Open World or Intricate puzzles: Pick One
Players are constantly reminded that they’re shackled to a mechanistic land. There is no illusion of freedom because the gears that keep the player and Hyrule in lockstep are imminently legible. You read the landscape all too easily; you know what it’s asking of you. One of the greatest offenders occurred early on with A Link to the Past: most bomb-able walls became visible. What had been a potential site of mystery in the original Legend of Zelda (every rockface) became just another job for your trusty keyring. Insert here. Go on about your business.
Hyrule is a big place
It needs to make most of the map accessible from the beginning. No artificial barriers to clumsily guide Link along a set course. Players know that game; they know when they’re being played. Link must be allowed to enter areas he’s not ready for. He must be allowed to be defeated, not blocked, by the world and its inhabitants.
If Link could traverse the entire map from the beginning, he would undoubtedly discover that there was only one place to go that served the main quest. I can get lost in a single zone, so I don’t think a bare landscape would be fun our helpful. If you go with the locked down approach though, what becomes annoying is all of the clues that you are given and even interrupted with (READ: Navi, Meri, Boat, Fi). If you are already confined to a limited area, you need less clues. The puzzle is inherent.
Labyrinths
have to push a block here or there, but the real test was finding your way through a maze and surviving.
What is described here can best be described as labyrinthian design, which of course does not feel like design at all to the player. Mazes usually have all the appeal of a haystack that may or may not contain a needle. Not my idea of a fun adventure, anyway.
It’s not radical to suggest that Zelda fans would prefer a game that is elegant rather than convoluted.
I agree with all my heart.
The Adventure of Link had actually demanded things of me, had forced me to up my game.
Nostalgia aside, lets be objective about this game. Like most games from the era, Adventure of Link suffers from a crucial gameplay flaw. The difficulty level is so high that the game feels unfair, not challenging. While these early titles offer examples of great game design, they also exemplify poor game design at every turn. When the player feels helpless to attack or defend, and that is not the explicit goal of the design, then there is a problem. The critical player thinks to himself that the enemies seem to be poorly designed if his attack can not hit them unless he learns to execute strange postures and movement patterns with the precision of a robot. Or if an enemy is able to strike again before Link can recover.


