We left off talking about how it’s fun, more than any other aspect of a game, that makes you feel like a hero. If you’re handed an über-powerful weapon at the start of the game and just start mowing down mobs, sure, that could be fun for a few minutes, but it very quickly loses its charm. Similarly, the game’s narrative can call you “Hero” all it wants, but if the gameplay doesn’t make you feel it, again, you’re left wanting. The Zelda franchise has mastered the art of achieving this feeling, balancing the narrative with tight, well-balanced gameplay that continuously challenges and delights.
This is done by adhering to a small handful of rules. Each of these leads into and supports each other, less like pillars supporting the structure of the game, and more like a web holding it aloft.
Today I want to focus on the first, and in my opinion, the most important aspect: exploration.
Exploration is the main goal, above all else, and should be rewarded.
If we’re talking about concrete examples of what makes a Zelda game, we must begin ab ovo. Exploration is in the Legend of Zelda’s DNA. Miyamoto’s childhood exploration through caves and waterfalls and woods served as the primary conception point for the entire series.1 You need an exciting world filled with light and darkness, monsters and wonder, new mysteries around each corner. It’s the call to adventure that keeps you pushing forward.
At its peak, this series creates that sense of wonder, that mystery and darkness, almost primal in its allure. The fields are vast and bright. The caves are deep and crawling with danger. Faeries, treasure, and knowledge all wait behind waterfalls, around the bend. Intrepid curiosity is self-rewarding; power and wisdom await those with the strength and courage to plumb the depths and brave the trials that guard these secrets.
The first Zelda game was almost only a series of labyrinthine caves and dungeons to explore. This idea grew to include a large field to connect the dungeons, a place for the player to find respite and choose where they needed to go next.2 But this overworld was not a safe place either. Even outside the dungeons creatures roamed, and before traveling in any direction the player needed to rationalize their choice and ration their resources.
It should be no surprise that even in the first Zelda, everything was already there. The dungeons, the puzzles, the secrets, the steady progression of power until you truly feel like a hero. This was, after all, grown from childhood fantasies. Subsequent games all use these same pillars of progression.
Even so, the team knew that navigating an endless series of labyrinthine dungeons would not be enough.
There needed to be more; more than simply another series of rooms to clear. To continue that drive, to really empower the player, the player needed to be challenged and rewarded at turns. They needed to make choices, sometimes difficult ones, involving real risk. And, most importantly, the world needed to continue to enchant the player, to tantalize with the possibility of something new around every corner.
Some of the strategies they used to achieve this certainly weren’t there in the beginning — but they were very quickly developed, and by the time A Link to the Past was released, were already solidified into the formula.
Combat and exploration are simultaneous
Hyrule is a land teeming with danger. In A Link to the Past, you’re a wanted man: the king’s guards jump at the sight of you and chase you down until you escape or destroy them. In Ocarina of Time, the otherwise peaceful expanse of Hyrule Field becomes claustrophobic with menace once the sun sets, as undead claw their way through the dirt to chase you down as you pass by. And in Breath of the Wild, the world has already ended and the monsters moved in.
Each game, after the introductory level or two, practically opens the entire world to you right away. But this exploration is not without cost: behind every new screen (in the older games) or around every bend in the river, curve of the mountain, there’s a camp of monsters. Always you’re balancing the reward of exploring somewhere new with the cost of encountering some unknown danger. Maybe there’s a new type of monster over there, or a more powerful version of one you know that you’re not yet ready to face. Even when you backtrack through the places you’ve been, it’s possible to get overwhelmed simply by being a bit too cocky.
You know there’s treasure behind that waterfall. Or, if you put a bomb by that crack in the wall, it will reveal a cave with something special inside. You also know that there’s monsters inside — or, instead, some puzzle to solve.
Recently while playing the 3DS’s Link Between Worlds, I found a giant boulder against a wall. I knew that if I blew up this boulder, there would be a cave behind it. But regular bombs did nothing. Several screens over was a giant bomb that would follow you around, but immediately explode when struck. So I have to go back, collect this bomb, and then navigate over the multiple screens around and through monsters trying to kill me. If they struck and missed me, they might hit the bomb. It was an actually challenging bit of fun, entirely optional with no bearing on progression or plot, and when I finally made it (using multiple different tools at my disposal), I felt great. And for my struggles, I received a Piece of Heart.
This, I think, is a great example of the challenges and rewards of exploration. None of this was part of the core game. Every single screen was filled with monsters, and each monster required a different tactic to defeat: Shield Moblins, whose shields protect them from direct attacks; flying Zirros who initially avoid and run from you, only to swoop in and drop a bomb; Snap Dragons who leap at you from afar. And I didn’t need to complete this challenge I set for myself. I could beat the game easily without it. But because I wandered over here and over there, cut my way through and snuck around mob after mob, I could connect the dots and give myself a little challenge to occupy myself between dungeons.
Which is another “pillar” of these games.
Everything is a break from everything else — and it all wears you down
Combat is a break from exploration. Puzzles are a break from combat. The overworld is a break from the dungeons, and the caves and towns are breaks from the overworld. In each area, within each “break,” there’s a new set of goals, something new to accomplish or solve or defeat. Sometimes this is a player-driven goal, sometimes it’s a secret you know is hiding around somewhere, and sometimes it’s a quest or something that pushes forward the story.
What matters is this: when you get tired of one thing, there’s something else. And in the later games they made this even easier. Quick travel, portals to leave the dungeon once you hit around the halfway mark, collectables.
Put another way: there are distractions everywhere. It’s up to the player to choose what they pursue first, and this choice gives agency. Even if it’s mostly an illusion, this agency is what makes it feel like you, the player, are the one choosing to undertake this grand quest to save Hyrule. Because you could, instead, just spend your time gathering trinkets and wandering around.
This does get pushed to an extreme in the more recent Zelda games, and I believe detrimentally so. The Korok seeds in Breath of the Wild or the Maiamais in Link Between Worlds do little but artificially pad the bulk of the game. They pull in the worst aspect of JRPGs — grinding — to give you tiny bits of mechanical progression, to beef up your character without actually giving you something meaningfully new.
Sure, it can be nice to take a break and hunt for an upgrade for your bow. But wandering Hyrule and seeing or hearing that little chirp saying there’s a thing nearby you have to collect right now! feels like the game grabbing onto your belt to slow you down.
But that’s not the way the player should be worn down. Instead, they should feel that simultaneous exhaustion / exhilaration that comes from defeating a particularly difficult foe. Or they’ve used up their arrows or potions, or maybe teased their brain figuring out some puzzle. By the time a particular encounter is over, the player should be ready and happy to move onto a new, different encounter, that will use some other resource while they recharge what was just spent. Think of a dungeon, where one room is a pure combat encounter, and then next is a puzzle, and the next is half-combat, half-puzzle, or sometimes just an empty room with a chest. A quiet spot, for a breath and a break.
Walls are mechanic- and not plot-based
When you can’t progress (spatially) in a Zelda game, it’s typically not because you need to go finish a quest first. It’s because you don’t have an ability that will let you surpass an obstacle. And usually, the ability doesn’t just unlock one new area. For example, when you get the Power Glove in A Link to the Past, you don’t just get the ability to move on to the next dungeon. Entire swaths of the overworld are now yours to explore, and you can go back to any of a dozen areas and suddenly they’re new again: new secrets, new caves to explore, new puzzles to solve.
This really makes you feel like you’re a part of the story, an agent pushing the game forward, instead of just sitting along for the ride. After all, you’re the one who braved the dungeon to find the tool that now unlocks huge chunks of the world. And now you’re the one who can choose to go back and see what new frontiers are available for you to explore.
Sometimes, it isn’t new areas unlocked, but new methods to traverse areas you’ve been to previously. Like the glider in Breath of the Wild (which, yes, is unlocked early, but still feels amazing to get), or the hookshot in A Link to the Past.
This was an interesting choice that Link Between Worlds made: from near the beginning of the game, you can “rent” every special item there is. This means you can traverse all of the overworld from the start. But, you may not be ready: tread too far up the slopes of Death Mountain, for example, and you might run into a deadly Lynel, which will definitely kill you in a single hit in the first portion of the game. And when you die, everything you’ve rented goes back to the shop for you to pony up more rupees to recover.3
Even with so many abilities at your fingertips from the start, there are places you simply can’t get to yet. And then, when you unlock the ability that gave the game its name, you suddenly have another huge section of the world you can explore — not to mention a whole other world!
The world teases you with possibility
This boths follows from, and leads to, the previous “rule.” From the beginning of the game you see areas that you can’t get to — yet. You know, though, that it’s only a matter of time before you’ll be able to go there and see what’s hiding in that cave, under those rocks, beyond that curve.
In Breath of the Wild and Tears of the Kingdom the teasing is less mechanic-based. Past the introductory area, you can literally go to any corner of Hyrule you want, as long as you can evade or fight the enemies there. Instead, you’re tantalized by the possibility of finding new secrets, new collectibles4, something cool, even if it’s nothing more tangible than a breathtaking vista. In these later games especially, the exploration and journey are their own reward, with all of the mechanical and audio design geared toward making it inherently rewarding.
Regardless of the reward, Zelda games have perfected the art of luring the player. The call to adventure becomes irrestistible when you enter Hyrule, the promise of rewards not just material impossible to ignore. When you explore this new world, overcome its trials and tribulations, you’re not just seeing numbers on a screen go up to indicate growing strength. You are truly growing more powerful, both with knowledge, skill, and ability, and the promise of even more on the horizon keeps you coming back for more.
Wrapping Up
That’s about all I have to say about exploration, for now. It’s difficult turn these “rules” into a list, because as I mentioned before, they’re so tightly interwoven. Zelda games are well-oiled machines and these rules are the parts. And the machine doesn’t work unless the parts do, as you can see by playing any number of fan-games, Zelda-wannabes, or even the lesser Zelda titles. It’s a fine, fine tightrope to walk, and it’s a miracle the franchise has been so consistent.
Next up is dungeon design and breaking convention. My notes for that are even rougher, and it’s taking longer than I’d like to organize. So I will be taking a short break from this series to work on that and to work on some other little side projects. There will also be a few gamedev-specific posts about that little game demo I made, the full game following it that is a sort of love letter to A Link to the Past, and some of the more difficult mechanics to implement.