Tuesday, September 18, 2012

100 Reviews for 100 Games: #1 Legend of Zelda Ocarina of Time



Today I'd like to start something new to get back into the rhythm of posting, so this post if the first of many mini game reviews I'll be writing as part of David Perry's Game Design challenge which involves reviewing 100 of the greatest games of all time from a designers perspective. Hopefully this will fill the void left from the purge and since I spend most of my time programming for the time being it'd be nice to look for an excuse to write even more. Some of these reviews may be stinkers or a little redundant, but if any of these particularly stand out I'd like to do actual video analysis in the future.

               First-time user experience shows a time when players had more patience, back when gamers could say that the time they’ve spent playing games could equate to reading novel sized amounts of text. The game starts at a deliberately slow pace, with unskippable cutscenes and even repeatable blocks of text to tread through if the player isn’t paying attention. Whether it was a limitation of the hardware or not the fact is that it leads to a decreased interest in replayability for players who are less patient with reading the same things over and over again.

                While the game’s narrative progression is a linear experience the world is by no means a straight line, each set piece is strong and distinct, and with clear level design that emphasizes the importance of exploration. The game creates a language with the objects that populate the world that the player can quickly process and interact with. Dungeon doors are different from doors on the overworld but they are always consistent. Each treasure tier has their own corresponding chest which lets the player prioritize which treasure to go after and know what they’re in for before they even open it. 

               One concept that makes the world of Hyrule interesting is its use of foreshadowing mechanics. From the moment the player starts traversing the world they come across symbols, objects, contraptions, and even collectable items that player can’t interact with for the time being until collecting a certain item or progressing further in the story. This creates a sense of wonder and discovery in the player as these linger in the back of the players mind creating a desire to backtrack to previously explored areas in hope of discovering something new. These never become obnoxious since these are usually only found through exploration off the main path. They don’t come off as a means to impede the player but rather to entice the player and create a sense of “fullness” to the world.

                While the game presents itself as an “action-adventure” the game’s combat mechanics are actually pretty simple. They never get more complex than the standard mash attack, hit enemy with weapon a when in state a, so on and so forth. While not all items that the player can find have offensive capabilities nearly all offensive weapons have secondary functions. Swords cut through grass, shields reflect projectiles and light, bombs blast open openings to new areas, hammers smash rocks, and arrows and slingshots are used to hit switches. In fact when placed in situations with heavy combat the game because tedious. As a result the world is sparsely populated with creatures, with many areas having less than a handful on enemies on the map. The game stands stronger when the enemies are used in the context of a puzzle. This is where the bosses shine, as each boss essentially on large puzzle that reinforces mechanics that the player has learned throughout the dungeon.

                A lot of what has been described could be said for any good Zelda game. Some new mechanics that separate this installment from the others are most notably, the ocarina instrument as well as the adult and child time switching mechanic. What’s interesting is that the controls for playing the ocarina are trying to simulate playing an actual instrument. The game could have just as easily just had the player selecting a song from a list to play automatically; however, it probably wouldn’t have been as memorable. This is an example of trying to establish a game feel with the player needing to learn how to play the ocarina as if it were a real instrument to create stronger immersion. The time switching mechanic also reinforces mechanics foreshadowing as the player wonders how earlier areas of the world have changed after so many years. Unfortunately while it would’ve been interesting to see puzzles that utilized this time jumping mechanic there was only stand out experience, the dungeon in the desert, which really explored this mechanic in new and clever ways.

                Some elements which did seem to bog down the experience a bit was the contextual hint system, also known as Navi the fairy. Whether the idea was to make the character intentionally annoying or not the problem was that the game urged the player to get help from this character and even if the player never responded to Navi the game would sometimes forcefully trigger Navi. There was definitely a sense of frustration since Navi would occasionally break the flow of the game.

                Lastly the world is wrapped around a strong visual aesthetic. Regardless of graphical fidelity, the game has very strong level design which clearly splits the world up into smaller chunks that were varied not only with art assets but also with themes. For example the forest area emphasizes illusion and deception, the woods are all about going through the correct path in a maze like forest. Here the map is no longer present and each opening could take the player back to the beginning. This extends into the courtyard maze leading into the Forest Temple, which is a dungeon with literally twisting hallways and a layout that flips upside down. Each dungeon and locale incorporates its theme into the level design creating a world that begs to be explored with each area being meaningful and interesting.

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