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im not sure about any of the games other than zelda and super metroid, and i think what makes them so successful is the non linearity (not in the sense that you can do whatever you want) but there are loads of side quests... and they arent random quests, they all have something to do with the story, or have stories of there own.



May I ask what specific side quests are you thinking of, are they optional, how do they tie in with the story?

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One of the greatest parts in zelda for me was the fact that, when you got the bombs, you could finally go back to that crack in the wall you found at the very beginning of the game to get an extra heart container...



Which apparently is one of the key things to an indepth tool system and making the world feel more lasting and immersive.

@Chrisitan - I think that's a great point, sitting through a complex story, or skipping it and not understanding what was going on. And frustration with the control scheme I think is very important too. Psychonauts was a very innovative game, at the beginning I felt the story was too drawn out and I just wanted to get into the action, as unique ideas the tools at times it felt like I had to put in extra effort to understand and use them.

Caitlyn showed me this article a while back, which is probably one of the more memorable articles I've read on a game (by the guy who was heavily involved with Goldeneye 64):

http://www.zoonami.com/intelligence/surveillance/ocarina_of_time.php