game was released. Today, I think the appropriate genre is hard to define since its an action puzzle adventure mix. RPG? Not in my eyes, atleast.

Avatar image for phish09
phish09

1138

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By phish09

Zelda's an Action Adventure game with a heavy emphasis on the adventure side of things.  That's what I love about the games anyway.

Avatar image for deactivated-5a46aa62043d1
deactivated-5a46aa62043d1

2739

Forum Posts

496

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Zelda is action-adventure. End of story. 


It doesn't have loot.
It doesn't have dialogue.
It doesn't have choices.
It doesn't have leveling. 
You don't have a party.
You can't create your own character.
It doesn't have "skills" or "attributes" or anything similar. 

It really doesn't have anything that makes an RPG an RPG. And I'm not saying an RPG needs all of those things listed above, or even most of them, but it does need some of them.

The only thing I could see people getting confused about is if someone thought heart containers = leveling. That might be perceived as a light form of leveling, but if that's all Zelda's got then it's a very poor RPG indeed.

What Zelda does have is fighting enemies and solving puzzles. Action-Adventure. 
Avatar image for jasonr86
JasonR86

10468

Forum Posts

449

Wiki Points

0

Followers

Reviews: 17

User Lists: 5

Edited By JasonR86
@Soapy86 said:
" Zelda is action-adventure. End of story. 

It doesn't have loot.
It doesn't have dialogue.
It doesn't have choices.
It doesn't have leveling. 
You don't have a party.
You can't create your own character.
It doesn't have "skills" or "attributes" or anything similar. 

It really doesn't have anything that makes an RPG an RPG. And I'm not saying an RPG needs all of those things listed above, or even most of them, but it does need some of them.

The only thing I could see people getting confused about is if someone thought heart containers = leveling. That might be perceived as a light form of leveling, but if that's all Zelda's got then it's a very poor RPG indeed.

What Zelda does have is fighting enemies and solving puzzles. Action-Adventure. 
"
Well, it was more of a JRPG from an early perspective on that genre.  It has story development, dungeon crawling and character attribute progression (hearts, item power-ups, wallet capacity increases, etc.).  Like I've said previously, genres for games is a very archaic idea.  But I understand why Zelda games would be given the RPG tag.

Plus, it allows Nintendo to say they have first party games for the RPG crowd from a PR and advertising standpoint.  That tag opens up the sales of that game to a wider audience who might not realize what a Zelda game is all about but understand what an RPG is from a shallow, simplistic perspective.