Tuesday, May 24, 2016

Religious Symbolism in Majora's Mask Dante's Journey Part Two

Lost in the path of Hell
(5/23/2016) --- It is impossible to not notice how Majora's Mask is inspired and even could be consider a retelling of the classical work of the Divine Comedy (World of Dante) by Dante Alighieri (Wikipedia, Dante's Biography). The first time I stumbled into this idea that the game of Majora's had some inspiration by the Italian poet was three years ago on a Reddit forum (Web: Reddit) by user SwiftShadow2 and the idea stuck in my head for a while,  as the development of the theory wasn't fully explained  or worked.

 "The beginning of Dante's Inferno starts with the poet telling the tale of how he got lost in a dark wood, much like the setup into Majora's Mask. He runs into three beasts, one of which is a lion, and one of which is a she-wolf. Skull Kid represents the lion(I can't find a good represent ion on the other 2.) Unable to find a way out, he almost gives up. Then Virgil, or Tatl, show up and work with Dante/Link to help him keep moving forward. Dante walks through the gate of hell, which can be correlated to Link walking through the Cave and arriving at Clock Town. The masks that Link wears represent the 9 layers of hell and the sins he had to face along his path."  
Majora's Mask (Majora's Mask) continues after Ocarina of Time left, Link left the Kingdom of Hyrule for a personal journey to find for a dear friend who left (Navi) at the end of his last adventure. At a certain point (where the game story starts) Link found himself on an extension of the Lost Woods that we was never before and there he is intercepted by The Skull Kid who is accompanied by two fairies (Tatl and Tael) steal his Ocarina and his horse Epona. 

After Link wakes up he knows that he has to follow the Skull Kid in order to retrieve his instrument and gain his horse back. From that point I am sure many of you know how the introduction sequence or tutorial from Majora's develop as well the story. From this point we are going to see that there is a very similar momentum in of the beginning of Divina Commedia.

The Barque of Dante
The symbolism's are there and even the scenarios are similar. Link getting lost in a dark forest is as equal as when Dante acknowledge he is lost on a "dark jungle" There in the jungle he met three figures or three beasts - a lion, a leopard and a she-wolf -, which are the figures that threw Dante's outside his righteous path.

Dante was saved by the poet Virgil who became his first guide around the circles of hell up until the last four canticles before Beatrice becomes his guide. With Link a similar fate happens as essentially the duties of Virgil are taken by the Happy Mask Salesman who saves Link from his death by forcing him to retrieve the cursed mask and Tatl who acts mostly as Beatrice when she and Link ascend to the moon (heavens) for the last battle.

Madness
The role of the Happy Mask Salesman is mostly as a passive version of Virgil, he is bounded to his own personal plane of existence, he can't leave it unless everything is complete but yet he saves Link from his doom in the hand of the Skull Kid. Also it is him who made it easy to Link to traverse among the Underground Cave is similar to the idea of the Acheron River as is filled with desolation but as well an etheral component that is not described on the cantico as Dante fades until they cross to the other side.

There is a point of the theory that I disagree with "that the masks represent the 9 layers of hell: the masks themselves, could be taken as representation of the stages of each of the inhabitants of Termina and the journey Link takes towards his redemption. Each of the 24 mask can be divided into groups of six that are attached to the ascension of Link. Albeit there is really no symbol or precise order, much of the mask represent the souls and desires of the people of Termina.

There are some representation of sins that goes from motives to actions, as well virtue and how the souls ascend on their path to reach the divinity of God. Which goes when Link finally accepts his destiny that he won't find Navi on his lifetime, that he reached the knowledge of his own existence as well his own soul becomes aligned with his own destiny, much as Dante becomes aligned with God's love.

Link's journey it can be seen as a condensed version of the Divine Comedy in which there is a journey from hell to Paradiso, but as well the search for Link for his companion as Dante was for Beatrice. The four dungeons represents the steps of Earth, Hell, Limbo and Paradiso; in which Link finish his journey by ascending into heaven.


Tatl
Both Tatl and the Happy Mask Salesman help Link explore the traits that made everyone else simple mortals, on a certain degree humans, they search the sins and virtues; how everyone in the world they are try to come at peace with their own existence and the transmutation of their own sins.

The Sins in Majora's and How the Characters Come to Cope with their Eternal Existences:  One of the characters that is a clear example that is trapped in limbo is the dancer Kamaro (Majora's Mask: Kamaro) which in relation to Dante's vision of Purgatory he should be trapped in the Fifth Terrace; the place where the covetous, the place where people who love extravagant things, the people who sinned by loving good things go to get their sins expunged.

Probably Kamaro represents the idea of Purgatory as a whole; he is trapped on his desires not being able to fulfill his wish to send his passion to someone else, to transmit the knowledge about the dance moves he is been practicing over the course of an infinite loop. It's when Link shows up that he is finally to move up to heaven, as if is issues were finally resolved by some form of divine intervention due the use of the Song of Healing.

The idea that the game is mostly influenced in Purgatory, that the souls are trapped inside an status quo of their own existence could be taken seriously, as only beings such as Mikau or Darmani where able to move on after finding comfort by Link's doing and they never appeared again towards the game loop and their finally demise is aligned itself with the timeline or the plane of existence they are living in.



References:

  1. http://www.worldofdante.org/
  2. https://en.wikipedia.org/wiki/Dante_Alighieri
  3. https://www.reddit.com/r/zeldaconspiracies/comments/1dz5eh/majoras_mask_is_a_retelling_of_dante_alighieris/
  4. http://zeldawiki.org/Retrieval_of_the_Ocarina_of_Time
  5. http://zeldawiki.org/Catacombs
  6. http://zeldawiki.org/Kamaro

Sunday, May 22, 2016

Super Mario Maker Probability Logic

Super Mario Maker Cover
(5/202015) --- Hello everyone, I want to play a game. To be honest I rather play a series of games using Super Mario Maker and using probabilistic reasoning and evidential reasoning. The reason behind this criteria is to use the principle of uncertainty (Ruspini, 1990) within playing video games especially one as Mario Maker is that under the epistemology sense of probability the players are ruled by a probability of necessities.

The game I want to play is quite simple, you can add me on the Mario Maker, my user name is Gus Calvo and we can learn about logic towards the semiotic approach. One of the reason even if is not fully grasped by some on the creation of the level, there is a momentum of interpretation at the moment of creation due the use of propositional attitudes (Stanford Encyclopedia of Philosophy 2006).

Only the creator has the knowledge on how the level will go through as well the attitude - such as knowing where the traps are, as Bob-ombs or the location of the hidden blocks- there is an incorporation of two possibilities one that go with the attitude and those who aren't compatible with.


M=B
Let's just summarize the idea into a simple axiom " Mario knows he can jump over Bowser" / "Mario will be defeated by the Hammer Bro as the weapons trajectory will hit him before reaching the goal". There is a probability of a probability into what to do with a scenario as this one? It  is difficult to think how to achieve the possible intervals by analyzing the process and evidence.

The problem by analyzing the evidence is the interference of emotions, and no rational evidence is taken in consideration or measured to know the possibility or the answer to the argument. In essence the game is to let the players and creators decide based on their perception models of the reality that Mario is in, None of the experiences will be the same and it will give different decisions to take.

There is always the idea of having probability as a degree of belief which are linked to the behavior of the person that is playing, but also the idea can be applied in real life in which as individuals we are linked to make any decisions based on our own learning experience, but also we will be interacting towards arbitrary values which those are common on the Super Mario Maker game.

Lets take a look on the previous graphic (M=B) itself present an epistemology problem "How to defeat the Bowser chimera?" It has a variety of options in which without too much effort the player could jump of face it, face to face. There will be a number of arbitrary values towards if the player can defeat or lost to Bowser. The same example can be used on different levels, how to expect the unexpected and as if the levels are too clutter with too much obstacles.

Random Level found in Google
The principle of uncertainty is the main force to moves Mario Maker, facing the unexpected as users will create levels that are far from the mainstream gaming. Leap into the unknown and face the unexpected just by letting your creativity flow by exploring the realm of multiple choices and multiple decisions that can change the course of your "life" in less than a second.  

References:


  1. Understanding Evidential Reasoning. December 1990, Enrique H. Ruspini
  2. Stanford Encyclopedia of Philosophy, 2006 Retrieved Web: http://plato.stanford.edu/entries/logic-epistemic/

Wednesday, May 18, 2016

Religious Symbolism in Majora's Mask Part One

Clock Town Tower
Real world references and influences can be found within the modern gaming industry, as well within the Hyrule Fantasy universe. From small references towards Link being similar to a Crusader within the first game in series (Hyrule Fantasy: The Legend of Zelda), the Bible within the use of magic and how Link and the Darknuts armor elements contain references to Christianity.

Majora’s Mask is not the exception of the rule as per se it contains a more solid story-line than any of the other Zelda games that were released at that time, and the symbolism towards different religions is quite fascinating, because it mixes with the lore of the story.

The Moon and The Festival:
The destruction and renaissance of Termina is linked to the seasons that is marked within the Carnival of Time as well on how the residents of the world do the Carnival in order to appease the Giants and pray for prosperity. The Carnival itself could be compared to any new year celebration but as well to the moment of the calendar in which the harvest is collected. As in Isaiah 13:10, Joel 2:131, Matthew 24:29 and Mark 13:24 within the history of Christianity and Judaism there as always been a link between the moon and presage of important events.

The moon itself on Majora’s play the destruction of the world, it brings chaos but also it marks the reissuance of the land. If the Carnival of Time follows a lunar calendar similar as the Chinese celebrations, we can infer that the events of the game takes place during autumn, as it seems the Terminans are linked to the cycles of the moon and they feel a disparity when they realized about their impediment doom.

Death Masks:
One aspect of the game that was seen within history is the uses of Death Masks, you are probably wondering what what these masks are? Are effigies’ made of plaster or wax from individuals who passed away recently. During the game there are five masks that can be found, each of these masks allow Link to transform into an “alternate version of himself” becoming the person that was the bearer of the mask.

The name of these masks in the game is “Mask of Transformation” as they allow Link into switching forms, the first mask that is encountered s from the Deku mask (which is carved by the Skull Kid after killing the Deku’s butler son), the second mask encountered is from Darmani – the fallen Goron leader -; the third mask that he founds is the Zora one, in which is given to him by Mikau the fallen guitarist from The Indigo-Go’s. The next mask he found is the Mask of the Giant, which could be theorized that there was another giant and maybe there was a race that was worshipped in Termina.

The last mask could be related to the equivalent of Link in Termina, the Fierce Deity.  In which he turns into a protector of Termina. Each of these mask represent an aspect of sacrifice but the aspect of sacrifice itself can be found around the game; it is not exactly on the classical sense where a blood offering is required but rather on the interaction of the different characters among the world. We will talk about this later.

We as player have to think that Link is wearing a dead person memento, each of them became a human sacrifice. The Deku kid became a “human sacrifice” to open the gates for Majora into Termina, Darmani became a sacrifice born out of fear, Mikau became a sacrifice of love. The mask of the giant could represent the essence of the giant that was the protector of Clock Town.

It is strange to think; all the other four major points of settlements have a protector which is represented by a giant, the only exception is Clock Town in which is strange that there aren’t any signs but rather on Ikana Canyon there are traces of two, one within the mask essence which can be assumed it died fighting and became a sacrifice to protect the world against Majora, and the Twinmold giant who lost the fight.

The last mask of transformation involves having the ability to manipulate the essence of a god but at the same time it can interpreted as sacrifice to protect the world. The simple use of masks through the game involves on how much there is a theme about sorrow and lost, where death lurks everywhere and the masks themselves hold what the history was for the Terminans.

The Moon
Apocalypse:
The heavenly signs are the first visual ques of the apocalypse within Termina as well on how Majora’s itself plays an analogy with Lucifer. It is a mere false prophet who bring sorrow and plays the act behind the screen. We have all these characters in which on the non-linear scenario are plagued by a scenario filled with signs of war, famine and destruction.

Each of the scenarios has four guardians which can be represented as totems of the horsemen, Odolwa being related to Pestilence as the contamination and disease spread through the water of the Southern Swamp. Gyorg brings war between the Gerudos and the Zora’s; Goth the mechanical bull represents Famine as he placed a winter course over Snowhead Mountain burring in snow the Goron main source of food; Twinmold at last is the harbinger of Death as on Ikana there is no life but only despair and desolation.

Majora’s being the representation of the “beast” himself and the one who pulled the world into an end. It also pulls an event of revelation in which brings the world to a victory of good over evil; but the “battle” ended up twitched into a time loop in order to achieve that victory of evil. At the end there was no more death bring by destruction but rather there was a shadow of the scenario that was to replayed every three days in order to conquer the end of times.


There are some other aspects about this topic but we are going to analyze them in a later entry, but thank you very much for reading it.

Wednesday, April 20, 2016

The Loneliness of Active Worlds

AWMix07
(4/20/2016)--- There is something melancholic about Active Worlds, is almost as being transported to another time in which the idea of a virtual world was an scenario almost impossible to achieve, but yet this world appeared and it was and still perfect to interact with.

As time passed and due financial struggles the game essentially ended in oblivion but yet it seemed to survive with only a small portion of the thousand players it once had.

There are still some active worlds who essentially where left abandoned with no more owners, there are some others who still have some members who visit but there are no more story lines, they are there to have some fun. Some of the worlds show the magnitude of the projects one time the users developed and how the communities bloomed. It gives a glimpse of how gaming was almost 25 years ago, as it offers some retro value on the looks but also on the environmental sounds.

On the first week of April of 2016, because of Youtube gamer VineSauce (1) podcast about the game bring the attention of some of the people who saw his video got an idea about finding the user who VineSauce thought was an NPC that went by name of Hitomi Fujiko, and from that point it became a trending topic that spawned several videos and got the interest of people about this old almost forgotten game.

Whatever the actions of VineSauce where a mere publicity stunt or he was completely oblivious due programming of certain BOTS (Wikipedia, Bots) to act as humans, it would be extremely suspicions to not analyze that the so called NPC could be an Administrator from the specific world who knew someone was going to be doing a podcast of the game and decided to go along with the story; and is good to know that administrators have the capabilities to track any user in the map they administer.

AWMyths
In theory the podcast is just a perfect Creepy Pasta material, it is creepy and is so amazingly designed to tell a narrative about a forgotten game that essentially is abandoned. Abandoned seems to be the perfect adjective as anyone who go within certain times won't find any users, not even on the Alpha World.

Probably that is the most probable scenario that happened to Vinny, who arrived and technically there was nobody when he was transmitting to his viewers and the Hitomi user who was watching the transmission decided to join in and just go with the mood of the story. Part of the story tends to be quite suspicious because some of the worlds, especially AWMyths the one he chose has been plagued with glitches in which the users won't be able to go far away as the world will send them back to the starting point. From that point it makes me wonder if Vinny was aware that the enviroment was having (and still having) technical issues,? this making the gameplay problematic but assuming that he didn't knew that probably just feed his psychosis that there was just desolation.

AWMix07
 A reality within the game, in which any player can experience is to go at high hours of the morning and find nobody but then go in the afternoon and meet with some of the players. The users of the virtual worlds are generally nice people around, some of them are students as well a few are seasoned users who had been using the world for decades.

There is a sense of loneliness when traveling around the different worlds, as there aren't many users within each world and mostly BOTS are the ones who were left behind but some of the scenarios are just fantastic as the people who play the game.

AWMyths
The scenario that VineSauce entered AWMyths is one of the most complex ones, outstandingly beautiful and incredibly retro. Is almost as navigating into a forgotten game such as Hexen (Hexen, 1995) but with no enemies and just an open world that it seems to have no end.

There are plenty of details, between hidden scrolls that tell the history each creator gave to their worlds, up to small Easter Eggs of forgotten pop culture reference, the game offers an incredible charming experience. Exploring the full extension of the scenarios can take days as they are as wide as what we have in Earth; but, knowing every little detail or any treasure you can find gives an positive experience.

One aspect to think about the scenarios (mostly to players who arrived after the downfall of the game) is how much the creators invested and why essentially left their creations abandoned? It gives a beautiful insight to a world that slowly is dying but that still exist. It even gives an idea on how Earth could become when we are here no more.

House of Jazz
If you want to visit Active Worlds, click here and the registration process is actually quite simple, then you will proceed to download the browser that enables the navigation through the different world.

Enjoy.












Gallery:













References:

  1. https://www.youtube.com/user/vinesauce
  2. https://en.wikipedia.org/wiki/Video_game_bot - Wikipedia Bots.
  3. http://www.ravensoft.com/games/hexen/view-game/ - Hexen, 1995
  4. https://www.activeworlds.com/web/index.php


Sunday, March 27, 2016

Life is Strange but Amazingly Entertaining (Theories and Review)

Front Cover
(3/26/2016) --- Life is Strange but surely is beautiful. I don't regret waiting for the game almost a year later in order to play it, it let me enjoy to the fullest. What I find fantastic about the game is the interaction that it gives the player towards creating predestination paradoxes through the entire course of the episodes.

The game centers on Maxine "Max" Caulfield who after waking up from a nightmare within her photography teacher  Mark Jefferson and later going to the restroom of the school she attends and witnessing the murder (without even knowing of her best friend) of Chloe Price she discovers that she can rewind time but as well manipulate it on a certain extent.

Max abilities comes with a price, every time she manipulates time she gets some health issues manifested towards headache, bleeding through her nose and loosing her conscious. The biggest repercussion Max have because through the use of her powers is that every time she interact with the fabric of reality she brings destruction to everyone around her.

Illuminatis?
What is entertaining about the game is how it explores the possibilities of different scenarios if the person has the power to re-do them. The actions you take, even if they are unrelated will have a repercussion later (1). It is almost related as trial and error but as well interaction between a global ecosystem.

The interactions between Max and her environment doesn't seem to be connected at first, in fact after Max wakes up from the nightmare and realizing that it could be that, just a nightmare. A storm creating a destruction path around Arcadia Bay; at first is difficult for Max to know why she was suddenly in the middle of a storm while walking on to her way on the top of the hill where the lighthouse was located (2)

Arcadia Bay - Polarized
The idea that maybe Max instead of having nightmares or having foreseen the future could be ambiguous, instead she could be at that exact moment where the town she grow up to be destroyed, She mentions it feel real when she walking on the top of the lighthouse cliff and feel the wind, only for her to wake up moments later in her classroom.

To think that maybe that moment where she was going to die on the cliff wasn't a nightmare but a moment in time where she "jumped" (3) from a failed attempt to save Chloe and or Arcadia Bay  and went back to the beginning of her time frame in order to re-do things over, but due the stress of being annihilated she developed some form of amnesia that prevented her to use the full extent of her abilities to manipulate time itself.

Mr. Jefferson Class
If Max could manipulate the general and relativity's, and move herself to the same coordinates in space time, where she finds herself an anchor she could essentially master her abilities to prevent certain moments in history. The idea is shown in Max's affinity to photographs in which she can travel back and forth if she has a relation to the photo (4) but thus creating a paradox or a causality.

Life is Strange deals with some ethical decisions about what to do to save someone, but also it is incredibly similar to a 2011 game named Cognition: An Erica Reed Thriller (5), in which the protagonist a detective had some form of psychometric skills and let her see the objects history as well to interact with the past by possessing a certain individuals as well to alter the events of the future. Also both protagonist share a same sex attraction and their romantic half sacrifice themselves or are OK with the sacrifice in order to have their loved ones have a better life.

Cognition Cover
The game is quite enjoyable, it is well written, it is engaging into the gaming experience. The gameplay is extremely easy to master but one aspect of the controllers at least for PS4 is that is difficult to aim at certain objects in order to interact with them, such as opening the window to save the blue-jay or in the very beginning to move the utility bucket to grab the hammer and save Chloe from her first assassination.

The camera itself is quite friendly with the surroundings, always being half a frame from Max's waist up. The background music is just amazing as it have a catologue of indie compositions that fit so perfectly on the melancholic tones seen in the scenario, giving the game a sad atmosphere. It is just charming as well moving in which the experience seems to be a dream within a dream.

I really hope in the future there is a sequel or at least a spiritual one that will give more information about someone else with similar powers and how Max and Chloe could help that person, all of course depends on the decisions took by the player on the first five chapters of the game. Even so, it would be fun to see Mark Jefferson as the protagonist of his own game and explore his descent to becoming a murderer.

References:


  1. https://en.wikipedia.org/wiki/Butterfly_effect
  2. http://life-is-strange.wikia.com/wiki/Arcadia_Bay
  3. http://life-is-strange.wikia.com/wiki/Max_Caulfield#Powers_and_Abilities
  4. https://en.wikipedia.org/wiki/Time_travel#Backward_time_travel
  5. http://www.adventureclassicgaming.com/index.php/site/reviews/769/

Sunday, March 20, 2016

Theory of a Game: Smash Brothers and Fighting Against God

Master Hand
(3/19/2016) --- Lately I've been thinking about Smash Brother's (1) as one of the core games of the Nintendo franchise. The original game was developed by HAL Laboratory (2) on 1999 for the Nintendo 64 platform.

The game spawned four sequel, technically three because the Nintendo 3DS version is not very different from the Wii U version. The game franchise could take different interpretations such as the lose of innocence as well transitioning to adulthood. (3)

One aspect I've been thinking a lot as a theory what if the game dynamics also represent a fight between fate itself or an allegory to the Titanomachy (4) and even so an elaborated concept of Acts 5:39 in which at the end is just a mere fight against God as well to the order.

Yet, the idea seems to be quite extreme on that level but at the end the characters are facing the same essence of what it gave them life, The Master Core (5 - 6). The idea of the Master Core itself as a force of creation could be related more to the Shinto lore and the Kami (7) interpretation of the Gods between a part of nature instead of being something independent the Master Core and his emissaries are part of the same universe.

Tabuu
We have the concept of a trinity between the Master Hand, Crazy Hand and Tabuu. All of them act as heralds of the Master Core as well they compose part of is essence in which the story develops; but at the end is when the player defeat the hands where the true self of the Master Core is revealed.

The Core is corrupted, is not perfect, it has become corrupted. At the end what is the core? Is an ethereal being, is a being that at the end is composed of mere energy, but the way it interacts with the player shows that Core is a force that creates stability on the universe. Not only can be interpreted as the heart of the person that is playing with his toys.

The globes of the hands they look a lot as if they were Mario or Luigi, but at least an entity that creates a reflection on the beings that seem to influence the universe. What if The time-frame of the game is set on a point where the universe is about to collapse and the Master Core is looking for someone to hold his essence? I know is just a mere crazy theory, but it doesn't sound as farfetched because the characters are fighting against the entity who gave them life.

The problem is on why to defy the God of this universe? The same being who controlled every single strings of their actions. It would be the ultimate sin, the last taboo; and probably that was the sin that was committed on Brawl with the defiance of the last boss Tabuu, who tried to control the power of the Core but failed.

At the end there is no heaven or hell, much of the characters turn back into the status of figurines, they just turn back into what they were beings with no essence, who lead a fight that had no victory; because at the end life is just a mere mirage.


References:


  1. http://www.mariowiki.com/Super_Smash_Brothers
  2. http://www.hallab.co.jp/
  3. http://gamerant.com/super-smash-bros-theory/
  4. https://en.wikipedia.org/wiki/Titanomachy
  5. http://www.ssbwiki.com/Master_Core
  6. http://www.forbes.com/sites/insertcoin/2013/07/26/wii-us-super-smash-bros-wont-have-story-mode-for-the-worst-reason-ever/#1e4be327792e
  7. https://en.wikipedia.org/wiki/Kami

Friday, March 18, 2016

How Any Upcoming Zelda Games Should Take Inspiration From Chrono Trigger

(3/18/2016) --- Chrono Trigger and The Legend of Zelda are two of the most emblematic games within the niche of the market back in the late 80's and early 90's. The games still resonate within the imagery of the public as well the generations who played them; in fact The Legend of Zelda (1) is still popular and the franchise had developed into multiple spin-offs while Chrono Trigger (2) only had a few off-shots including Chrono Cross and Radical Dreamers.

Players have to understand that these two games created an impact in the imagery of the players of each generations and influenced developers within the next decades.

As any other franchises Square sequels with the Chrono project didn't had the same economical and social reception as the first installment, besides the lack of organizational approach the developers wanted to take (3).  The Chrono series itself offered a very defined aspect in the world of storytelling, it was precise but at the same time gave the players the chance to explore a complex world that surrounds La Guardia.

Then in 1998 we got one of the seminal games of all times, Ocarina of Time (4), the game essentially changed the modern panorama (5) and there is an expectation that Zelda Wii U will achieve something similar. What is interesting that both games contain similar fantasy elements and were similar successful on their own time is that Zelda prevailed on a commercial ground.

Zelda itself could learn in terms of continuity and gameplay could learn from the success of Chrono, as both franchise at a certain point had used time-travel as a storytelling resource, probably by technical issues when Ocarina of Time hit the market contained less space for a bigger scenario but as time and technology progressed within the industry, maps became as big as the game story mode.

The Legend of Zelda had reached a point that it the time frame of the chronology got divided into three different timelines (The Fallen Hero, The Adult Timeline and The Child Timeline) and the story of the game became quite convoluted, not to mention sparse as different Links appeared on the games, all justified by endless cycle of reincarnation. Almost being as a cruel joke to live in an eternal existence of misery and suffering (6).

The Wii U version could update the idea of time traveling by placing Link to interact with different eras much as it happened with Crono, in another case it could still follow the interaction between Hyrule, Termina or Lorule and let the player play on the different dimensions of the multiverse. There are so many different options to explore within the development of technology and the creative use of storytelling to revitalize the franchise back as it was on the golden days.

The incorporation of playing as multiple characters or adding a party wouldn't be a bad idea either, it won't turn the game into another RPG or a clone of Final Fantasy; the idea of multi-characters interactions is already been explored on Hyrule Warriors - even if it's not part of the canon, it gives a fresh perspective on the story of the Hyrule Fantasy -.

Queen Zeal
Using a certain set of characters through the game and giving a direct continuation to what happened to the previous ones. Bringing a more complex villain that don't fit on the Ganon archetype could be awesome. Thinking of a Machiavelli villain as the Queen of Zeal in which she showed hate and was in a search of immortality, without even hesitating into sacrificing her own daughter to obtain such power.

The Interlopers or at least characters that could be similar could be the best villain as they seem to be more complex on their machinations. Being them the Twili, as well with their previous history of bringing chaos they could be  used as the best villains to explore topics of desolation and power. Instead of finding the villain who only wants some personal gain through a powerful artifact or as well his disciples who aren't far away from their masters persona.

Inspiration could come into exploring further time traveling, the Time Stones and how the Ocarina was created could give some interesting plot lines to the games. Letting Link be more freely and let the players know more about Hryule without being too cryptic about the world they are playing in.




References:


  1. http://zeldawiki.org/The_Legend_of_Zelda_(Game)
  2. http://chrono.wikia.com/wiki/Chrono_Trigger
  3. Game Informer staff (February 2008). Game Informer. GameStop Corporation. pp. 24–25.
  4.  http://zeldawiki.org/The_Legend_of_Zelda:_Ocarina_of_Time
  5. http://www.designntrend.com/articles/72293/20160318/legend-of-zelda-wii-u-dev-game-finished-ocarina-of-time.htm
  6. https://en.wikipedia.org/wiki/Rebirth_(Buddhism)