Aonuma on the Importance of Rupees in Zelda: A Link Between Worlds

By Jorge Ba-oh 15.10.2013 4

Aonuma on the Importance of Rupees in Zelda: A Link Between Worlds on Nintendo gaming news, videos and discussion

Wonder why hoarding money means even more in A Link Between Worlds? Zelda producer Eiji Aonuma has explained why.

In an interview at this year's New York Comic Con, Aonuma explained how the teamed want to build a greater purpose for the age-hold habit of collecting rupees. Beating enemies, shaving grass and breaking pots all spawn sparkly currency but there hasn't been a huge need for it until now. Whilst adventurers may pop a potion or two from time to time, most ammunition is usually available close to where its needed, so rupees have generally taken a back-seat in the series so far.


 

"There wasn't that much left to do with them", Aonuma said, expressing how it was a "big challenge" to give more purpose to the rupees, so the team came up with the idea to have a item/weapons shop.

It would make buying items harder earlier on, so a rental service was put in place. However "if you have items that are rented, if you Game Over, you lose them all", he confirmed. Because of this, Aonuma wanted players to "feel like they want to save up their rupees" and permanently purchase these key items.

Image for Aonuma on the Importance of Rupees in Zelda: A Link Between Worlds


Some critics have likened the system to "free-to-play" and in-game currency systems employed by some mobile games, but Aonuma insists that the rental approach comes from "my own experience by getting into a hobby by first renting something".

In related news, Nintendo also showed off a stunning limited-edition Legend of Zelda themed Nintendo 3DS XL today.

What are your thoughts about renting items in A Link Between Worlds?

Box art for The Legend of Zelda: A Link Between Worlds
Developer

Nintendo

Publisher

Nintendo

Genre

Action Adventure

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1

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Still seems to make the games more repetitive to me. :-/
Plus, going to a shop to buy an item wont feel nearly as good as finding it in a dungeon after defeating a sub-boss Smilie

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Darkflame said:
Still seems to make the games more repetitive to me. :-/
Plus, going to a shop to buy an item wont feel nearly as good as finding it in a dungeon after defeating a sub-boss Smilie

Exactly. That's why when I buy groceries, I find the burliest cashier and make them arm wrestle with me.

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This will be a good improvement!
I liked the Zelda games where you could donate money and you would be rewarded, and there were ones where you traded things.
My idea is to use your rupees to help people too, like someone who has to repair his house or give money to a beggar or donate money to the local church/community building so it may not reward you with weapons or items but it can make the player feel good to use the rupees you struggled for to help the people living in the world. 
I feel that would be a very positive message to put in the game and increase enjoyment when playing! Smilie

Darkflame (guest) 21.10.2013#4

, said:
This will be a good improvement!
I liked the Zelda games where you could donate money and you would be rewarded, and there were ones where you traded things.
My idea is to use your rupees to help people too, like someone who has to repair his house or give money to a beggar or donate money to the local church/community building so it may not reward you with weapons or items but it can make the player feel good to use the rupees you struggled for to help the people living in the world. 
I feel that would be a very positive message to put in the game and increase enjoyment when playing! Smilie

Your idea is much better then theirs Smilie

I like to see the game world change due to my actions, building up/helping a town will do that.
Like Colony6 in Xenoblade.

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