Fsyco said:
I played the 3DS re-release of Ocarina of Time, and it had definitely shown it's age. The combat was meh, the plot wasn't very engaging, and the game seemed deliberately obtuse. Might be because I didn't play it as a child, and I'd played games that had done similar things but better (Darksiders and Okami, for example). The weird thing was, I played it at the behest of several of my friends, and some of them refused to offer me any help and chastised me for consulting a walkthrough, because being confused is 'part of the experience'. Maybe it isn't just age though, since I had a similar experience when I tried to play Dark Souls.
Personally, I don't enjoy the feeling of being lost or uncertain. It doesn't build any atmosphere for me, it just frustrates me. I play games to have fun, and I don't really see the fun in being confused. I get that a lot of people like it, but it really isn't up my alley. Gaming shouldn't feel like work.
Even as a kid I played games like Ocarina of Time, Pokemon, and Final Fantasy using walkthroughs, or at least maps. There should be absolutely no shame in using them, because you're right: games should be fun. You should be free to have fun with a game however YOU choose, not based on how others had fun.
The fun from not using them, however, doesn't come from confusion; it comes from being presented with a problem, and finding the solution using the tools you have available to you. Nowadays, if a game doesn't have everything you need built in, that's a problem. But I think quest markers and being told the solution to a problem is even worse.
Imagine buying a puzzle and inside the box is an instruction booklet telling you step-by-step where to put each piece. Or being asked a riddle only to have the answer told to you immediately by the person asking. That's no fun, either. I used walkthroughs, especially for JRPGs, because I wasn't interested in the game, but in the story. (And forget trying to play Pokemon without at least knowing what pokemon are in what region and game version.)
But when I played Ocarina of Time, I used the walkthrough I had because I wanted it to be an interactive movie with me as an actor. I wanted to act out like in a script. When walking into a room with a puzzle whose solution I'd been told by the book, I'd pretend I didn't know it and then pretend to solve it. That's how I had fun. And it was absolutely a blast; I played both Ocarina of Time and Majora's Mask over and over and over like that. (Heck, in MM, I would often get the room in the inn, put on either the Deku or Goron mask, and then at night actually hold down the shield button and pretend Link was sleeping. I'd then just wait for morning.)
Don't let the hardcore crowd get to you. Have fun with these games however YOU choose, and tell them that they can have fun with those same games however THEY choose.
TheMigrantSoldier said:
Still, I always roll my eyes whenever I see "hardcore" gamers say that Zelda needs to return to its roots in the first one.
The only thing from the first game I'd like to see return is the sandbox design: that is, the ability to go anywhere in Hyrule right from the beginning, including the last dungeon. I think the series is focusing too much on telling stories and not enough on adventure.