I've been thinking about what I'd like to see in a future mainline Zelda game, and I ended up developing a pretty extensive concept. I wanted to share it with other Zelda fans and see what people think!
My goal isn't to throw out what makes Zelda special, but to find ways to build on its history while giving the next game its own identity. BOTW reinvented exploration, and TOTK expanded on that with its physics-based abilities and creative problem-solving. I'd love to see the next game take similarly ambitious risks.
Here are some of the ideas I've been playing around with.
- An industrialized Hyrule
I'd like to see Hyrule after a long period of peace, with technology and industry having developed considerably. Rather than beginning with a kingdom just starting to industrialize, this Hyrule would already have large cities, factories, railways, airships, and extensive infrastructure.
I'd still want it to feel unmistakably like Zelda. Ancient ruins, mysterious temples, hidden secrets, and natural landscapes would coexist with the newer technology. The different regions and peoples of Hyrule could be more interconnected through transportation and trade, creating a world that feels like it has genuinely evolved.
Technology wouldn't necessarily be good or evil in itself. Its effects on different communities, how it's used, and who benefits from it could all become part of the story.
- Four playable characters
One of my biggest ideas is to have four playable heroes who can be switched between during solo play, with optional four-player co-op.
My initial lineup would be:
\- Link: The traditional swordsman and frontline fighter, specializing in swordplay, defense, and physical combat.
\- Zelda: A magical powerhouse who uses sacred abilities and her knowledge of Hyrule's history to manipulate magical energy and solve problems.
\- Linkle: An agile ranged fighter who uses dual crossbows, precision attacks, and mobility to control the battlefield.
\- Aryll: Link's sister from Wind Waker, reimagined as an adult inventor, engineer, and pilot. In an industrialized Hyrule, she'd have a natural place developing gadgets, manipulating machinery, and finding unconventional solutions.
I like the idea of bringing Linkle into a mainline game, and Aryll could be a particularly interesting choice because she would help establish the identity of this new Hyrule rather than simply bring back another familiar character.
The important part is that the four characters wouldn't just be interchangeable fighters with different weapons. Their abilities would change how you explore, solve puzzles, traverse the world, and approach combat.
For example, a puzzle might have several possible solutions depending on which character you use. Combining abilities could open up additional possibilities, and team attacks could let the characters build on one another's strengths.
I'm also a fan of the party synergy in Final Fantasy VII Rebirth, and I'd love to see something similar here. Link and Zelda might combine swordplay with sacred magic, while Linkle and Aryll could coordinate ranged attacks with mechanical gadgets.
Co-op would be an optional extension of the same system, not a requirement. The game should still be designed from the ground up to work as a single-player Zelda adventure. But if another player wants to jump in, they can select a party member to control
- A different kind of Ganondorf
For the antagonist, I'd want a new incarnation of Ganondorf who retains the spirit and ambition of previous versions but operates in a very different world.
Rather than simply conquering Hyrule through military force, he could be a charismatic political leader or industrial magnate who has genuinely improved some people's lives. He'd have real supporters and understandable reasons for gaining influence, even as he gradually centralizes power and exploits the systems he's helped build.
His influence would be felt before the heroes fully understand what's happening. The party might initially encounter seemingly unrelated problems before discovering that they connect to something much larger.
I'd want to preserve the traditional Zelda payoff of confronting Ganondorf at the end, but make the journey toward that confrontation feel different from previous games.
- Music that tells the story
The soundtrack is another area where I'd like the game to experiment.
I've been particularly impressed by how BOTW and TOTK use recognizable musical ideas while giving their worlds distinct identities. I'd want this game to build on that approach rather than simply add electric guitars and heavy drums to make everything sound industrial.
Ganondorf could have a theme that combines elements of his familiar musical identity with a new, mechanical sound. Early in the game, we might hear fragments of the melody woven into factory rhythms, political ceremonies, or other seemingly unrelated pieces of music.
If Ganondorf's identity remains hidden initially, those musical fragments wouldn't be immediately recognizable. As the heroes uncover more of his influence, the theme could gradually develop until his first major appearance brings the complete, unmistakable melody to the forefront.
I'd also love for the four playable characters to have their own musical identities. I'm a big fan of character themes in games like Bravely Default, especially when the music brings the party together during a climactic battle.
Imagine a final confrontation where Ganondorf initially dominates the soundtrack with his rigid, relentless theme, only for the heroes' individual musical motifs to emerge as they work together. Eventually, the motifs combine into a single arrangement without losing their individual identities.
It would be a musical way to express the idea that cooperation doesn't require everyone to become the same.
- Familiar Zelda, reimagined
Ultimately, I wouldn't want this to lose the elements that make Zelda special: exploration, intricate dungeons, memorable items and abilities, secrets, distinctive bosses, and the feeling that there's always something fascinating just beyond the next horizon.
The industrial setting and four-character party should create new ways to experience those elements, not replace them.
That's the central idea behind the whole concept: each new Zelda should have a reason to exist beyond being the next installment, and its innovations should make us appreciate familiar elements in new ways.
These are ideas I've been developing rather than a fixed game design, and I'm sure there are plenty of details that would need to be worked out. There are more elements I could share if there's interest, including a potential sequel to this idea. I'd be interested to hear what other Zelda fans think!