When Realism is a Mere Annoyance

By Dathen Boccabella on June 18, 2009 4:01 AM | Permalink | 15 Comments
When Realism is a Mere Annoyance

As the years go by, and technology becomes more and more advanced, we gamers observe the changes in video games. We've seen them amount from pixilated designs to the realistic quality they are presented in today. Some games have such a high quality that they appear not that far off the quality of a movie, with animated characters appearing life-like. The demand in the gaming community is for this realism in graphics and gameplay to be the standard, and we can't deny that games will only become more realistic as time progresses. Although realistic graphics can enhance the gaming experience, the idea of realism can, in-fact, prove to be an annoyance in gaming.

Linketh.pngTwilight Princess, though three years since release, remains the most recent and realistic release to the Zelda series to date. The graphics presented themselves at a higher level of realism and, even though in a magical world, elements of realism permeated themselves through the gameplay. You can't oppose the fact it would be annoying if in a new Zelda, realism was taken to the extreme, with Link stopping for a meal every few hours; sleeping eight hours a day; bathing in the river daily; blowing his nose on his handkerchief; or having to cease saving the world for a week because he catches the flu. Gaming doesn't go this far into realism, as it would be the end of gaming. No one would buy what they experience every day, unless they're a Sims fan of course. Although it doesn't go to these extremes, Twilight Princess has a number of elements which attempt to add realism to the game, but add mere annoyances.

For eons Link's choice of travel has been the quick and easy, somersaulting, but Twilight Princess, and even The Wind Waker, have brought about a compromise. While the games still allow for this incessant rolling, Link can no longer roll up stairs, without hitting his head. Seriously, what is this? Sure, it is more 'realistic', but it is an annoyance, especially the inconsistency to it. Some stairways can still be rolled up, but others can't be. Some can't even make up their minds as to allow somersaulting or not, going both ways. Every Zelda fan that knows what they're doing has been aggravated by this little annoyance, at least a small amount of times. This is just one case where an attempt to introduce realism has brought about an annoying element for players.

zeldamm_b2_790screen036.jpgI remember back to Majora's Mask, where Link went for a stroll into the Bomb Shop and was denied the purchase of a powder keg, by the Goron salesman. But... that was fine. Link could just put on his Goron mask there, right in front of the guy, and proceed to purchase the powder keg as if nothing unusual had happened. Twilight Princess again brought about compromise for the sake of realism. Although Midna is clearly the fan favorite companion for Link, Midna has to have the most annoying lines in any Zelda game, even more so than Navi with her heys, listens and wake ups. Let alone her instructions on how to open a door when you've been playing Zelda for over a decade.

To our repetitive annoyance, Midna states: "No! No! Someone will see you! Transform where there's no one around" and "If you transform here, it would scare someone! You don't want to do that, do you?" I don't care if I scare someone. I want to warp from here. I want to transform here; not run and hide around the corner to then re-emerge in wolf form with no trace of Link. No-one makes a connection between the disappearance of Link and the appearance of a wolf. Honestly, there's nothing unrealistic about that. 'Realistically', Link wouldn't transform where he can be seen, but 'game-enjoyment-ally', he should.

Twilight Princess shows a number of attempts to make the gaming experience more realistic, but contrarily adds little annoyances for the player, that become significant annoyances the amount of times they repeat themselves in a playthrough. Any veteran player will have been frustrated by them, whether they admit it or not. We all want to see realistic graphics, but we don't want to see any more of these annoyances left from attempts to instill realism. Please Nintendo. You say gameplay comes first, at the expense of storyline, so please don't let us see any little things like this again.

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15 Comments

A great read Mel. The inconsistencies with rolling on stairs is quite odd. The fact that Link will hit his head on one occurrence, and not on another is really just ridiculous.
Furthermore, I cannot express the anger I felt when I had to run off to a corner as Wolf Link just to warp. :P

LOZ Historian | June 18, 2009 9:52 AM

This is how I see it in Nintendo's patterns:

Good Graphics + Good Game Plot = Poor Game Play

Good Graphics + Good Game Play = Poor Game Plot

Good Game Play + Good Storyline = Poor Graphics


This isn't just with Zelda games, but a trend which has become somewhat notable; one of the three important gaming aspects lagging due to numerous production factors, one of them being: "rushed releases"

I'll stand behind OoT to say that it is the only Zelda game which met a favorable balance in all three categories AND didn't go to far in the "realism" aspect... Except critics would argue, "But the technology was limited back then - bwaa!" I say, "Bullshit, play all the Zelda games you spoiled ignorant uber-n00b."

I swear to god, even Midna would nag before Hyrule Castle, when no one is around if walk into Hyrule Castle Town as Wolf Link. *face palm* There's no people here! argh....

Yeah, Twilight Princess was my first Zelda game, so I didn't see those as annoyances. Besides, I find it funny to make Link hide in order to transform into a wolf, reminded me of Superman in a funny way (even though I'm no fan of that hero). Besides, even plot wise, transforming in the middle of town would've brought additonnal work since if they want to keep bringing some personality to the townspeople, they'll 'have' to react to that. Even in Ocarina of Time, one person in Kakariko village saw him warp once and keeps freaking out about it, even though his twin brother just laughs at him. To make an entire town react would be fun to watch, but in the end it'll become useless work. Not sure if my opinion is clear, but anyway. Fun times to me.
One realistic detail they have in OoT, but sadly not in TP, is Link sneezing and shuddering when he's cold and 'sweating' when it's hot. Can't recall seeing that in TP. Seeing him fall in Wind Waker because of the ice is also a realistic detail I'd like to see more often.
I don't want Zelda to fall into the 'real as possible' fad, but I don't mind those small details I consider more humouristic than annoying.
One thing that would annoy me: invisible walls left and right. I like being able to jump off a cliff uselessly.

shadowlink | June 18, 2009 1:12 PM

I always thought the "rolling on stairs" stuff was kind of a bug that was never corrected... The fact that it just happens once in a while is probrably what made me think it...
And I really enjoyed the impossibility to transform in front of people, the first time it happens... But it does get annoying as you keep playing... On the other hand, if everybody knew the wolf and Link are one and the same, they should not be scared of the wolf (or should be scared of Link...), and this little detail would be lost.

HylianLore | June 18, 2009 1:21 PM

I'm gonna be honest: your writing ability is amazing. But I feel like you wrote just a bit too much for something so trivial. Yes. It's a funny fact, but just how it sounds, this kind of idea should be placed in a "Silly Facts" section than be taken too serously.

Y'know, the lack of ability to roll up most stairs in Twilight Princess was something that really annoyed me, but somehow forgot about until I read this. Considering I spent most of my game time in the Water Temple (Or whatever they called it), which consists mostly of stairs, as a lot of the dungeons do, it really got on my nerves, because it is clearly the middle ground of speedy and convenient movement since Ocarina of Time.

In OoT, backwalking was a pain unless you knew the game mostly by heart, and was confident about enemies not being in the way. Hyrule Field was the easiest area to learn, because it was mostly flat, and with hardly any enemies within the bulk of the game. Majora's Mask's Termina Field was completely different, requiring more concentration on where you were going, but you had the bunny hood, which was about the same speed as backwalking when without, I believe. You also had the Goron Mask, which allowed you to roll faster than Epona runs, and kills enemies at the same time. Sadly, of course, this lasts only as long as your magic metre does, but it's worth it while it lasts.

Whereas in WW, they reduced backwalking to half normal speed, which wasn't too bad considering that's more logical, but I was under the impression that everything about Link was slower than in the N64 games as well, rolling speed, regular speed, and of course, there was no Epona to keep you company.

But TP just takes the cake. At least in WW, there weren't actually that many steps to roll up, and I'd say only half of those couldn't be rolled up. TP just stopped you all the time, even when the steps are completely minuscule, which is most of the steps in any Zelda game, and considering this game is practically MADE of steps...

It always was the little things in TP that annoyed me.

I really liked this piece. Some good observations mel.

Good article. Midna's rule annoyed me the most and her excuse is pretty weak since she doesn't care if you run through Castle Town as a wolf and scare the shit out of the people there.

Nice post and observations, even though I disagree with you a bit.

I’m in the process of replaying Majora’s Mask on the virtual console, and after playing Twilight Princess, this ability to just throw on a new mask right in front of a character and have him go “Oh hey, completely new person I have never met before!” threw me off a bit.

Something about it doesn’t sit right with me anymore, and that, to me, would fail the old Miyamoto test people have mentioned.

I like that I can’t warp in front of people. I like that I can’t roll up stairs. I guess I’m the only one, but I think those are great gameplay quirks that make me feel more like I’m exploring another world and not sitting on my couch, getting impatient and just wanting to see the end result. Too many shortcuts take me out of that feeling.

But then, that’s the same reason I won’t play the Gamecube version of Twilight Princess. I like the feeling of swinging a sword too much. Yes, Link is a righty in the Wii game, and Nintendo really, really did not have to do that, but I got over it.

shadowlink | June 19, 2009 3:06 PM

Midna doesn't have a problem with you scaring people, she has a problem with people knowing the scary wolf is Link...XP
It would be problematic to complete the quest if everyone was scary of you...

Caulaincourt | June 19, 2009 9:34 PM

1) I rarely roll. It looks stupid rolling around everywhere; I'm not that impatient to get where I'm going.

2) I rather liked the fact Link had to move away to transform.

3) How was Midna annoying? For once we had a plot relevant partner who hardly said anything after the Forest Temple. Ezlo however must die an agonizing death...

I appreciate realism in any game. I honestly do not agree with you at all.

...you know, the issue of where the boundary of realism lies is one that is at the forefront of gaming. think of titles like assassin's creed (or older titles like shenmue), where whether something works or not is entirely dependent on how effective the degree of realism is. i think scribblenaughts will really light the way in this regard...

I also despise the trend towards uber-realism. GTA: Vice City was a good game, GTA San Andreas I never finished as I got tired of failing missions because I forgot to eat. Eventually they'll just have games where you play a guy who's playing a game (probably the Sims) with the only commands being 'drink mountain dew', 'eat cheetos', 'pause and use bathroom', etc.

That being said, the wolf thing did get annoying from time to time but there were no ridiculous amounts of realism (such as the aforementioned eat in GTA) and it was an extraordinary game. My only problem with TP is the horse-call, by the time you obtain the item it is utterly useless.

None of this compares to the annoyance in WW of constantly having to change direction to get somewhere.

As long as Zelda games continue to be the masterpieces they are, any minor annoyance I may have will be far outweighed by their enjoyability.

Other games may not be so fortunate...

Excellent article.

I agree with alot of this article. Midna wouldn't care what people of the light world think, although I disagree that she was more annoying then Navi. (GOD I HATED HER!) I loved Midna character, but Navi was all about 'The Deku Tree wants to see you Link!" every 5 seconds and how to climb ladders.
It wasn't a big annoyance to run and hide to transform, but it was still rather trying after the hundredth time. The deaths when you fall in lava were very good, but the realistic part just failed when you froze the second your toe touched the water.

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