Gamers can be classified into several categories. I happen to fall into the “Exploration gamer” stereotype, meaning that although I enjoy a challenge, I’d rather face an easy, interesting boss and stroll through lots of interesting locations than have to analyse the strategy of a ridiculously hard (yet dull) boss to proceed. There’s not necessarily anything wrong with this preference either; I just happen to really enjoy games like Seiklus and Knytt Stories more than others might. Even in World of WarCraft or the Elder Scrolls games, my default gameplay activity is to actively avoid combat and just wander around to see everything. (Why yes, I do enjoy playing as a rogue. Thank you for asking.)
The gaming habits of others may differ. (Yes, this post is in response to that one. Go read it.)
The problem with being an exploration gamer is that I’m quite likely to give up way too soon on a challenge and play something else or use cheat codes if I just can’t get past a certain point in the game. This tendency is exacerbated by my sudden decrease in time upon arriving at college. It doesn’t make me any less of a gamer, it just means I want something different out of a game than you do; “the scenery, the story, the poetry of movement”, if you will. I watch intro movies, for goodness sake. 😉
This being said, while the Nintendo patent for scene based gaming mentions the “experience”, I don’t really think it’s aimed at exploration gamers. No, the patent seems to be aimed at casual gamers who would be unable to complete the game otherwise. At certain points, Zelda really is just a lot of fun to watch. The puzzles can be/are frustrating for the casual market they’re trying to cater to, though. This video walkthrough system sounds very similar to what was implanted in the puzzle game Professor Fizzwizzle, which was loved by both casual gamers and hardcore puzzle solvers. Hopefully this is a sign that Nintendo is going ahead with what aging Zelda fans have wanted for a while: much harder puzzles.
Think about it. Miyamoto has said the franchise “does need some big new unique ideas.” With new ideas will hopefully come an increase in difficulty; an important factor which seems to have been declining in recent releases. Whether the reduced difficulty is perceived or actual is up for discussion (repeated use of common metaphors and concepts may make new titles seem easier to players who have been through several installments in the series already), but people who like a series are likely to play multiple installments of it.
But I digress. If scene based gaming means that Nintendo can make games significantly new, different, and harder without loosing the casual audiance they currently cater to or the old school gamers they attracted in the first place, so much the better.
So what if casual gamers want to watch Zelda like an overpriced DVD? As long as the core gameplay is intact for everyone else, I don’t really see the fuss about scene-based gaming as anything more as elitism.