The more I play these important touchstones, the more I see how far
we've come. In the first Legend of
Zelda, Link's sword stabbed only forward, meaning that your hit box was small
and added to the difficulty of the game. In A Link to the Past, your sword swings in a
small arc in front of you, giving you much more range of effect. In Link's Awakening, the sword slash was a
full quarter of the area around Link.
This is a major change to how the design evolved with the defining of
the mechanics.
It's a little awkward to deal with these earlier iterations; to see and
play what feels like a prototype for what you would experience later. I really came into gaming through the Legend
of Zelda, and though I've since fallen out of love with the series in general,
I still hold some fondness for this direct action-puzzle gameplay. Even with the lack of refinement that would
come later in the series, this kind of game is a fresh treat. It's not easily replicated. A Link to the Past never seemed as
successfully copied as games like Super Metroid or even Super Mario Bros. It kind of occupied its own space where it
understood its limitations so well. For
instance, even though the game shows off the technology of the time, it still
keeps itself within sensible design limitations. For instance, makes puzzles a size that can
fit on the screen. It does its best to
be obvious with your puzzle pieces, and doesn't leave you wondering at what
could possibly be done next.
It's one of those gold standards of puzzle and level design. And I'm glad to have really played it now. The most fascinating part for me may be how
it's a glimpse back in time. The same
way a composer might look at Beethoven or a present day designer looking at the
very first motorized vehicles. It's
gaming's history, and one of the fine examples of something that will stay
relevant to budding designers for years to come.
And where has the Legend of Zelda gone?
Like I said, I may have fallen out of love with the series overall, but
I'm glad that they continue to pull in a large and dedicated fanbase, because
that means there are still design lessons worth exploring. The attitude of the games and the design may
have changed, but it's still trying to take a simple set or sets of mechanics
and iterate on them, teaching as we play and leading the player on a learning
curve as smooth and effective as possible.
I think the Zelda series would be interesting to track all the way
through. I would love to see the
progression of the design from the first to where we are today. There are important lessons there for people
from many disciplines, I think, and I'd love to see them taught.
Next time: Brave Fencer Musashi
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