Think about, prior to the Gamecube, a new game was just a Mario game, or a Zelda game, with the gameplay the series was known for and any add ons as entirely optional elements. Okay, the Dark World in A Link to the Past was a major element of the game, but it really acted more as a sort of extention of the main gameplay, you never had to travel back to the Light World after a certain point. Ocarina of Time's time travel element was important, but again, it acted more as a gate to the second half the game, with just two required times you had to go back in time (Bottom of the Well, Spirit Temple).
Now though, it seems Nintendo designs games with the gimmick first and the world/gameplay second. Everything in Mario Sunshine revolved around FLUDD in some way As did most things in Spirit Tracks revolve around trains, or Wind Waker boats, or Mario Galaxy gravity.
Why can't we just get traditional Zelda and Mario games where the series trademark gameplay is the main focus and without any new gimmicky addition. Do we always need this 'innovation'?
Now though, it seems Nintendo designs games with the gimmick first and the world/gameplay second. Everything in Mario Sunshine revolved around FLUDD in some way As did most things in Spirit Tracks revolve around trains, or Wind Waker boats, or Mario Galaxy gravity.
Why can't we just get traditional Zelda and Mario games where the series trademark gameplay is the main focus and without any new gimmicky addition. Do we always need this 'innovation'?