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Open
Hyrule
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The Wind Waker featured
the most open overworld
of any Zelda game to
date, yet it is arguably
the most artificially
linear entry in the
series. While you have a
boat, a sail, and some
wind, that doesn't seem
to be enough to be able
to sail wherever you
want early on in the
game, and pushing the
arbitrary boundaries of
the invisible tunnel
that funnels you towards
your next destination
prompts the King of Red
Lions to stop dead and
prompt you back in the
direction of saving the
world. Thankfully, the
impending doom of Hyrule
apparently becomes
less serious as you
progress through the
game, as evidenced by
the King allowing you to
sail the seas at your
leisure.
A
game that offered far
less to do, but more
freedom with which to do
it, was the original
Legend of Zelda for the
NES. It was the game
that pioneered
non-linear adventuring -
it literally dumped you
in the middle of a world
with little explanation
of purpose or where you
should go next. While
you could wander off
through one of the
available exits, a lone,
tempting cave beckoned
you inside, at which
point you were rewarded
by a sword. This sword
became your reason for
adventuring - just hack
'n' slash until you
found your way to a
dungeon. As you
uncovered larger,
scarier beasts, and
rarer, more powerful
weapons, you became a
walking powerhouse, and
the epic world you found
yourself lost in slowly
became your playground.
This feeling of growth
within a gameworld split
down two different paths
- linearity and
non-linearity.
Both
methods of game
structure have their
advantages and
disadvantages. While the
linearity of a series
like Zelda enabled the
games to tell tight,
focused stories that
levelled up at the same
rate as you. Until you
pushed the story, items
and equipment needed to
advance across the land
were held out of reach,
and your status as demi-god
restricted until the
final acts. Non-linear
series like Grand Theft
Auto and The Elder
Scrolls enable you to
grow via your own
accord; for instance, in
San Andreas and
Oblivion, your main
character is completely
customisable, and
upgradeable as you
advance through your own
stories and adventures.
Oblivion goes a step
further and literally
throws you into the
middle of a world where
it is your own
responsibility to make
something of yourself,
in the vein of the
original Zelda.
There are still
similarities between
these two series and the
latest Zelda games.
Grand Theft Auto focuses
heavily on story, too,
with cut-scenes
portraying events,
though unlike Zelda or
Elder Scrolls, the
protagonist has become
heavily characterised as
the series has evolved.
Games from all three
series have over-arching
storylines that you work
through, though the key
difference is that in
the non-linear games
there's a separation of
advancement
and growth. All this
said, there is a lot for
the Zelda series to
learn from the games it
originally inspired. For
instance, in an Elder
Scrolls game, and to a
lesser extent GTA,
non-player characters (NPCs)
respond to you in
different ways - point a
gun at someone in San
Andreas and they might
tremble with fear or
shoot you with a
shotgun, depending on
whether they're an
innocent old lady or the
owner of a corrupt
gunstore. Similarly in
Oblivion, swinging a
sword at someone, or
shooting a bow and
someone's horse, will
land you in prison,
while in Zelda no-one
bats an eyelid if your
sword swings harmlessly
through someone's torso,
or if you fire a
medieval missile into
Epona's face. Secrets
and advice can be gained
if someone likes you
enough in Oblivion, but
neither the player nor
Link has any real effect
on NPCs through
conversation, rendering
them both as dumb as
each other.
A perfect
example of non-linearity
in a Zelda game is the
Bomber's Notebook of
Majora's Mask. With it,
you recorded details
about the resident's
lives over the three-day
period, and these NPC
interactions were like
side-quests. If a Zelda
game were to incorporate
this system without the
three-day limit, it
would play out a lot
more like Oblivion.
Wii hand
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