Ocarina of Time is my favorite video game. Isn’t just my favorite Zelda game, but, in my opinion, the best video game ever made. There are a lot of different reasons for that, many of which have to do with my original playing experience. Most of my theorizing and general Zelda discussion, one way or another, always come back to this game. You’d be surprised if I told you how much time I’ve devoted to just thinking about the subtle nuances of this game. It’s reached the point where I have this strange sense of ownership over the game, even though I didn’t make it and other fans have very different ideas about it. It doesn’t help that, in order to learn how to screen-write, I wrote a film adaptation of the game. So while, I’ll never be posting that here (not to say it isn’t good), it’s given me an interesting perspective on the characters of the game. I really had to figure them out in order to get them work for the silver screen. What I’m talking about isn’t fan fiction, but character studies.
Kokiri Village is a perfect example of what I’m talking about. When Ocarina of Time first came out, very few other games were stressing story. Since then, story has become a vital part of the gaming experience (not in all games, but certainly the ones within the action-adventure genre). Due to improved gaming technology, developers have been able to better deliver on this front. Looking at games like Twilight Princess we can compare Ordon Village to Kokiri Village and get an idea of what the Ocarina team envisioned for their game, but were unable to accomplish. The Ocarina team was still able to get a lot across to its audience, but there’s still a lot more hidden beneath the surface. Like the story-elements in Ordon Village, the story-elements in Kokiri Village set up Link’s entire character in the game (all the Link’s have distinct personalities from one other; they aren’t the same guy and they aren’t you).