Nintendo Should add Skills for Link

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 legend of zeldaAs usual, this article will keep on the focus of things that Nintendo could add to the Legend of Zelda games which would make them more in depth and interactive. Today’s focus is the addition of skill sets on which the gamer could level up and customize.

Now this is not a brand new concept by any means. In fact this concept has been used in many best sellers. And not to overkill the entire Fallout 3 idea, but this concept was very well done in the latest Fallout installment.  And in a more close to home example, we can all recall The Legend of Zelda: Adventure of Link. Though a very primitive game compared to the massive games of today, The Adventure of Link was the first Zelda game to introduce the concept of skill leveling. However, since its release Nintendo has veered away from this idea and generally has avoided the entire concept of skills.

In The Adventure of Link, there were 3 areas in which gamers could level up and develop. These three were: Attack, Magic, and Stamina. Attack would increase the damage Link deals to enemies, Magic increases the amount of spells Link can cast with his MP, and his Stamina will decrease the amount of damage Link takes from enemies. At the time this was a fairly deep level of gameplay and development. However since then, as I previously mentioned, Nintendo has stopped dealing with all concepts of leveling up attributes or skills for the Legend of Zelda series.

So it is now about time for them to bring back attributes that can be raised based upon player’s actions. Doing so will include game quality and allow for a much deeper gaming experience. Afterall, gamers like being able to customize things and what better way than to customize their playable character?

Now, some of you may be asking how this could successfully be implemented in a future Zelda game. There are 2 possible solutions to this question. The first of which is a character level up system which I do not see as being accepted by most Zelda fans who are used to the usual Zelda formula. So this leaves another option that I find would be a much better option. Instead of having Link level up in a numerical kind of system it could be done through tasks that the gamer performs and interactions within the game.

zelda skillsTo further explain things, In Fallout 3, the playable character increases his skill sets by gaining experience and can get up to level 30. At each level he has the option of applying points to a variety of skills such as lock-picking, bartering, sneaking, and explosive weapons. Then the character is able to increase the skill level of more indirect traits such as Strength, Luck, Charisma, Intelligance, and so on. The latter of which are set at the beginning of the game and can be raised on a few occasions within the game. What I propose is a combination of these two ideas.

At the beginning of the game I propose that Link should start off with all of his traits at level 0. He should then be given 10-15 points to assign to skills of the gamer’s choice. Some trait ideas that I suggest are

  • Strength – damage Link deals
  • Endurance – get more life from his hearts
  • Magic – magical strength
  • Charisma – ability to get along with people and persuade them
  • Intelligence – puzzle solving skills.

Now instead of leveling up these traits in the normal Final Fantasy level kind of system I suggest having these traits get raised through in-game options and actions performed by the gamer. Let’s say that Link is presented with a challenge. He could try to convince a foe to move out of the way or he could challenge the same enemy to a fight for the prize. One would obviously effect Charisma and the other Strength. At the same time, it would be great if certain actions could only be completed if Link had a minimum skill requirement in a certain trait. For instance, maybe Link would need a level 7 of Intelligence to solve a puzzle and acquire a bonus item.

Of course these traits could not just be raised through decision making events. Nintendo would need to find another way to gradually increase these traits throughout the course of the game. The best possible solution for this is to have specific traits be raised based upon how the gamer chooses to progress. No not like above when there are specific events, but in terms of just general gameplay. Does the gamer use his sword more then usual? Increase his strength. Does he lend a hand to everybody who needs help? Increase his Charisma. Does the gamer cast spells on enemies before attacking? Increase magic level. Does the gamer solve puzzles quickly? Increase Intelligence level. And so on and so on.

Ok, now that we have a general idea of how this could be implemented we can now discuss why this would make gameplay better. As it has already been made clear, the addition of traits could allow gamers to complete tasks with different outcomes. This would make the Zelda games less linear and allow for greater variety.

And non-playable characters would obviously interact with you differently if you had different skills. If you have a high charisma you would be able to barter down the price of a Shield from 500 to 300. Or you would be able to convince a guard to provide you with some inside information on what is going on inside the castle. If you have a high Intelligence level then perhaps you would be able to get an in-game clue to various puzzles inside of the dungeons.

There are just so many different possibilities that go along with this idea. Zelda Wii is supposed to be shown at next years E3 event. Will there be the inclusion of skills? I doubt it very much. However, maybe we will get lucky and they will read this and surprise us all. I for one would be very happy if Nintendo were to allow me, as the gamer, to customize Link and let the quest change accordingly.

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About Author

Noah Glaser is a graduate of the University of Cincinnati where he majored in Information Technology with a minor in awesome. Noah has worked in web marketing for over 5 years and has built a reputation that has followed him both professionally and independently. He is the founder and lead content contributor for The Hidden Triforce.In the 5th grade he bought Link’s Awakening for his brother as a Christmas gift. Since stealing it back, he has been hooked to the Zelda series and has never looked back. In his spare time you can find Noah frolicking with his Porygon and Kiwi Birds. He dislikes chocolate, cheese, and bacon.

  • Daddy

    Toward the middle I thought you were going off the deep end, but you really sold it with your ideas at the end. Nice article!

  • Dark Link

    Thats how I roll

  • NachoKingP

    First off, you're completely wrong when you state "Nintendo has stopped dealing with all concepts of leveling up attributes or skills for the Legend of Zelda series". You build up your maximum health through collection of heart containers. In Ocarina of Time (I use that as my example because it's one of the most widely played of the series), you can double your magic meter and half the amount of damage you take (akin to the magic and stamina upgrades you refer to in the Adventure of Link) by visiting Great Fairy Fountains found in hidden locations throughout the world of Hyrule. Similar "leveling" structures can be found in subsequent games. You shouldn't make blanket statements like the one you made without backing up your statement with facts, especially when they're such a stretch.

    If you were to change the leveling mechanic of a Zelda title, it would change the genre of the game. The way Zelda has always played is that he must find a certain item that allows him to defeat whatever obstacle is preventing him from moving on through the story. As the levels advance, the puzzles require more complicated uses of the items, or a combination of items to solce puzzles. If Link was given multiple ways to advance past a point in the story, it would fundamentally change the dynamic of what I've always loved about the LoZ series. If you're given the option to get an item to advance the story, or to use Intelligence to get past the obstacle another way, then you lose the ability to build into later stages of the game the need for using that item, and the entire structure of the game then must be changed to accommodate that lost item.

    There are very few games that follow the same structure as the LoZ has, and I'm happy about that. Changing it from what it is to fit the structure of what so many other Western RPGs already are would be a huge mistake and ultimately ruin the experience for the millions of fans that love this series and continually vote the games in the series some of the best games in history.

  • ReBHazard

    Strength – Different swords or weapons depending on the situation or enemy.
    Stamina – Heart collection.
    Magic – Doubled when you find the right Great Fairy.
    Charisma – It's just not that type of game and there are already ways of getting extra info (Mask of Truth)
    Intelligence – The puzzles are for you to solve a figure out using the current items in your possession.

    Now, I'm not completely against a leveling system for a Zelda game but I'm trying to reiterate to you what NachoKingP said, that the things you are asking for are in some way already present in the current series. Here is something that would have been cool to level up in the Zelda series and since I was a huge fan of Ocarina I'll make reference to it. I think that Link's magical abilities would have been a great aspect to level up. Let's take Din's fire for example. It was fun to use but it would have been interesting to level it up in ways that lets you use it differently. Maybe allow it to light your sword on fire to add damage, shoot a fireball at an enemy (I did not forget about the fire arrows, I just think it would be cool to shoot one from your hands), and maybe a flame thrower ability.

    Here is something that I really want in a current Zelda series. Pegasus Boots. I have much love for Epona but I really want to dash across the world at high speeds.

  • Dark Link

    Pegasus Boots would be awesome. And yes these elements exist. But I was talking more of indirect ways and not so much as a result of items.

    I see where people are worried that it would change the genre. But I do not think so. People are viewing this way too much like grinding or spending time to level up. I tried to make it as clear as possible that I did not support that idea and was wanting it done in subtle ways throughout the game that would go off of gamer habits.

  • It was funny because just the other day I was talking about this to a friend. Actually how the whole series turned childish. The first 2 NES games were dark and somewhat mature games. I’m talking about Lord of the Rings atmosphere and in small ways, gameplay similar to that of Diablo.

    Make the game interesting. In Link to the Past, the best part was all the dungeons were open at any given time. I used to get through a dungeon mid way, get the big treasure chest (say an ice rod), leave, take it to the fire dungeon and whoop butt. You could separate the game by having certain parts only passable with certain weapons to keep it somewhat linear.

    The weapons could still be limited selection but upgraded for new abilities. Stronger swords. Multiple Arrows. Throw bombs further. Jump higher. Lift heavier. Use different spells. It can be done.

    And I really liked the magical medallions from Link the to Past. All of this is possible. We have games now with such open ended worlds and an, almost, endless array of weapons and spells. It can be done.

    Zelda games used to be one of my favorite type of games but now lately it is all childish and features the same weapons over and over.

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