Learning From The Masters: Level Design In The Legend Of Zelda
gamasutra.com
gamasutra.com
The opportunity to explore and build your character was amazing for its time. The replay value was so high opposed to other popular NES games that required you to start from the beginning each time you turned it on. Zelda is a great case study for new game designers to learn from.
I always thought "it just worked" and they analysed it afterwards, silly me :)
Numerous PC and even "mainframe" electronic games predate LoZ. Pen & paper "adventure" games are 40 years old at least.
This is a very interesting observation. It seems that modern open-world RPGs (Skyrim, for instance) have opted for larger and more elaborate worlds at the expense of enemy variety. This is probably the result of the "territory race" that has been taking place in the genre for well over a decade now: each new RPG is expected to have a world twice as big as the last. The player's sense of novelty, and of world scope, is more easily cued by landscape ("room") variety than by enemy variety -- and so, focusing resources on landscape variety usually yields better payoffs.
Even still, I can't help feeling that something has been lost along the way. While I am extremely pleased with the immensity and variety of modern-day world maps, I do notice the emptiness of them, or the repetition of NPC and enemy types. (While enemy level-scaling is a nice feature that keeps enemy encounters relatively fresh, it can also be a crutch that keeps developers from thinking about variety of encounter design).
also called a "maze".
"As with the other levels, there is a minimum amount of re-traversal required to get through this level, as the critical path is extremely linear."
"The flow is generally linear and ramps well, as with Level 1, but the designers stop the player in Room 6 and won't let him continue until he gets the ladder in Room 8."
"One surprise was that the silver arrow is not technically on the critical path even though you can't beat the end boss (Ganon) without it."
So we see that these mazes are linear, except in parts where they have branches, and some branches are required, and there are a few loops.
So, what exactly is the point of this analysis? That this great game has structure, and isn't a completely open world? OK.
[1]: http://www.gamasutra.com/db_area/images/feature/6582/Zelda-L...
There's also a very subtle psychological dimension at play in Level 9. By the time the player gets to Level 9, he is so used to random exploration, bombing of random walls, discovery of secret areas, and so forth, that his natural instincts are to bomb every wall and explore every room. It's precisely these inclinations that will land him in trouble in Level 9. Almost every wall is bombable; almost every room seems interesting; almost every path is interconnected. Accordingly, in order to beat Level 9, the player must "unlearn" a lot of the behaviors that made him successful, throughout the game, up to that point.
Those old games seem a little slow now because the bar has been raised as far as speed and eye candy. But the amount of thought and craft that went into them made them so much fun to play.
10th Enemy Has the Bomb