{"id":1503,"date":"2009-07-07T00:54:42","date_gmt":"2009-07-07T00:54:42","guid":{"rendered":"http:\/\/danielprimed.com\/?p=1503"},"modified":"2012-03-10T11:25:23","modified_gmt":"2012-03-10T11:25:23","slug":"zelda-twilight-princess-%e2%80%93-nintendo-fying-stolen-mechanics","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2009\/07\/zelda-twilight-princess-%e2%80%93-nintendo-fying-stolen-mechanics\/","title":{"rendered":"Zelda: Twilight Princess \u2013 Nintendo-fying Stolen Mechanics"},"content":{"rendered":"
Carrying on from my previous comments on the weight of creativity in Zelda: Twilight Princess<\/em>, another way that Nintendo can continue to foster creativity with the next potential Zelda<\/em> is to Nintendo-fy the innovations of others \u2013 not just steal, but reinvent and adapt. Let’s say that the next Zelda<\/em> is a sequel to Twilight Princess and adopts a mostly similar framework, innovating through content instead of changing the foundations of the series \u2013 which seems to be the case. For this sequel to not be derivative of the previous game (which was itself mostly derivative of prior games) Nintendo would need to inject a stream of constantly innovative ideas. Even for the mighty Nintendo, being wholly innovative in such a way is no easy task, so why not adopt the ideas and mechanics of other games and re-jig it for your own?<\/p>\n Nintendo successfully did so with stealth sections in Zelda: Wind Waker<\/em>. The whole adaption was one big spoof of Metal Gear and for players in on the joke it was a great joy to see the two styles collide. Besides the referential humour, the actual play mechanics felt similar yet given a whole new interpretation \u2013 one of the many fruits of the game.<\/p>\n