Aonuma: Zelda series fits 'within one timeline'
In a recent interview, Zelda producer Eiji Aonuma stated that the Zelda series falls under one timeline, throwing away the original theories that were based on a two-branch timeline concept.
Few mysteries in the realm of video game lore get us thinking more than that of Zelda's true timeline. Years ago, Zelda producer Eiji Aonuma stated that the true timeline of the series is split into two branches at the point of Ocarina of Time.
In a recent interview, however, Aonuma seemingly contradicted his previous statements, saying that the entire series falls under one timeline.
Though dedicated fans have multiple theories as to the true nature of Zelda's timeline, none have ever been verified by Nintendo. Pushing the multitude of timelines back under one umbrella, however, essentially throws them all away. Some timeline theories are even different based on the translation of the Zelda games.
At the recent Legend of Zelda '25th Anniversary' concert event, Aonuma told GTTV: "All of the games are within one timeline for the entire series, but that timeline is a secret that I cannot reveal."
It's not clear if Aonuma means that all Zelda games work together to form one mysterious timeline, or if the actual singular timeline for the franchise ignores some of the parallel events that occur throughout the series.
Also, why is it a secret? This sounds suspiciously like the ramblings of the producers of Lost, assuring fans that the entire series would make sense in the end before the final season. Or maybe they just don't have enough chart paper at Nintendo HQ to sort it all out for the public.
The franchise continues on November 20, when The Legend of Zelda: Skyward Sword launches for the Nintendo Wii.
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Xav de Matos posted a new article, Aonuma: Zelda series fits 'within one timeline'.
In a recent interview, Zelda producer Eiji Aonuma stated that the Zelda series falls under one timeline, throwing away the original theories that were based on a two-branch timeline concept.-
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Regardless of Word of God, it might as well be considered that anyway. There's not really a whole lot that connects any of them in any sort of relevant narrative except when it's explicit, no? And even then, it's irrelevant to the plot of the game anyway. For example, Ocarina of Time and Majora's Mask have the same main character, undoubtedly. But... who cares?
The plot of a Zelda game is pretty inconsequential anyway. You always know the last boss is Ganon, and Zelda will show up eventually, ready for the saving. You know you possess the Triforce of Courage, she Wisdom, and Ganon has Power. Now, I respect the fact that they've established these wonderful archetypes that really do give a lot of flavour to each adventure, but frankly I play Zelda games to solve puzzles in creatively designed dungeons and pick up cool toys along the way. The specific trappings are always secondary to that, if still very much appreciated, which has always been the series' strength; the gameplay is always fantastic.
Anyway, I guess I'm rambling. I like stories, don't get me wrong, but if I want a really engaging story, I'll go read a book. On a related tangent, adding too much story is exactly what is so distasteful about Metroid these days. I'm goddamn Samus Aran. I don't need a complicated motive to explore a planet and kick the shit out of the things that wants to destroy it. Remember how gripping and engrossing Metroid Prime was, guys? How much narrative was Samus engaged in? A paragraph at the start, maybe? Oh... dear... now I want to play that game again.-
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I completely agree. All this talk about games needing good stories to be art is completely misdirected. A game can have a good story, but it doesn't need it. And if the story isn't good, don't pretend it is and shove it down out throats with fantasies of cinematic grandeur. I don't want to play my movies and I don't want to watch my games.
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I think storytelling as a technique is largely mis-understood by a lot of game designers. There are different approaches, but more often than not it works better when developers focus on a convincing atmosphere and setting, that is occasionally populated by interesting characters.
Wrapping a game in a confused and complex plot is usually a waste of time.-
I agree. I wish game developers would focus on game design that causes stories to be told rather than scripted sequences which are almost always poorly written anyway.
What I mean is stuff like in Oblivion where the player decides to do something and ends up with half a town chasing them as an end result. I'd like to see games focus more on stuff that causes unique player experiences. I mean, why not? We already have movies and books for telling scripted linear stories.-
You mean the Oblivion where every character you meet breaks the otherwise masterfully rendered illusion of a living fantasy world? The one with ugly awkward robots delivering the voices of up to three different actors?
Storytelling in video games has a long way to go, but I don't think Bethesda is helping. -
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Zelda ended back in December of 1991 when I beat LTTP and let the Master Sword sleep.
http://chattypics.com/viewer.php?file=master_sword_rests_FOREVER_76jxhfk3me.png-
According to AVGN's construction of Nintendo statements, Zelda 2 is the last game in the series, chronologically
http://cinemassacre.com/2008/01/08/chronologically-confused-about-the-legend-of-zelda-timeline/
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