The Adventure, the
Memories, the Legend – of Zelda
The adventure, the memories, the Legend
– of Zelda
I have spent years exploring and participating in the online Zelda communities
– discussing my favorite memories, or the timeline, or maybe this graphic
style or that dungeon. I like to think I’ve even made a bit of a name for
myself, within the multitudes of forums and websites.
I’ve come to know many fans, made many friends. And one thing that I and many
of these people have in common, and can agree with, is that the Legend of
Zelda series is more then just another video game franchise, that it has it’s
own special magic. Even above things such as gameplay, or graphics, or all the
other common factors, it possesses something that makes it unique. Some
atmosphere, some emotion or feeling it inspires. I’ve spent quite a bit of
time over the last few years trying to understand this, understand why the
Zelda games are like this, whether we’re all feeling the same thing or whether
we have different ideas of what the Zelda magic is. I have also tried to find
ways to convey this feeling to those who do not feel it, something I have
always found altogether impossible… but here I am, trying once more.
I think that it probably has something to do with the ages we begin to play
the Zelda games. My first Zelda game was Link’s Awakening, for the old
colorless brick that was the original Gameboy. Even now, merely hearing the
name or the music from an old GB game that I’ve played and replayed is enough
to unleash quite an impressive flood of nostalgia.
Nostalgia. Now there’s an interesting feeling, and one I’ve always enjoyed. I
think that it is quite close to the feeling that the Zelda games have always
inspired in me, though it is not it exactly. When I first played through the
Wind Waker, almost two years ago now, the first few hours of the game was pure
bliss. That was before the flaws began to make themselves apparent, though
that is another issue entirely. I did notice that those hours of “bliss”, when
the game felt radiated pure Zelda, felt very similar to a nostalgia trip.
Perhaps the coveted Zelda feeling is merely intense nostalgia… But no, that
can’t be.
I got Link’s Awakening when I was young. I don’t remember the exact age, but I
couldn’t have been older then six. An impressionable age, something most of
these Zelda fans I’ve met were at when they were introduced to the series.
It was the first game of it’s type that I had ever played. In fact, nothing I
had played prior had been even remotely like it (and very few things since,
heh). The wonderful feeling of exploring, the feeling that I was a young
swordsman trapped on a mystical island, pervaded the entire gameplay
experience. And there was no doubt that the world I had stumbled into - a
strange place where giant eggs crowned mountains, where songs held magic and
the music was wonderful, where elven heroes vanquished Nightmares with their
plethora of interesting tools – was mystical, and mysteriousness.
This sense of youthful, innocent exploration, of being a hero that traveled
through unknown lands and beheld strange sights and sounds, is the cause of
the love that it’s fans hold for the Zelda series. There are few things in
this world that can compare to that feeling, a feeling that the Zelda series
can invoke in even it’s older followers.
Were you to ask me what the absolute best moments of my life are, I would
probably start with the usual stuff – Christmas mornings, family trips,
wonderful friends – but I would very quickly take an unusual turn. I would
mention the absolute awe I felt when I first beheld the beautiful fields of
Hyrule when I first saw Ocarina of Time, or the bittersweet ending of Link’s
Awakening, or the sense of wonder and adventure I felt as I played through A
Link to the Past.
The ending of Ocarina of Time, when it is just you, the monster, in a ring of
fire on a floating island above a lake of lava, fighting for the fate of
yourself, the princess, and the world, is still one of the greatest moments in
video games, I feel. The sense of mystery, the almost ethereal sense of a
dreamlike reality within the misty confines of Koholint Island, in Link’s
Awakening, is still the best atmosphere I have ever seen in any game, movie,
or story.
Who wasn’t stunned when, in A Link to the Past, they trudged through Hyrule,
collected the Pendants of Virtue, and defeated Agahnim… only to be drawn into
the Dark World, and appear on top of the Pyramid of Power, with the blood-red
sunset in the distance? It was predictable, but still stunning.
For those of you who do not yet grasp the power of these experiences within
the world of Zelda, let me give you an example: I own every Zelda game, have
spent hundreds of hours playing the series, even more time writing about or
discussing it. I’ve probably written a couple thousand pages on the series
over the course of the last three years, at the very least. My writing skills,
which I now hope to use in a job sometime in my future, saw most of their
development within a Zelda role-playing forum. I have Zelda posters on my
walls, and am a huge fan of the Zelda series. I have dedicated almost my
entire life to the video game industry, in some way or another.
And I believe that a large part of the blame lies on four games – just four
–that exhibited that Zelda feeling. They surely don’t deserve the blame,
exclusively, but they get a lot of it nonetheless.
“Only four games?” That might be what some of you are thinking, and sadly, it
is true. Perhaps it is due to me growing up, but I have found that the Zelda
series is losing that magic.
A Link to the Past, Link’s Awakening, and Ocarina of Time possess it in
abundance. It is no coincidence that they are my three favorite games. I never
felt it at all in the two NES games, probably because by the time I played
them they were very aged, and did not match modern standards at all. I know
from talking to others that they possessed it for some, however, and it
saddens me to have missed it.
Majora’s Mask lacked it, but it possessed something different, something very
unique – but that’s the subject for another article.
The Oracles, despite being great games in all categories, lacked it. They
lacked the intangible quality, whatever it may be, that makes Zelda games feel
like Zelda. I don’t know whether to blame this lack on the fact that it was
developed by Capcom rather then EAD, or on the fact that the series is losing
it’s touch. I tend to think it’s a combination of both, really.
The two Four Swords games were such radical departures from the series that it
was impossible for them to have this feeling, I thought. I was right.
That leaves the Wind Waker, and future incarnations of the series. As I have
mentioned… I felt it in the Wind Waker. Oh yes, I most certainly did. The
first few hours of that game? Pure bliss. It felt like LA, or LttP, or OoT all
over again. I was ready to declare it the greatest thing since – no,
greater than sliced bread. But, somehow the game lost hold of it, and the
rest of the game was more normal. I am still saddened by what might have been.
As for the Minish Cap, the upcoming GBA incarnation, and the new GC game…
well. I have been avoiding too many spoilers for the Minish Cap, since it
detracts from the sense of exploring the unknown, but I am holding out hope.
The same goes for the new GC game.
Ah, but sitting back and holding out hope can be quite boring. Fans always
have their own ideas of where a series should go, and what makes their
favorite games good. I am certainly no exception, and for the Zelda series, I
would go to great lengths to think of new ideas.
The magic, the wonder, the future – of Zelda
How many of you enjoyed playing through the vast Hyrule field, from Ocarina of
Time? I know I did. I know that I had never before seen a large 3D plain,
complete with hills, roads, fences, a complete day night system, and a
beautiful cycle for the sun. It was a wonderful thing to find in a game, a
feeling of scope, of a large world. I have yet to find another game that
accomplishes that so well.
Yet in retrospect, even when clouded by the rose-tinted glass of nostalgia and
the game’s illusion of a vast realm, the game’s world was incredibly small.
There was a single forest, a single desert, a single castle, a single ranch, a
single village, a single mountain, a single lake, and a single hidden lagoon.
That should not be. All but one of the Zelda games have been the same, really.
It would be quite nice if, in this upcoming GC game, they included a larger
world. Remember the Adventure of Link? The game’s scope, though limited by the
NES hardware and the way they had the overworld work, was large. There were
many towns, many forests, and many places to go. I want to see that again,
only without the limits of the NES or the other aspects of AoL.
I want them to recreate the sort of overworlds they had in the old 2D games,
in 3D. In a Link to the Past or Link’s Awakening, every screen was different.
Rather then a large, repetitive field or ocean, they should have a varied
overworld, filled with valleys, rocks, stands of trees, roads, the odd hermit
or two, a house here, a tent and campfire there. They need an overworld that
seems alive, one filled with activity. In the 2D games, every screen
had enemies or something to do. Due in large part to that, the overworlds
seemed active, alive, like they were part of a living breathing world.
But that wouldn’t work as well in 3D… the constant fighting might get
annoying. They would have to do something different. Maybe make travelers, or
bands of enemies, or just make more interesting and varied sights. A brook and
waterfall there, someone’s tree-house there, a band of moblins around their
campfire there…
There is another major hindrance to the feeling of a living, breathing
overworld… well-defined areas. In all Zelda games, and as far as I know, all
games period, you always know that you’re in a specific area. You’re in that
town. That forest. That desert. They would have rock walls or walls of trees
or buildings blocking ways. There are always clearly defined entry-points for
areas.
I would like to do away with that entirely. I should hope that most of you
have played the Wind Waker. If you have, you will have noticed that such
boundaries did not exist. You can take the boat, and arrive at any island from
any direction; it’s all part of one vast world. But it was still hindered by
the fact that they are islands, and therefore have another sort of separation.
On a land-based game, it would be different. Instead of going through a little
pathway through some cliff and ending up in another area… the overworld, the
forests, the lakes and rivers and towns… everything should intermingle. Set
boundaries should be done away with completely. You should be able to enter
into the outskirts of a town from the forest that grows right up to it, or
from the field, or from any direction, rather then sticking to two or three
set entrances.
Of course, boundaries are necessary to keep players from going into areas they
should not yet be in. The developers would have to find creative ways to
enforce invisible, intangible boundaries. I’m sure they could, they’ve proven
themselves in the past.
An important thing would be forests… in most games, forests are basically just
paths you can’t walk out of, and the trees that lines the edges. Why is that?
It’s quite ridiculous, really. It hinders the feeling of actually being within
a forest. There should be trees spread through a wide area, and you can walk
between and around the individual trees. It should be more like a shadowed,
cluttered “field” then the forests we currently have. And there’s no reason
why forests shouldn’t have the same sort of ravines, valleys and everything
else that I want in the main overworld.
I want to travel through a gorge, fight a small band of roving moblins, find a
cave with a hermit in it (a la LoZ or LttP), then climb out of the gorge to be
greeted by a beautiful sunset, rising over the vast world, with a forest and a
town there. No big cliffs or boundaries blocking my view.
And you’ve all seen a little bit of the new horse-back fighting system, or at
least I should hope so. No details yet, but I would think that such a vast
world would accommodate horse-back travel and fighting perfectly.
And annoying as it may have been, there is no doubt that the sailing in the
Wind Waker started out fun, and had vast potential. I want a land-based game,
for the most part, but… There is no reason why we couldn’t have multiple
continents, or a big ocean off to the side, or a game taking place on a string
of large islands, like a combination of Link’s Awakening and the Wind Waker.
The sailing was marred by many things. Most importantly, it was boring once
the novelty wore off. The ocean is a cool place, but it is… monotonous. They
would need to mix it up some. Give you larger or multiple boats, turn the
treasure hunting into a more complex and engaging system. Allow you to upgrade
your ship, and even have enemy ships, full-size large ships which you can
board and fight it’s crew hand-to-hand.
In The Wind Waker, I had the most fun sailing when the waves were big, and you
felt like a small child, lost in a vast, angry ocean – exactly what you, or
more precisely, Link, was. They should replicate that more often, giving full
storms, waves, lightening, what have you.
With that sort of stuff, they would be taking an important step towards
undoing the monotony of the Wind Waker’s sailing.
And I mentioned storms, did I not? Why limit the world to what I’ve described?
Give it a weather system, and an important one! We’ve seen things like rain,
snow, and storms in games before, and they’ve even affected gameplay… but
we’ve never seen anything like that in a 3D adventure game.
And why stop with weather systems? It would be very hard work for the
developers, but I think a seasonal system could work as well. If a game has
weather, a day/night cycle, and such a vast world, different seasons are the
natural progression. The Lost Woods are always cool, even beautiful, places in
the Zelda games… but imagine seeing them in autumn, when their leaves turn to
fantastic different colors, or winter, when the leaves fall and leave you
standing in a hibernating forest.
For those of you who have yet to understand, I think I know how to halt and
reverse the steady drop in the “Zelda magic” that I spoke of earlier in this
article. The essence of Zelda, as I see it, lies not in it’s story, not in
it’s characters or art style, but in it’s sense of exploration. And how do you
help a feeling of exploration grow? Why, you feed it, of course. Feed it with
nooks and crannies, caves, variation, change, characters, places to explore
and things to see. Many developers, I think, have some slight grasp of this…
but they don’t know how to go about it correctly. Endless sidequests or things
to collect are not the way. You need to through variations, new and
interesting things, new sights to see and people to meet. You need a vast
world, one like the one I have described.
Of course, cool places and dungeon themes help a great deal. We’ve had
dungeons based on sunlight, on water flow, on lava, on forests, on water.
We’ve had floating islands, clouds, the bellies of fish, and the hollow
interior of enormous eggs. But there is far more. Even to reuse some of these
ideas in a 3D game would be fantastic.
I can honestly say that the Ikana Tower Temple, from Majora’s Mask, is the
coolest place I have ever, ever, seen. Normal, commonly themed places
are cool, but again, variation is the way to go. Even what seems like a slight
new twist to the same theme can make a huge difference. Look at the Forest
Temple from OoT and then the Woodfall Temple from MM. They’re both forest
themed, but with a few slight changes, they are completely different
experiences. Any common theme, with a few minor adjustments, or a combination
of them, can lead to something amazing or new.
But I’m forgetting something of importance, aren’t I? The story, perhaps? Now
I’m not going to lay out some exact story that I want – that would just be a
waste of time. I’m always rather annoyed, in a mild sort of way, when someone
tries to pass some glorified fan fiction as what they want for a story in
future Zelda games. But there are some important things. The most
important of which, and something that ties in with the Zelda feeling that I
have described, is this: in all the Zelda games, even those where he is an
“adult”, Link is still young. Young, innocent, untested. I mentioned how, even
for the oldest fans, that sense of exploration, of seeing new things for the
first time, is a way of feeling like an innocent young kid again. Link and his
circumstances are integral to that, as is the overall atmosphere of the game.
If you make Link a battle-hardened warrior or something, and stick him in a
violent or gory game… well, you’ll lose that sense, and the essence of Zelda
will go with it. That would destroy the Zelda series, totally and completely.
It is the absolute worst thing that could happen to it. Link always has been
and must always be an untested, innocent teenager or child.
On a different note, how many of you truly appreciated the possibilities and
complexity of MM’s bomber’s notebook thing, combined with the 3-day time
cycle? Not many, I am willing to bet. It took me awhile to truly grasp it, and
I highly doubt there are many people who put as much thought into the Zelda
series as I do. Whether that’s complimentary to me… well, I’m proud of it at
least, heh.
But yes. A system like that allowed for truly structured lives for it’s
characters. They all had schedules, events, dangers and loves. The continuous
repeating 3-day cycle allowed you to deeply delve into the complex (for a
video game) lives of any and every character in the game. That is…
unparalleled, really. No other game can compete with that, in the living
breathing world aspect. I am really rather disappointed that nobody else in
the video game industry has taken this under-appreciated and – dare I say it?
– revolutionary idea and done something with it. Well, with so many other
wonderful, complex ideas in one game, what’s wrong with one more? So yes, I
would like to see this, or some variations of it, in a Zelda game again. I
think that, of all the ideas I have seen since the midway cycle of the N64’s
lifetime, it has by far the most potential. I do not understand why nobody
else really grasps this.
In conclusion… many people think that gaming has grown stale, that most
innovations are done with, that revolutions and new ideas are impossible, used
up… but they are wrong. There is a wealth of untapped potential for a game
like Zelda. Limitless, and not even the sky can contain it.