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Who
is Link?
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A
few weeks ago I was
particularly bored and
began daydreaming.
Somehow, as my
thought-pattern
meandered through the
regular milestones of
love, wealth and
success, I arrived at an
unfamiliar destination;
the question, "who is
Link?" Who is the elf-like
protagonist of what is arguably the
world's most important
gaming franchise? In
other premier
story-driven games like
Grand Theft Auto and
Final Fantasy, we have a
clear idea of who the
playable character, our
exploratory tool for the
game world, actually is;
what his motives are,
what he's thinking, how
he reacts to different things,
simply because in those
games the characters are
allowed to interact with NPCs through
speech. In The Legend of
Zelda our playable
character is
a mute. To draw a
comparison with Half
Life, a series that
takes a similar approach
to storytelling, a main
criticism of Half Life 2 Episode One
is that the NPC
characterisation is so
rich that players now
feel like they have
less interaction
with the game because of
the technical
limitations and
emotional restrictions
placed on player and
avatar respectively. As
games become more
realistic, the Half Life
and Zelda approach to
storytelling becomes
increasingly jarring.
Considering the
character of Link raises
questions as to the validity of
this dumb approach in a
time when user interface
and artificial
intelligence limitations
determine the extent of
our interaction with the
game.
So, Link then.
Inconveniently, there
are more than one
"Links", or Heroes, and
the only real connection between
the them is that they're
all destined to possess
the Triforce of Courage.
As the first Link
chronologically, the
first to show facial
expression, and the
first with a truly
complicated life, the
Hero of Time set many
standards for a lead
Zelda character, and so
I'll give a quick
run-through of his
journey in Ocarina of
Time to see what
personality traits we
can glean from events.
Link
spent his first eleven
years growing up as a
bit of an outcast,
subject to forest bully
Mido's insults. Somehow,
everyone knew he was
different to the other
Kokiri, and it didn't
help that he was the
only one without a
fairy. The day he
finally receives a fairy
guide, is the day he's informed
that the Great Deku
Tree, surrogate
parent and protector,
has been cursed and will
die unless Link
saves him. After the
eleven year-old
slaughters the infecting parasite Gohma,
the Deku Tree dies
anyway, but not before
enlightening Link of the
world's imminent
destruction and his
responsibility to
prevent it. In order to
do so, he must leave the
protective realm of
Kokiri Forest, despite
the promise to all
Kokiri that such a
course of action will
lead to death. After
an arduous adventure
through a dangerous
cavern and the electric
guts of a sacred fish,
Link's very own
nightmares are presented
to him as reality.
The terrifying scene
that plagued his dreams
in the weeks leading up
to his adventure was
played out with
terrifying lucidity.
Then, after pulling the
Master Sword from its
pedestal, Link finds
himself seven years in
the future, a child
trapped inside an
adult's
body. Leaving the Temple
of Time, Link finds his
kingdom
in ruins, towns
destroyed, mountains on
fire, monsters ravaging
the land, and is told he
has to defeat the man
responsible for this
wanton destruction. He
then learns that the
reason he felt different
from the other Kokiri,
and why he was able to
grow, is that he's
actually a Hylian whose
mother entrusted him to the
Deku Tree as she fled
dying from the Hylian
War. After battling
through five temples to
restore Hyrule and
awaken the sages needed
to kill Ganondorf, Link
infiltrates the Evil
King's fortress for a
final showdown. When Link
murders the man who tore
apart a country, he and
Princess Zelda flee the
crumbling fortress while it
gives way under their
feet, and as they
think they have reached
safety, a 15-ft monster
bursts from the
wreckage.
No wonder this guy's a
mute.
Now, we're told that
Link is courageous, but
we're never given
more than that.
Certainly, his bravery
in the face of such
overwhelming tragedy,
and his determination to
complete his quest, are
traits that make him perfect to bear the
mark of the Triforce of
Courage, but we don't
see much in the way of
real interaction that
shows the subtleties of
the character. For
someone so courageous,
Link is short on opinion
- he often feels like a
mindless solider sent
into battle whenever
Hyrule calls for it, so
we miss the story of the emotional
journey he must endure. Nintendo's
official line is that
the idea of "Link" is
one already formed in
the minds of gamers, and
if they were to make him
speak differently to
preconceived notions
they'd be shattering
that image. Without Link
talking, the only
personality quirks we
can glean from his
actions are that he
doesn't want to marry a
Zora, and that he's
scared of Goron hugs. In
fact, he seems to have a
hard time showing any
kind of real feeling
towards others, as
evidenced by the ending
where a heartbroken
Zelda has to send a
gormless Link back to
his own time in an
otherwise emotional
scene where Link loses
his Ocarina.
My point is, these are
really traumatic events,
but as players who
aren't completely
immersed in the
gameworld (and will
continue to be detached until we're all
running around Holodecks),
we will never show the
same emotional reactions
as Link could. When Link
defeats Ganondorf in The
Wind Waker, he's visibly
shaken, but what else does he
feel? What does he have
to say about it?
As players, it was
surely exciting, but
we're missing the fear
that can only be
experienced by being
there in that stormy
scene. There are some truly moving
scenes in that game, and
while many people feel they
fall flat because of
pure-text speech, I
think they fall flat
because our avatar can't
completely interact with
them, just as we can't.
Until we can, Link
should. Just like in
novels and books, scenes
in games are made to
provoke particular
emotions, and the school
of thought in games like
Zelda and Half Life is
that as we're the
main character, we
should play that part in
our imaginations. That
approach simply isn't
feasible at this time;
as graphical technology
advances, so too should
other parts of the
puzzle. 8-bit MIDIs
would sound out of place
in Twilight Princess,
just as jerky animation
on realistic-looking
models breaks the
suspension of disbelief.
No-one could complain
that the original Link
had just two frames of
walking animation or
blippy-bloopy music,
because adventurers
20-years ago spent the
game in their
imaginations. But as
scripts complicate and
narrative expands, Link
looks increasingly
ostracised as a
non-participant. A
character who is
visually gaining
identity should be able
to express that
verbally. When
pixellated old men were
telling a faceless Link
that "DODONGO DISLIKES
SMOKE", I can't imagine
the game suffered when
Link failed to reply
with a witty musing
about broken Hylian. But
when you find out that
you and your friend are
the incarnations of the
legendary Hero and the
Princess Zelda, and your
messenger happens to be
the long lost King of
Hyrule who has remained
buried under a sea for
hundreds of years, well,
you'd probably have
something to say.
I've
mentioned Half Life a
couple of times, because
that series uses more
extreme techniques to
pull you into the part
of Gordon Freeman. For
instance, you never see
his face, and rather
than using cut-scenes,
story set-pieces take
place around you. Voice
acting is a necessity to
continue dialogue while
you play
through cut-scenes as
text would be unwieldy, but the
most recent 3D Zelda,
The Wind Waker, uses
character's facial
expressions to portray
feelings, while text
boxes are used for
everyone but Link to
exchange dialogue,
thanks to the
non-immediate nature of
its cut-scenes. This
isn't acceptable any
more. As facets of the
game design advance, it
isn't just the character
of Link that is being
held back by the lack of
speech - the reliance on
text is archaic and robs
many powerful scenes of
the needed emotion
inherent in the human
voice. The common
objection is that people
would rather imagine
the text being spoken,
which is quite peculiar given
that so much of the game
is fully-realised, and
this one alteration
would be the final step
towards true cinematic
storytelling. While AoL's tiled landscape
needed a powerful
imagination to decipher,
and LA's basic speech
left little room for
intimacy, the lack of
voice acting is quickly
becoming the missing
link in a series that
now lets you physically
hold your bow. In
such an interactive
situation, a lack of
voice acting is perhaps
worse than
watching a Hollywood
blockbuster like The
Lord of the Rings that
employs
the narrative techniques
of a Charlie Chaplin
short. When
graphical and UI
advancements pull the
minimum audio requirements
ever-higher, the matter
of Link talking becomes
an increasingly isolated
hindrance in realising
Hyrule, and will only
continue to grow as a
problem over the next
few years.
Who is Link? Link is a
courageous young man at
the centre of a new
debate that reflects the
unpredictable growing
pains of the video game
medium. He's a blank
canvas for players to
project themselves upon,
but he's also a character
struggling to break free
of his arbitrary
disabilities. He's the
progression of Nintendo
personified, and he's
the key to their future.
They've been pushing the
Zelda series in a
certain direction, that
of epic storytelling and
adventuring. With an
internal push towards
more casual games, Zelda
represents classic
Nintendo, but also a
changing Nintendo. As a
company that fell out
with Silicon Knights
over disagreements over
the future of
development team sizes,
it seems almost ironic
that they're readying to
release one of the
biggest, most expensive
projects of all time.
However, if they're to
pursue this direction,
they need to start
making hard decisions
about how best to
portray Link, otherwise
the disparity between
game elements will begin
to crack the series.
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