If you could make a zelda that used concepts from every zelda game, what concepts would you choose?
So [Aonuma said he'd like to move on to other games that are not zelda.](http://gonintendo.com/viewstory.php?id=163248) Say, somehow, YOU were placed into the position to create the next zelda game.
If you were tasked to find ONE element from every console (portable too, if you want) zelda game that needs to be represented in the new one, what would they be?
Try to think of concepts that were used only in one zelda game that you wish made a presence in others. Maybe even ones that were used in multiple games, but really stand out in one more than the others. I'm also not talking about overall core concepts, like exploration, sidequests, etc. Just one little thing that you loved about that game! (It's dangerous to go alone. Take this!)
My list:
* **LOZ**: *Hearing bosses in nearby rooms*. Really unnerving, builds anticipation that what you're going to fight is really freaking evil. Imagine the tension you can build!
* **Zelda II**: *The [Candle](http://zelda.wikia.com/wiki/Candle_%28The_Adventure_of_Link%29)*. Twilight princess took a stab at this, and it was good, while it lasted. Unfortunately, you really only used it once or so the whole game (the secret passages used them too, I guess). I'd like to see it fleshed out. Maybe a boss will make the whole room go dark, and the candle is the only way to see. Maybe you fall into a hole in the ground, and you need to use the candle to find your way out. Make the candle magic too, so that it refuels itself over time so you're not in a situation where you have no fuel when you need it most.
* **ALttP**: *[Useless Items](http://www.zeldawiki.org/Magic_Cape)*. Well, useless in the sense that you didn't need them to beat the game, but they made beating it more fun, and also gave access to other secrets. Many [masks](http://zelda.wikia.com/wiki/Stone_Mask) in majora's mask fall under this category. (Farore's Wind and Nayru's love were more SPELLS than ITEMS. Same with Ice arrows).
* **OOT**: *Seeing the world change around you*. I can't really think of a good way to do this without time travel. I don't like the idea of missing something early on only to not be able to go back and fix it later. However, being able to see how every little thing you do can affect the world around you is a wonderful feeling. Building a trusted relationship with a horse while you're young so you can ride it when you're older? Beautiful. Being older and not being able to tame the horse, not so much. I'd like to figure out a way to have the world evolve around you, to show how you're making an impact, or how the world is really organic. I'd like to do that without giving you the feeling that you really missed something and can't fix it.
* **MM**: *Transformations*. Maybe not as literally as majora's mask did it, but what if you could equip something that changed up the gameplay a bit? I'm not talking something like hoverboots that let you float for a second, I'm talking about gameplay mechanic changing equipment. Maybe a [Squirrel suit](http://en.wikipedia.org/wiki/Wingsuit_flying) that lets you glide across hyrule field and reach new places. In a world full of magic the possibilities are endless. The wolf in twilight princess is a pretty good example.
* **WW**: *[Dungeons with friends](http://www.zeldawiki.org/Medli)*! I liked the idea of doing a dungeon with an ally. I think it could have been executed a little better than in WW, as it felt like they were an block you had to carry above your head the whole time. Having to play a song to control them was tedious too. The idea, however, opens up many opportunities for unique dungeon puzzles. What if the midna/navi of the game actually had gameplay elements, like the ability to use the 'element' of the dungeon (fire temple: can become a little flame to burn stuff, earth temple, can become a rock to weigh down a button). Something that would offer up unique puzzles in a dungeon without them all having to revolve around the item you just found in the dungeon! Here's looking at you, [Spinner](http://www.zeldawiki.org/Spinner)
* **TP**: *Fixing broken environments*. Bridge out? Warp it in. Bridge really out? Hire some gorons to rebuild it. I really liked the idea of having to rebuild parts of the world to access new content. Imagine having to personally contribute to the building of kakariko village. Maybe it's just starting out, like in ocarina, and you need to fund it, help dig foundations for buildings, etc. Maybe you have what it takes to make it a lush village. When it prospers, you gain access to more minigames, npcs, etc. Helping to rebuild parts of a destroyed hyrule would add a lot of replay value, even if some of it can be totally pointless.
* **SS**: *Enemies as puzzles with multiple solutions*. While we don't know much about skyward sword yet, I like the idea that every enemy can be defeated in multiple ways, but 'slashing it to death' is probably not the best and most efficient way.