One of the biggest criticisms for long time Legend of Zelda fans is the first hour or so you spend essentially learning the game. Game tutorials are usually a necessary evil that long time fans must endure so you can learn any new control quirks, or acquaint new people with the action, but they’re a pretty boring way to start the game. For that reason, many modern game developers are opting to leave their tutorials behind special sections of gameplay, instead of forcing players to sit through hours of tutorial. The Legend of Zelda series producer Eiji Aonuma recognizes that gamers don’t like lengthy tutorials for series, which is addressed in his latest interview with Kotaku. Skyward Sword was heavily criticized for its over use of tutorials, while the Nintendo 3DS title A Link Between Worlds was a breath of fresh air in terms of the amount of tutorials. Aonuma says that’s his new approach for the Zelda series. Yes. When we created Skyward Sword, I really felt the need to make sure that everyone playing the game understood it. But I also understand now, in hindsight, that when you go out and buy a game, you buy the game because you want to play it, and you don’t want to have any obstacles in the way. And I guess it was received as a bit of an obstacle. In a game, it’s when you get stuck, when you want that help. And I kinda frontloaded all that in Skyward Sword, and it doesn’t really help to get that information when you don’t know what to do with it. So that was a real learning experience for me. So I’m going to be careful not to do that. It’s nice to see Aonuma acknowledge that front-loaded tutorials with information that you just don’t need at the time are less useful than small nudges where you might need them. A Link Between Worlds approached the tutorials of the game fantastically, so we’re happy to see Aonuma acknowledge that’s the best way to handle tutorials for a long-standing series were most of your players will likely be familiar with the items and concepts you’re introducing. [via Kotaku] local_offer Eiji Aonuma Nintendo The Legend of Zelda wii u stars Further Reading Earthlock backers will get Switch version if it ever happens Zelda: Breath of the Wild Deluxe guide for $48 on Amazon Nintendo shares up 20% since Switch launch What's your dumbest death in Breath of the Wild? Mario Kart 8 Switch vs Wii U comparison Miyamoto shot down this stamina regen idea for BoTW Lassassino He is elite wiimenonowiiu I like playing the tutorials lol Lil J Moore Make it so veteran players can skip them. Asturias_Knytt I don’t buy the whole idea that they’re a necessarily evil. Zelda has strayed too far from the aspect of self discovery and challenge, in my opinion. Let the players learn the game on their own. Have the basic controls on a small leaflet [because manuals are no longer a thing -__-] and then add hidden mechanics for experienced players for additional depth like in Dark Souls. That way they don’t have to populate the game with tutorials which no one enjoys. I’d also like them to include a marker system where we can annotate a vague map with general districts on the Wii U game-pad. I don’t want a map of Hyrule or of dungeons. I want to explore everything on my own, that’s the whole point of Zelda. Well that’s the kind of unpredictability the series has abandoned and needs to get back to if you ask me. Also, they can add a Miiverse note drop feature where other players can leaves tips for those who want them as well as a Miiverse item drop feature. Squid I think a map would be nice as a hard to earn unlockable, or maybe in the way you made your own map in Wind Waker. Asturias_Knytt I think it would be much more interesting if people communicated via Miiverse to help each other through the ways I mentioned and it would nice little throwback to the old days where we had to draw stuff out on paper…yes, I’m THAT old (not really =P). The markers that I suggested would be great way for the world to slowly unfold as your explore in a more modern way and it would only be ‘as big as the player wants it to be’. They could do it all on their own or use more markers, item drops and/or ‘Hero’ tips via Miiverse. I reckon it would be a more rewarding game because of these features. I don’t really don’t see the satisfaction in having everything placed on a map for you. It makes the game more predictable. Roadkill409 I agree. Drop me off and let me figure out what I am doing. Harken back to the first 3 games. Have a smart enough system built into the game to noticed if I am totally not getting it and then in some creative subtle way, point me in the right direction. And I am not a big fan of all the odd characters. Why did they ever start doing that? Asturias_Knytt Agreed. There’s too much hand-holding in the recent Zelda games. Odd characters? Roadkill409 I thought strange characters were mainly in the games after A Link to the Past. The first 3 games had “normal” characters. Maybe I am the only one who notices this, but after playing the first three games, the rest of the games’ characters have always seemed odd. I am sure at this point all the characters are pretty standard, but take a look at how the characters were before and after A Link to the Past. Daniel Carvalho Thank you! I hated reaching a place in the first village and triggering a cutscene to have someone tell me I have to press A to talk to people when I already did that many times, specially with that flashing “Talk” instructions right under the A button on the screen! Or the explanations on how to Z-Target, how to swing your sword by pressing the B button when there’s already a sword icon under that button on the HUD! And the worst part is when you have to take that tutorial all over again AFTER beating the game once, twice, thrice, and so on… I think instead of a tutorial, Zelda games should present you with obstacles that can only be cleared by exploring the control schemes, much like what 8, 16-Bits games used to do. i hope the next Zelda game takes some lessons from RockMan X: https://www.youtube.com/watch?v=8FpigqfcvlM lonewolf There are a lot of people who require tutorials. For some new games with new ways of gameplay never seen before are required but not for old franchises. Roadkill409 Nintendo knows how to do it, they did it well in the past. Even with the Zelda franchise. Just make the next Zelda game AFTER reviewing the first three games and keep those games’ ideas always in mind and then Nintendo will have a great Zelda game with very little hand holding. Alex i hated it when Fi was telling me obvious things like i’m a stupido lol JB She even stopped to tell you that hott Wii Remote battery was low, that was truly useful, but annoying. Haha Daniel Carvalho I don’t think it was useful. Whenever the battery was running low, a red battery symbol would appear on the screen to warn you, anyways, so that pace-breaking warning was mostly useless. JB I rarely paid attention to that red symbol. I suppose it never bothered me because it told me first thing when I loaded my save and I changed batteries or Wii Remote in short order. jjbredesen I think Fi was even worse than Navi, and it created a annoying experience. ———————-SPOILER WARNING!!!!———————————— ———————-SPOILER WARNING!!!!———————————— But i still cried at the end of the game when you have to say goodbye. Despite Fi being horribly annoying, i still think Skyward Sword is one of the best Zelda games made. CEObrainz I hope that after several Zelda games that the Zelda team re-visits the linearity of Skyward Sword as it was the perfect way to present a story and simply play through it. They would need to tone down the hand holding but the presentation and overall structure of the game is what makes it so good. jjbredesen Yup, in my opinion it is extremely underrated. The story was fantastic, the music was fantastic and the motion controls where fantastic. It felt like a breath of fresh air, and the more cinematic approach made the game a lot more enjoyable and we got a lot more story details. Only negative thing was FI, but even she was enjoyable at times. CEObrainz The idea behind Fi was great, if they went a little bit more into explaining how she operates or even how she was made I’d think more people would appreciate her. It’s only the execution that didn’t go so well…. jjbredesen Yeah if she got more backstory etc. i think she would be a great character and for a creature that does not show emotions she had a decent character development etc. wish they mixed more mythology in to her, and gave her a larger role. But in the story i though she was fine, just not in game. Squid I don’t think the open world aspect would really change anything, I think they can pull off a Majora’s Mask kind of story where you slowly care about everyone in this world. CEObrainz Majora’s Mask was an open world kind of game with a time limit used to keep the player in check. The only “linear” part was that you needed to complete certain events first to reach other areas. Sdudyoy Skyward sword was a great game, but my two problems with it were that it held your hand way to much, and there was little to no exploration, the dungeons were fun, but a bit easy, the motion controls worked great, I think I would have liked Fi if she didn’t talk so much, the story was okay, I just wish there was more to do on your Loftwing. CEObrainz Hero mode was easy enough until I had to burst a nerve getting the Hylian Shield. If Fi had more story-relevant things to say it would have been much better. The over-world needed so much more things to do, such as other towns to visit… Sdudyoy Yeah, I recently started hero mode, I always wait a couple of years before replaying games, so that I don’t remember everything to do, but Skyward sword is definitely better the second time. companyoflosers lol well considering that the next zelda game for wii u is open world and pretty much as far from linear as you can get, you may be dissapointed. CEObrainz You may have misread my post as I stated that I would like one after several games have past, I’m fully expecting to experience the brilliance of the first Zelda game in this latest version for the Wii U. companyoflosers ah, you are correct sir. i misunderstood. Daniel Carvalho ———————-SPOILER WARNING!!!!———————————— I loved Fi as a character, and the fact she ends up being with Link as the Master Sword itself is a touch that really moved me. If only she didn’t break the 4th wall every time to tell you your batteries are running down, or how to use an item AFTER you’ve just learned how to do so through the text box that appears when you get one, then she would be the second best partner for Link behind Midna in my concept. She’s after EZlo because of the 4th wall breaks! jjbredesen Yeah she is not a bad character and i enjoyed her in that sense, but in game i felt she was more annoying. Ezlo is defiantly a fantastic partner and one of my fav, but he also said some unnecessary stuff, but had a better backstory etc. Midna will always be my fav! Magnus Eriksson Midna was the best, I agree on that. Fi was the worst, and Navi was annoying too from time to time. jjbredesen Yup, only reason i think Navi is ok, is because she made escaping the forest a lot easier because of the zora-forest glitch, and stuff such as that, good for speed running but thats about it. Midna had everything, nothing negative to say about here. Fantastic character development, backstory etc. Apart from Fi being a good dancer i hated her >_< Asturias_Knytt Epona was the best. She just does what you need of her and nothing more lol. Magnus Eriksson Actually true. Epona was great. But she doesnt fill the same role as Navi, Midna and Fii does. Btw, I want to change my mind. Wind Wakers Red Dragon was the best, even better than Midna. Daniel Carvalho I think Elzo was irritating, but his backstory is what made him a good character. There was a reason why he acted like he did, and you see how good of a person he is from time to time. Navi was simply the very first partner Link had, and the fact she was there to help you Z-Target made her really useful, specially because she would change colors depending on the target being friendly, neutral or ally. Tatl had more depth added to her character than Navi had, but the fact she doesn’t speak, instead tinkles, kinda made her lose a bit o charisma in my concept. Fi was just annoying with the 4th wall breaking stuff, but the way she acted at the end made her a great character for me. And then we have Midna. Simply the BEST partner Link could have! She was an interesting character, with a great backstory, a really interesting personality and above all, something none of Link’s partners had: a deep character development! In my concept, Midna is the best, followed by Navi and Tatl tied in second, Ezlo in third and Fi in last position. jjbredesen Can’t agree with you more! Magnus Eriksson Agree on Tatl, she had a very interesting story. Midna was very good, but I forgot about the Red Dragon in WW. Ithink he was the best and least annoying. Sdudyoy I actually liked Navi, as for Fi, I could have liked her if she wasn’t popping up every two seconds telling you stuff you already know, I wish you could have turned her off or something, I think tutorials should be there in some way, but you have to have the ability to either ignore or skip them. companyoflosers i personally felt midna’s leaving in twilight princess was really sad. i cant really compare it with skyward sword though because i havent played it much to my own regret. Magnus Eriksson I hated Fi. I never understood why Ninty didnt make that shit optional. “Walk into a room, there is a puzzle”. Fi: “Look! There is a puzzle, heres how you solve it”. WTF? Daniel Carvalho There is a nice word: “optional”. I think Zelda games lack a bit of customization. Do you want to go through tutorials? No? Then put them to ‘off’ in the options menu. Do you want Fi to keep remembering you of your batteries? Yes? Set it to ‘on’, then. Do you want the easy way through the game? Let Fi guide you by hand. All adjustable by the player! WarioForever Still don’t like Aonuma. FutureFox Good! Because we don’t want this anymore…. http://i1.ytimg.com/vi/KN1WlLVoHSQ/hqdefault.jpg http://www.youtube.com/watch?v=seKaU-qQuts Ony ( Actually that never bothered me, it’s just a meme thing, most peoples says “Oh yeah she was annoying” just because it’s a trend :/ ) greengecko007 My file for Ocarina of Time on the N64 was glitched, with Navi always telling me to go talk to Saria, when I was well past the point in the game. Asturias_Knytt That’s not a glitch… greengecko007 Yes it is. Navi is meant to guide you throughout the game and provide a way of reminding you what you are supposed to do. In regard to my saved file for Ocarina of Time, Navi did not do this correctly. She repeatedly told me to talk to Saria, which is from earlier in the game when you obtain Saria’s song. My saved file is long past that point in the game. Thomas Vienna I think they increased the frequency of Navi’s calls in the 3DS remake. I’m usually not bothered by it when playing it on the N64, but she tends to tell me to go to death mountain when I’m right next to the gate (for example) a lot in the 3D version. FutureFox It was touch and go for me. Sometimes I would ignore a main part of the ques to do something else and she would be there, nagging on what I “should” be doing. She represents the age the ushered in hand-holding in games today. As an older gamer it was kind of like not realizing you entered a new world, wondering, “Why is this game treating me like I’ve never played a game before? I beat ALTTP. How odd…..” Arthur Jarret My favorite gameseries loses it’s most annoying quirk. Also stop the room-intro-camera giving away the solution to the puzzles and this Zelda will be goooood! greengecko007 I noticed this the other day when I was playing Wind Waker HD. It was in the last dungeon of the game, and the game showed me how to do the puzzle, which was painfully obvious anyways. I facepalmed so hard… lonewolf Well there are people who play only fps (mindless shooting) and while for an oldtime zelda gamers like us those new to the series are going to have a lot of problems. I have the solution instead of mandatory tutorials they should make them optional for example when you start the game a question should pop out are you new to the series (although they all seem to play differently well somewhat) if you are not new the game will start with tutorials but if you are new the game will start without tutorials. And this should be one time question unless you start from beggining (from level one without saved data). David Horowitz How about giving us the option to play a tutorial anytime we want. We can have a tutorial menu. For instance, you get a boomerang, and it says “Do you wish to go through the boomerang tutorial?” “YES *NO*” “You can play the tutorial anytime in the tutorial menu.” I liked the way they did it in Wind Waker. When you got a new item, you solved a puzzle that demonstrated all of it’s uses. It’s a tutorial in a fun disguise. FutureFox Kind of like what was done in Deux Ex:Human Revolution. Works really well as its there when you need it. David Horowitz Exactly! Tutorial when you NEED one. Asturias_Knytt Yeah, something like the Sheikah Stones from OoT 3D would also be a good addition. sillybajillies I kinda like implied tutorials. Like, when a game doesn’t tell you how to use an item, but the first time you’re presented with the new skill the game gives you a perfect opportunity to use it. Like, if you gain telekenesis there should maybe be some enemies in an obvious spot with some items you can clearly throw at them with telekenesis. Ony I mainly wonder why Link seems so feminised in that trailer. Andrew Gonzalez I think it has to do with how japanese developers design their characters. MujuraNoKamen I don’t see what all the fuss is about tbh. Link’s always been on the feminine side and bar the longer hair & pony tail he doesn’t look that different to me. He still looks like a guy but maybe that’s just me 🙂 lonewolf I guess so.e people havent seen Asian people nor did the watched anime. MerryBlind . Same… I think he looks just like… well just like Link! He’s an elf, in a stylized world, OF COURSE he’s gonna look a bit feminine, like you said, he has always looked that way… MujuraNoKamen Good. Twilight Princess ans Skyward Sword dragged out their opening sequences too long. I hope they keep more in line with OoT where you’d be given a gameplay segment off the bat but it was easy enough to get the hang of the controls. It was a great balance between letting the player do what/go where they want and telling them how to progress. MerryBlind . I haven’t played SS yet, and I have played a bit of TP a looonnng time ago, so perhaps my memory isn’t so good, but I don’t remember TP’s “prologue”, if you will, being boring or too long. In fact I have fond memories of the first village, playing the sheperd with Epona, getting the lantern, and whatnot. MujuraNoKamen I kinda liked it to be honest but the general consensus is that it was padded out a lot. As nice as getting to know Ordon village was, was it really important to show the kids a slingshot, go fishing, chase monkeys, remove a bee Hive, heard goats etc. Enjoyable all the same but not crucial for future installments 🙂 Kevin Malone Personally, I am a fan of no tutorials, aka f-it-I’ll-just-figure-it-out-eventually. Relatedly, this video sums up my problem with the trend of lengthy video game tutorials in general: https://www.youtube.com/watch?v=8FpigqfcvlM Nicolas Eddowes Master, your batteries are running low JB I say Just throw me into the game. Zero tutorial, Zero F***s given. 😛 Roadkill409 I was about 10 years old when the original came out. I am sure if a 10 year old from the 80’s with no internet could figure that game out, anyone today should be able to play a similar style game. If the “drop me into a game with nothing” was good enough for the very first game in the series, that style of game should be good for whatever they put out next. Jon this can be avoided quite easily, have it just so you can turn off the help stuff. Adam Howell Skyword sward was one of the worst offenders in this regard but overall the zelda games haven’t been too bad when it comes to tutorials. I still enjoyed the openings to TP, WW, and MM because they set the scene and plot as they showed you the basics. As long as he doesn’t repeat the mistakes of skyward sword I’ll be happy. DragonSilths Navi>Fi. I liked Fi as a character but she was annoying and useless. At least Navi told you useful info lol. Glad Aonuma will alter the tutorial/opening’s of future games. Squid I feel like it really depends on how complicated the systems would be, like for Skyward Sword, close to no explanation is needed, but for Twilight Princess or Wind Waker, some explanation would be handy. Seeing that this one wants open world to be a big focus, it might have some explaining as the game goes on rather than all at once. linxz one word: Skyrim Roadkill409 I bought Skyward Sword when it came out and I have still yet to get past the start of the game before I get board. I will get back to it some day because I am sure I am missing a great game. I would prefer them to go back to a style similar to the original Zelda game. There was so little hand holding if any in that game. And at a time with no internet, it was even hard with in-game hints, Grumble Grumble…. LevenThumps Thank you for this. I prefer getting help when I am stuck, but I don’t need help at the beginning of the game when I know the basic commands. 00EpicGamer00 Lol, “use the control stick to walk.” steveb944 I like TP’s approach which you learn new fighting moves throughout the game, and it makes you want to seek the guidance cuz it’s sort of an unlock. companyoflosers i kinda wonder what route they will be going with the wii u’s zelda in terms of controls. there are certain situations where motion controls were clearly superior but there were also times when they were completely dumb. i suppose with the gamepads gyroscoping tech the aiming parts of the game where motion controls came in handy will be covered. im personally not a fan of motion controls but i know there are those who are. i feel like zelda was meant to be played with a controller though. Pilu Skifte Grønvold link looks so intense…in a good way. Rinslowe Goood… disqus_QNIAqtNpHo My 2 fav skyward sword and wind waker HD val berger strange, although I hate every tutorial-character in Zeldagames, I can’t remember Fi being as annoying as most people here describe her. but yeah, what I really don’t wanna see in upcoming Zelda games is a description of what you’ve found, EVERY TIME YOU LOAD A NEW SAVE!!! I really hated this. And please make Hero mode a standard from now on. Thanks. MerryBlind . The best tutorials are organic tutorials, as in, they feel integral to the game, not tacked-on, and not shoved down our throats one after the others. William Navi’s “Listen!” may have been annoying at times, but was extremely helpful if you stopped playing for a month and couldn’t remember what you were supposed to be doing. Fi is just infuriating.