The Zelda series is known for its complex puzzles and dungeons. After constant trial and error, you are filled with pride as you finally figure them out and become a hero. Having someone guiding you, telling you what to do and where to go takes the challenge out of the game, and the challenge is what makes it fun!

Many Zelda fans have complained that recent installments of the series are far too easy. In true Aonuma fashion, he listened to the fans.

In a recent Polygon interview, Aonuma discusses A Link Between Worlds and satisfying as many people as possible. More after the jump.

One of his strategies for tougher gameplay comes straight from its predecessor, A Link to the Past. ALBW boasts a non-linear, open world. Like ALttP, the player won’t have someone shepherding them around. “We wanted to make it a game where it would be fun to get stuck and be lost,” he said.

“I think that one thing all game developers worry about when they’re putting something into a game is, ‘Will people notice it? Will people realize what they’re supposed to do?’ And we kind of have a bad habit of hand-holding, trying to make things easier for everyone…But more and more, I start to think that that kind of isn’t actually that fun.”

What’s tricky is appealing to both the veteran gamers and the younger, less experienced ones. Aonuma and his team were therefore tasked with determining where and how often to place hints.

“There’s actually one area in the game where I fought for three days with my director over whether we should have a hint in there or not. As a result, after the end of that we actually decided to take it out, so if that part of the game is too difficult, it’s my fault…But it’s fine, it’ll be fine!”

So what are your thoughts? Do you think Zelda games need hints within the game, or would you rather figure it out on your own?

Source: Polygon
Via: Nintendo Everything
  • Echon

    I'd like to figure it out on my own.

  • Chris C.

    I would rather figure it out on my own. If I wanted and/or needed a hint, I'd go online where there are always quite a few guides and even videos to help you out. Having hints in the game just takes away from the game itself. Take them out, leave them out, and let the gamer find it online if they need help.

    • calivino

      yeah i totally agree, i really want a game where if you can complete it you get real kudos for being a baddass… i want that reputation to return

    • Cody Pederson

      Second that my good sir

  • Archer of Light

    Hooray! No boring tutorial!

  • RPH1

    I like how they did it in Z:OoT 3D and Z:SS, where they had those giant gossip stones that had walkthru videos that only unlocked after you tried that part. That way, if you failed a challenge, you go talk to the rock to see what to do. Also, you could do what I did and relive past moments but not use them for hints.

  • Doc

    Even though I don't like the way they're implementing the non-linearity and no hand holding in ALBW (having to rent/buy items for everything) I hope they continue this with Zelda U, preferably in a different way

  • mistertc73

    we indeed need the zelda games to be more difficult than the latest installments; but in my opinion the most important is that the combat parts are harder because that was the number one reason the games where easier

    • Sanguiluna

      Well, they seemed to do that in SS, but it just felt like the developers gave up midway, because enemies became alot easier during the second half. It's not because your sword is stronger, it's as if midway through the game, the enemies decided that blocking was lame and just dropped the tactic entirely.

      • xxx

        Why so many downvotes? The guy is telling the truth…

  • Amanda

    I feel like if you are constantly getting instructions on what to do, you just following directions and not really playing. Part of the fun is beating a hard boss on the first try with no help, or getting stuck on a level and playing nonstop until you get through.

  • drnedaj

    I think alttp did a fair bit of hand holding. It literally told you were to go next on your map. Sure sometimes it was tricky to get to places but replaying it, its not as difficult as the first zelda as far as getting stuck .

    • DarkLink1996

      fair is over-exaggerating a little bit, there.
      more like, "Ok, many people couldn't beat the 1st 2 because they had no idea what to do…
      give it a proper narrative and make the map in-game instead of just being in the manual."

  • Vladislak

    This is great news! I mean, unlike other people I personally didn't find Fi all that annoying, but I do prefer to learn and adapt as I play rather than have someone tell me what to do. IMO Every boss should be like an action oriented puzzle, figuring them out should take some strategy. 🙂

  • Guest

    sounds like the Zelda series might finally be getting back on track

  • ZeldaObsessed

    Definitely leave the hand-holding out. Would love a new Zelda that's at least as hard as the NES titles.

  • Snowsilver

    Nowadays when people get stuck or frustrated, they go online to look it up without trying to figure it out themselves.

    Too much handholding makes the game a little stifling, so it's good to see they're debating the idea.

    I think we just need to have a little more faith in human problem-solving skills. We're quite resourceful creatures when need be. 🙂

  • ACJ

    I think having a guide in this game should be optional. There should be some type of menu option for it. I suppose everyone would be happy then.

  • TheGrave

    Funny how this contradicts an article from ONM:

    "Speaking of items, one of the first items you'll find is the Hint Glasses. These allow you to see Hint Ghosts (and possibly other hidden doorways), who demand payment before giving you hints. In the early hours these hints seem really obvious. Perhaps this is Nintendo's way of helping the mainstream audience or perhaps the hints really will be essential later on in the game."

    • DarkLink1996

      an optional hint system is different from hand-holding