I know it's quite early, especially as Skyward Sword was released only just months ago, but having already had a tech demo(I feel it's important to note that it was nothing more, so as to avoid another spaceworld incident), and supposed confirmation that the WiiU will be released by the end of this year, I don't think it would be such a bad idea to discuss the next Zelda game. Any ideas, hopes, realistic or not? Anything you'd like to see from older games, or things that have not yet been introduced to the series? Here's one idea I've had myself:
Generally, each and every game I've played on the Wii have felt very stiff when compared to those on other consoles. Not to say that they are necessarily worse, and not every game needs to be absolutely realistic, but for some it is a little jarring and sometimes even feels like a missed opportunity.
There are some games where it seems a bit useless outside of rare happenings, such as Halo, but then there are others where it seems more important, even if not the main focus of the game; Half Life 2, Red Faction, Portal, Banjo-Kazooie: Nuts & Bolts, GTAIV, etc.
Perhaps I am wrong in believing that the Wii isn't capable, and that rather it's just the developers that choose not to forgo such things as complex physics. Regardless, I think incorperating things like some slight destructable terrainor anything even remotely dynamic could go a ways to giving fresh puzzles and unique items.
In SS, you could knock down Bokoblin towers and searchlights, send them rolling downhill to their doom, blow stuff like sand or dust around or use the Gust Bellows to move platforms or some enemies, etc. All are interesting, but to me they also feel a bit static. The towers will always fall down in the same way, blowing up cracked walls will always leave a hole in exactly the same shape. There are some rules to be set, and I think Nintendo does so to avoid glitches as well as to keep things simple enough, but I don't think it would hurt to be a bit more experimental, and I also think it would open up more gameplay possibilities.
Perhaps there could be some debris left behind from explosions. Maybe you'd have to think more about where you place a bomb, or where you aim with a bomb arrow. Perhaps this kind of thing could be done with some enemies as well; a new type of Armos, that would otherwise be indestructible, would require you to blow bits of it away until you could get to the crystal(its weak spot) at its center. Either the hammer or the ball & chain could make a return for these kinds of things as well.
If anything even remotely like Minecraft is taken from, that could be good for things associated with both water and fire. Getting water to flow in certain directions or fill up or drain would no longer require obvious switches(and perhaps the Gust Bellows would take place of Minecraft's buckets). Getting fire to spread across certain things, like Bokoblin encampments or other wooden things, rope, maybe even oil could make for more original puzzles and situations.
I'm not so sure about physics to do with Link himself. I was content with his abilities in SS, only wishing for more variety of puzzles or enemies to have to do with the stamina meter, and a way to permanently upgrade it. I'd rather not have any cheap ragdoll effects for neither him or the enemies, as they seem overused and the animations Nintendo have been using seem just fine.
I wouldn't want it to go too far, as there comes a point where it might infringe on other parts of the design of the game, or otherwise leave things open for bugs, but I feel that it could go towards making things more lively. While not quite so sophisticated, TWW and SS felt like they had a lot of interaction with the environment that had a lot of potential to build upon.
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About suffering they were never wrong,
The Old Masters: how well they understood
Its human position; how it takes place
While someone else is eating or opening a window or
just walking dully along...