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Learning From The Masters: Level Design In The Legend Of Zelda

The article revisits the first Legend of Zelda to test the idea that NES-era games are too crude to teach modern design. After analyzing the first dungeon, it argues that the game offers a strong example of non-linear level design, with planned flow and exploration that still hold up.

Reading notes
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  • The author expected the game to feel outdated and poorly structured, but found it useful as a model of non-linear design.
  • Miyamoto wanted the player to feel the surprise of exploration and discovery.
  • The article studies the first dungeon by replaying it and analyzing the layout on paper.
  • The author’s criteria are level flow, intensity ramping, variety, and training.
  • The first dungeon is used as the case study, though the author says the same principles apply to the other dungeons.
  • The dungeon layouts are described as carefully planned rather than random.
  • The critical path is defined as the shortest intended route through a level without secrets, shortcuts, or cheats.
  • The critical path in the dungeons is usually linear.
  • Most backtracking is avoided, except for a few early rooms where the player can choose between a small set of rooms.
  • Optional rooms and whole branches reward the player with bonuses.
  • Shortcuts let the player skip parts of the critical path when they have the right items, such as bombs.