Golem
08-12-2009, 09:21 PM
I recently beat Link's Awakening, and the game aided my perspective on Zelda more than I thought it would. My traversal of its overworld left me with something to reflect on--is it more mazey than the LttP overworld? That is to say, is the path from, say, Mabe Village to Animal Village more complex than the path from the Village of Outcasts to Watergate Dungeon?
My thoughts on this subject are largely uncollected--what follows is unorganized and stream-of-consciousness, to abuse a phrase.
I'm measuring complexity on two levels here. One, the number of dead end paths. One hypothetical situation: what if you wanted to go southeast, but you couldn't just walk southeast, you had to pick the correct path? This correct path may take you north before going south, for instance. If you just walked southeast, you might not get to your goal, since that might be the wrong path. I'm not counting multiple paths here because it doesn't seem to me that they make the trek any more complex; the game isn't putting any complexity in your way, it's just offering a different way to get to point B. That was confusingly worded, so let's try this: if you hit a dead end, you need to think more about where you're going.
The second measure of complexity would be item use: how many items are used, what items are used, and how often are they used. If I've got to bomb a passage, then charge through some rocks, then mallet down some pegs and finally hookshot across a gap, that's a complex path.
There's also something to be said for the claustrophobic feel of Link's Awakening. None of the screens scroll--each area is one screen large, no larger. This means passages are a lot tighter than the ones in LttP. I'm not sure how to take this into consideration, though...
Curiously enough, I didn't feel that these things affected dungeon design. Dungeons felt more claustrophobic but not more complex, even in the later ones! This is something that could use some proof, or as I'd like to say and probably offend people with real research, empirical showings.
I'm also tentatively working on some overworld comparisons in terms of complexity...
Least complex
Ocarina of Time - Low
Link to the Past, Wind Waker - Medium
Link's Awakening - High
Most complex
I can get in serious trouble here because Wind Waker has boatloads more sidequests and characters going on. Wouldn't that make it the most complex out of those four games? However, here I merely refer to overworld traversal and exploration. Sidequests and characters are, at least for the moment, out of the equation.
What do you guys think of this? Do you agree, disagree? How did the other handheld Zelda overworlds play out? I don't recall Minish Cap's overworld being complex, though I only played through two dungeons of that game.
My thoughts on this subject are largely uncollected--what follows is unorganized and stream-of-consciousness, to abuse a phrase.
I'm measuring complexity on two levels here. One, the number of dead end paths. One hypothetical situation: what if you wanted to go southeast, but you couldn't just walk southeast, you had to pick the correct path? This correct path may take you north before going south, for instance. If you just walked southeast, you might not get to your goal, since that might be the wrong path. I'm not counting multiple paths here because it doesn't seem to me that they make the trek any more complex; the game isn't putting any complexity in your way, it's just offering a different way to get to point B. That was confusingly worded, so let's try this: if you hit a dead end, you need to think more about where you're going.
The second measure of complexity would be item use: how many items are used, what items are used, and how often are they used. If I've got to bomb a passage, then charge through some rocks, then mallet down some pegs and finally hookshot across a gap, that's a complex path.
There's also something to be said for the claustrophobic feel of Link's Awakening. None of the screens scroll--each area is one screen large, no larger. This means passages are a lot tighter than the ones in LttP. I'm not sure how to take this into consideration, though...
Curiously enough, I didn't feel that these things affected dungeon design. Dungeons felt more claustrophobic but not more complex, even in the later ones! This is something that could use some proof, or as I'd like to say and probably offend people with real research, empirical showings.
I'm also tentatively working on some overworld comparisons in terms of complexity...
Least complex
Ocarina of Time - Low
Link to the Past, Wind Waker - Medium
Link's Awakening - High
Most complex
I can get in serious trouble here because Wind Waker has boatloads more sidequests and characters going on. Wouldn't that make it the most complex out of those four games? However, here I merely refer to overworld traversal and exploration. Sidequests and characters are, at least for the moment, out of the equation.
What do you guys think of this? Do you agree, disagree? How did the other handheld Zelda overworlds play out? I don't recall Minish Cap's overworld being complex, though I only played through two dungeons of that game.