Development could indeed be influenced by the time constraints and the development team's state of mind during its creation. When working under tight schedules, developers may have to rely more on intuition and tap into their subconscious, which can lead to more primal and emotionally charged experiences.
The compressed development timeline might have forced the team to make instinctive decisions, follow creative impulses, and rely on their emotions, dreams, and personal experiences to shape the game's narrative and atmosphere. This could explain the game's dreamlike and nightmarish qualities, as well as its exploration of deeper themes and psychological elements.
The influence of personal nightmares in creating certain scenes also supports the idea that Majora's Mask delves into more primal and emotional territory. Dreams, being a direct expression of the subconscious, can be a rich source of inspiration for creative works, tapping into hidden fears, desires, and unresolved emotions.
Moreover, the sense of urgency and impending doom in Majora's Mask could have contributed to the game's unique atmosphere. Stress and pressure can push people to think outside the box and take creative risks that they might not have considered under less intense circumstances. This urgency might have fueled the game's sense of tension and uncertainty, adding to the emotional impact of the narrative.
Majora's Mask's deviance from Nintendo's usual measured and deliberate approach showcases the power of creative freedom, spontaneity, and intuition in the artistic process. It stands as a testament to the potential of tapping into primal elements and emotions to create a deeply resonant and memorable experience.
The game's rushed development might have been a challenge for the team, but it ultimately resulted in a unique and emotionally charged masterpiece that has left a lasting impact on players and remains a beloved entry in the Legend of Zelda series.
You can always tell when you’re talking to someone that plays everything and a certified tendie who has been isolated from the greater space for literal decades by how much they jerk this shit off. Seriously it’s fricking weird, the games are good yes but the impression I get here is that if a cultist sometimes raging at the greater world, I get when they were younger their parents got them a GameCube or N64 instead and were too poor for anything else but holy shit.
9 months ago
Anonymous
>their parents got them a GameCube or N64 instead and were too poor for anything else
You're right on the money.
9 months ago
Anonymous
Nintendo games are just in a different class of quality and always have been. Having grown up on N64 and Gamecube and gone back to check out the PS1 and PS2 libraries, they're just fricking pathetic in comparison. They feel like dollar store versions of the stuff Nintendo was putting out, because those devs didn't understand game design as much as Nintendo did. The only real exceptions are Square and Capcom at their prime, but even then most Capcom games that didn't involve Mikami or Kamiya were shit as well.
9 months ago
Anonymous
I just can't tell if a tendie is being genuine, they are that deranged.
9 months ago
Anonymous
Nothing deranged about it. Any game that has 3D movement was better on N64. Comparing Tomb Raider to OoT or Mario 64 is like night and fricking day. PS1 games all played like absolute ass, the only exceptions being JRPGs where the real-time gameplay didn't even matter, or survival horror games with tank controls. But even then, games like RE and MGS would have been infinitely better on the N64, but dves were too busy chasing the FMV moviegame meme.
9 months ago
Anonymous
>Any game that has 3D movement was better on N64
You can't even jump in Zelda games, it's time to lay off the shitposting.
9 months ago
Anonymous
I would rather have N64 Zelda's automatic jumping than Tomb Raider's clunky, barely functional shit.
9 months ago
Anonymous
>I would rather play an extremely casual game because platformers are too hard for me
Another genre you can add to the list of games Zeldabros can't even play.
9 months ago
Anonymous
>the clunkiness proves it's sophisticated
9 months ago
Anonymous
>clunky
Zoomers are fricking terrible at video games.
9 months ago
Anonymous
>no you see those tank controls enhances the gameplay and allows you to line up your jumps with precision!
This Black person couldn't even beat Link to the Past. he would cry and pee his pants in the ice Dungeon and drop it for his "action games and schmups"
the only problem with the ice dungeon in ALttP (SNES) is an area where you can lock yourself out of beating the game. there is a certain area on floor 2 or 3 i think, if you fall down the wrong floor tile to the level below and use a small key on a door you shouldn't, the dungeon is impossible to beat and thus the game
they fix this in the GBA version by giving you an automatic extra key upon entering
>As the co-director along with Eiji Aonuma, Koizumi was heavily involved in many aspects of the development of Majora's Mask. This included the design of Link and his transformations, the direction of the story, and writing the script for the character events. The concept of the falling Moon came to him in a daydream.[5] The three-day cycle was carried over from a board game he had been developing in which the goal was to catch a criminal over the course of a week.[6]
>Koizumi was in charge of all events that made use of the time management system. This includes the events inside Clock Town as well as the events involving Cremia and Romani Ranch. The idea of Reuniting Kafei and Anju for their wedding came to Koizumi and the other developers when they were attending a wedding at a time when North Korea was preparing to launch Taepodong missiles, similar to the threat of the falling moon.[7]
1. It's an actual sequel with a new map unlike Tears of the Kingdom.
2. It actually has good level design, dungeons, npc questlines, and boss fights unlike BOTW or TOTK.
3. It actually has an interesting story and well written characters unlike BOTW or TOTK.
All hail Ocarina of Time and Majora's Mask. Every Zelda game after them is shit, ESPECIALLY Breath of the Wild and Tears of the Kingdom.
>actual >actually >actually >unlike Tears of the Kingdom >unlike BOTW or TOTK >unlike BOTW or TOTK
Why is it that you homosexuals can't give a game a single fricking compliment without shitting on something else?
don't know why the impoverished kids with their off brand video game systems aren't at work right now
don't you want that OT? you're not doing well, you know
>press the mask button just as he whips the mask onto his face >this skips the screaming scene >time it so well that it looks like he just did a Kamen Rider transformation >since he does pic related sort of pose when the screen is brought back >do this on top of the slide, sliding down as Zora Rider to protect grandma from Sakon on every reset
It was the little things I did that could make a a great game a lot more fun for me.
A lot of talented people with limited time, resources, and no idea or restrictions on what to do.
To achieve great things, two things are needed, a plan and not quite enough time - Leonard Bernstein
Development could indeed be influenced by the time constraints and the development team's state of mind during its creation. When working under tight schedules, developers may have to rely more on intuition and tap into their subconscious, which can lead to more primal and emotionally charged experiences.
The compressed development timeline might have forced the team to make instinctive decisions, follow creative impulses, and rely on their emotions, dreams, and personal experiences to shape the game's narrative and atmosphere. This could explain the game's dreamlike and nightmarish qualities, as well as its exploration of deeper themes and psychological elements.
The influence of personal nightmares in creating certain scenes also supports the idea that Majora's Mask delves into more primal and emotional territory. Dreams, being a direct expression of the subconscious, can be a rich source of inspiration for creative works, tapping into hidden fears, desires, and unresolved emotions.
Moreover, the sense of urgency and impending doom in Majora's Mask could have contributed to the game's unique atmosphere. Stress and pressure can push people to think outside the box and take creative risks that they might not have considered under less intense circumstances. This urgency might have fueled the game's sense of tension and uncertainty, adding to the emotional impact of the narrative.
Majora's Mask's deviance from Nintendo's usual measured and deliberate approach showcases the power of creative freedom, spontaneity, and intuition in the artistic process. It stands as a testament to the potential of tapping into primal elements and emotions to create a deeply resonant and memorable experience.
The game's rushed development might have been a challenge for the team, but it ultimately resulted in a unique and emotionally charged masterpiece that has left a lasting impact on players and remains a beloved entry in the Legend of Zelda series.
Did a fricking AI write this?
Yes, for some reason they make it extremely obvious too.
spot on, language learner
Isn't it funny how the game itself kind of plays up that theme?
I like that quote, and I'm stealing it
Aonuma didn't have enough sole authority to frick it up, and the whole game was made under crunch.
the moment you fall into the hole leading to Termina, and Skull Kid tells Link he got rid of that stupid horse that doesn't listen to anybody.
Nothing, the time gimmick is cool and the sidequests are good, but outside of that it's a pretty mediocre game like most Zelda.
but enough about your favorite game
Play more vidya, this board isn't supposed to be for casuals.
I don't even want to know what kind of Black person dogshit you consider to be good.
>I don't care about quality
Fair enough, Action, shumps, RTS, and Fighters are too much for Zeldabros.
Bro you're so hardcore... how do you do it...
truly a man of culture
That Black person furry existing doesn't Fighters bad.
You can always tell when you’re talking to someone that plays everything and a certified tendie who has been isolated from the greater space for literal decades by how much they jerk this shit off. Seriously it’s fricking weird, the games are good yes but the impression I get here is that if a cultist sometimes raging at the greater world, I get when they were younger their parents got them a GameCube or N64 instead and were too poor for anything else but holy shit.
>their parents got them a GameCube or N64 instead and were too poor for anything else
You're right on the money.
Nintendo games are just in a different class of quality and always have been. Having grown up on N64 and Gamecube and gone back to check out the PS1 and PS2 libraries, they're just fricking pathetic in comparison. They feel like dollar store versions of the stuff Nintendo was putting out, because those devs didn't understand game design as much as Nintendo did. The only real exceptions are Square and Capcom at their prime, but even then most Capcom games that didn't involve Mikami or Kamiya were shit as well.
I just can't tell if a tendie is being genuine, they are that deranged.
Nothing deranged about it. Any game that has 3D movement was better on N64. Comparing Tomb Raider to OoT or Mario 64 is like night and fricking day. PS1 games all played like absolute ass, the only exceptions being JRPGs where the real-time gameplay didn't even matter, or survival horror games with tank controls. But even then, games like RE and MGS would have been infinitely better on the N64, but dves were too busy chasing the FMV moviegame meme.
>Any game that has 3D movement was better on N64
You can't even jump in Zelda games, it's time to lay off the shitposting.
I would rather have N64 Zelda's automatic jumping than Tomb Raider's clunky, barely functional shit.
>I would rather play an extremely casual game because platformers are too hard for me
Another genre you can add to the list of games Zeldabros can't even play.
>the clunkiness proves it's sophisticated
>clunky
Zoomers are fricking terrible at video games.
>no you see those tank controls enhances the gameplay and allows you to line up your jumps with precision!
>can't handle "tanks controls"
N64baby isn't a meme, it's genuine reality.
Tomb Raider isn't hard, you're just defending a shit game.
Nobody said anything about difficultly, nor once did I pretend MM was a good game.
It was from a time when Nintendo still cared about innovation and had the talent to do it. Modern nintendo would never ever make Majora's Mask now.
This Black person couldn't even beat Link to the Past. he would cry and pee his pants in the ice Dungeon and drop it for his "action games and schmups"
the only problem with the ice dungeon in ALttP (SNES) is an area where you can lock yourself out of beating the game. there is a certain area on floor 2 or 3 i think, if you fall down the wrong floor tile to the level below and use a small key on a door you shouldn't, the dungeon is impossible to beat and thus the game
they fix this in the GBA version by giving you an automatic extra key upon entering
literally skill issue
Koizumi.
>As the co-director along with Eiji Aonuma, Koizumi was heavily involved in many aspects of the development of Majora's Mask. This included the design of Link and his transformations, the direction of the story, and writing the script for the character events. The concept of the falling Moon came to him in a daydream.[5] The three-day cycle was carried over from a board game he had been developing in which the goal was to catch a criminal over the course of a week.[6]
>Koizumi was in charge of all events that made use of the time management system. This includes the events inside Clock Town as well as the events involving Cremia and Romani Ranch. The idea of Reuniting Kafei and Anju for their wedding came to Koizumi and the other developers when they were attending a wedding at a time when North Korea was preparing to launch Taepodong missiles, similar to the threat of the falling moon.[7]
MAJORA'S MASK?
MORE LIKE MAJOR ASS!
you don't actually like it, it's just nostalgia
1. It's an actual sequel with a new map unlike Tears of the Kingdom.
2. It actually has good level design, dungeons, npc questlines, and boss fights unlike BOTW or TOTK.
3. It actually has an interesting story and well written characters unlike BOTW or TOTK.
All hail Ocarina of Time and Majora's Mask. Every Zelda game after them is shit, ESPECIALLY Breath of the Wild and Tears of the Kingdom.
i think you just don't get those games, man
I get em just fine. They're shit games.
>actual
>actually
>actually
>unlike Tears of the Kingdom
>unlike BOTW or TOTK
>unlike BOTW or TOTK
Why is it that you homosexuals can't give a game a single fricking compliment without shitting on something else?
It's a sign of insecurity, they know deep down the games they like aren't very good. You see it all the time with casuals on this board.
don't know why the impoverished kids with their off brand video game systems aren't at work right now
don't you want that OT? you're not doing well, you know
Koizumi.
Dungeons weren't very good, but atmosphere was on point. I like this kids game
The dungeons are some of the best of the series.
>press the mask button just as he whips the mask onto his face
>this skips the screaming scene
>time it so well that it looks like he just did a Kamen Rider transformation
>since he does pic related sort of pose when the screen is brought back
>do this on top of the slide, sliding down as Zora Rider to protect grandma from Sakon on every reset
It was the little things I did that could make a a great game a lot more fun for me.