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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#
- The author expected the game to feel outdated and poorly structured, but found it useful as a model of non-linear design.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.
