the ground roll in oot makes me so mad
Rolling has negative vibes / handfeel, jumping has positive vibes / handfeel imo. Heavy like rubbing my chest in hard dirt.
Also I guess I never posted this draft:
So i think the best thing about this Zelda game is that you seem to be able to climb up anything. I think my least favourite things are how the dungeon entrances all look the same / are obvious.
It would be an amazing dichotomy if Zelda were about the feel of the land and Mario were about finding things in the sky. But rolling in Zelda doesnât do anything while jumping in Mario does everything. Pushing jump is an affirmation that jump does great things sometimes so we might as well jump a lot. Pushing roll in Zelda is an affirmation that youâre bored.
You could possibly add cool weird things to the game when you roll. Maybe one out of every 50 rolls would rumble to show you a thing you could dig into and then get. But, no, thatâs not how it works.
âŚ
Demons Souls.
but itâs useful for speedrunning 
All three of the transformation masks in Majora replace the roll with an essential action. Itâs tiresome to switch back and forth constantly, but the game improves on OoT by expanding your action set. Contrast with Twilight Princess where Wolf Link feels exactly like Link but with limited movement. Wind Waker gives Link the Deku glider but not much else.
BotW looks to have more new movement options - shieldboarding, launching.
not to mention that sweet cliff dive link pulls
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What if after 1000000 rolls you unlocked jumps
My favourite means of transportation in OoT is Z targeting nothing + side jumps / backflips, but you canât see whatâs in front of you
you CAN jump in oot by z target backflipping and you can clear fences and small obstacles that way
I donât know if itâs ever actually useful but I still do it a lot when I play the game
I donât really play oot anymore tho because itâs really bad
you can roll into several enemies because of links weird hitbox and do this groovy slide right passed them like some weird floaty mongrel and it also works on several bosses to dodge attacks
Cannot lie. Nothing like some lore-continuity-timeline nostalgia pandering to keep my froth well the fuck in check.
you think they designed mechanics around an acknowledged acceptance that their gamesâ geometry and physics are going to inevitably end up being jank? how do other games manage to have jumping without caving in on themselves?
A lot of them donât. Jumping is, especially for 3D games, a cause of lots of bugs.
ok, but,
also
arenât representative of the way 99999.99% of people experienced these games
[quote=â21012, post:274, topic:1983, full:trueâ]you think they designed mechanics around an acknowledged acceptance that their gamesâ geometry and physics are going to inevitably end up being jank? how do other games manage to have jumping without caving in on themselves?
[/quote]
I mean, this is what the Souls series clearly did. It has âjumpingâ that is purely horizontal and gives you absolutely zero additional height, basically a variant of rolling. That solves both a level design and technical headache.
Personally I think the main reason OoT did it that way is with the idea that contextual actions would make the controls simpler and more intuitive, but I dunno, Talbainâs glitch-avoidance theory isnât ridiculous.
Speedrunners arenât typically the people who find these, theyâre just the people who exploit them. Most games with jumping just have lots of incidental issues that are discovered, usually by accident (which is often why QA didnât find them). I wouldnât say they are the people who experience the gameâs problems as a form of competitive advantage, but they arenât unaffected by them.
same
The mythological unreliability of the NES Zeldas is right up there with badass space-amazon Samus on the list of things Nintendo should never have âfixed.â
Wait, why does anyone whoâs not a rabid fan care about Zeldaâs timeline/story