
Gigantic trees in the forest regions
#1
Posted 22 May 2012 - 12:44 PM
Are they all the same tree or just four extremely unlikely coincidences?
#2
Posted 22 May 2012 - 02:27 PM
It's a magical forest in a magical world where trees have attending spirits and have apparently been planted since the beginning of time. Being huge as all get-out shouldn't be that weird. The singular Colossal Trees are probably the lone ones out in their region because that's how trees work; the taller one tree is, the shorter it's immediate neighbors are going to be.
#3
Posted 22 May 2012 - 02:52 PM
#4
Posted 22 May 2012 - 03:23 PM
#5
Posted 22 May 2012 - 11:08 PM
It also has a new sprout in the game. An even cooler fun fact.
#6
Posted 25 May 2012 - 03:08 PM
#7
Posted 25 May 2012 - 04:05 PM
#8
Posted 26 May 2012 - 04:25 AM
#9
Posted 26 May 2012 - 02:03 PM
#10
Posted 27 May 2012 - 04:07 AM
#11
Posted 27 May 2012 - 12:17 PM
That was Picman, right?
#12
Posted 27 May 2012 - 02:05 PM
#13
Posted 30 May 2012 - 01:49 AM
#14
Posted 30 May 2012 - 09:09 AM
#15
Posted 30 May 2012 - 12:11 PM
The fact that we have resorted to talking about trees only drives home the fact that Hyrule Historia killed timeline theorizing.
I wanted to say that I fucking said this would happen and no one listened to me or took me seriously.
Example number 4659 of "MPS being right about absolutely everything and not being believed."
#16
Posted 30 May 2012 - 12:35 PM
I don't believe you.
The fact that we have resorted to talking about trees only drives home the fact that Hyrule Historia killed timeline theorizing.
I wanted to say that I fucking said this would happen and no one listened to me or took me seriously.
Example number 4659 of "MPS being right about absolutely everything and not being believed."

Jokes aside, so what? Was debating the timeline all so much fun? I think putting that huge mess to rest is great. It encourages people to look at different aspects of the series. Rather than focusing on the games as a whole, you can analyze them individually and notice details like huge trees. And other recurring themes.
#17
Posted 31 May 2012 - 07:57 AM
#18
Posted 31 May 2012 - 03:29 PM
Jokes aside, so what? Was debating the timeline all so much fun?
Of course it was, otherwise people wouldn't of been doing it for almost two decades.

Also the official timeline sucks donkey shit.
#19
Posted 01 June 2012 - 12:17 AM
However, debates will pretty much be just this:
Also the official timeline sucks donkey shit.
I disagree.
#20
Posted 02 June 2012 - 10:47 AM
I disagree.
Does to!
#21
Posted 02 June 2012 - 05:56 PM
Probably just large ass trees. I imagine they're separate from each other because they're both 1) insignificant, and 2) lolgeography.
It's a magical forest in a magical world where trees have attending spirits and have apparently been planted since the beginning of time. Being huge as all get-out shouldn't be that weird. The singular Colossal Trees are probably the lone ones out in their region because that's how trees work; the taller one tree is, the shorter it's immediate neighbors are going to be.
Ever since I joined this place 8 years ago I have admired your non-bullshit common sense mentality with unwavering consistency.
#22
Posted 03 June 2012 - 03:54 PM
#23
Posted 03 June 2012 - 10:36 PM
TREES WILL DRAIN THE OCEAN.
I'll have you know Tingle RPG was an excellent bridge game to support that theory!
#24
Posted 05 June 2012 - 07:01 PM
Okay, maybe not.
#25
Posted 06 June 2012 - 09:26 PM
Maybe by having a timeline, we've realized the Zelda storyline isn't actually that good and there isn't that much to say about it.
That and for the more recent games, there's absolutely zero subtlety. Everything important is clearly explained in red text and summarized by someone two seconds afterward.
#26
Posted 07 June 2012 - 02:06 PM
And that's not necessarily bad storytelling either.
#27
Posted 07 June 2012 - 09:18 PM
#28
Posted 08 June 2012 - 04:02 AM
Anyway, that aside, Zelda's storytelling can be emotionally stimulating, which is always more important than intellectual stimulation each and every single time.
#29
Posted 08 June 2012 - 12:05 PM
What are you honestly expecting from a series marketed as children's entertainment? Clarifying what the player needs to do takes priority over anything else, and it's not like any Zelda game has ever been a Newbury winner.
I'm expecting to need to put down my book to play through it. Skyward Sword was particularly egregious in that Fi's attitude was much like and older sister who just wants to grab the controller and do it for you. In some Zelda games, finding the dungeon, or determining a path to it took nontrivial amounts of effort. Lately, it's impossible not to get to the dungeon when the game wants you to go to one. Likewise, the plots are either hopelessly nonsensical or carefully crafted so you can't miss anything. Link to the Past actually had my favorite plot, due to the mystery and subtle hints about the backstory and Ganon's current plan. You don't wake up to a fairy saying: LINK! LINK! YOU'RE A FUGITIVE NOW! You find your own wanted poster and villagers call the guards on you. You get tiny pieces of the plot at a time. It was fascinating and made me think about the game while I wasn't playing it. With the modern games, the attitude is, "Well, I'll find out next time I play" and as soon as I put the controller down, I'm done thinking about Zelda.
Anyway, that aside, Zelda's storytelling can be emotionally stimulating, which is always more important than intellectual stimulation each and every single time.
I think I disagree with every point in this sentence.
#30
Posted 08 June 2012 - 03:35 PM
I'm expecting to need to put down my book to play through it. Skyward Sword was particularly egregious in that Fi's attitude was much like and older sister who just wants to grab the controller and do it for you. In some Zelda games, finding the dungeon, or determining a path to it took nontrivial amounts of effort. Lately, it's impossible not to get to the dungeon when the game wants you to go to one. Likewise, the plots are either hopelessly nonsensical or carefully crafted so you can't miss anything. Link to the Past actually had my favorite plot, due to the mystery and subtle hints about the backstory and Ganon's current plan. You don't wake up to a fairy saying: LINK! LINK! YOU'RE A FUGITIVE NOW! You find your own wanted poster and villagers call the guards on you. You get tiny pieces of the plot at a time. It was fascinating and made me think about the game while I wasn't playing it. With the modern games, the attitude is, "Well, I'll find out next time I play" and as soon as I put the controller down, I'm done thinking about Zelda.
Sounds like a personal thing. I was pretty engrossed in Skyward Sword's plot, regardless of Fi's potential annoyance in actual gameplay.
But then again I don't see what Fi's interference during Gameplay has to do with Storytelling anyway. The two are segregated unless forced to interact, at a primal level.
I think I disagree with every point in this sentence.
I'm not sure I can help you there, then. If you don't hold emotional investment to be stimulating, then your standards of creative expression as a whole are fundamentally different from mine. All fiction, art, music, and creative expression serves to make people feel something, and only a portion go to the next level of providing intellectual stimulation. And those that are intellectually stimulating without being emotionally stimulating are usually treated as being 'pretentious'.
Edited by MikePetersSucks, 08 June 2012 - 03:36 PM.