Back when we were free.

While many of the relics of the original Zelda are still manifest in recent games (puzzle-solving, swordplay, enchanted items, and so on) one key aspect of the early The Legend of Zelda games that really played a big part in the game’s success has been absent in recent iterations for a very long time now: non-linearity.

Some say that in this modern age it is impossible for current videogames to be anything but linear. With a greater emphasis placed on story in each subsequent title it would be nigh impossible to allow the player free reign over exploration; an “open world,” as in days of old, simply wouldn’t do.

Axel the Beast over at Zelda Dungeon begs to differ. In their recent article on the topic, he goes on in detail to explain how even past games such as The Wind Waker and Twilight Princess could have been developed with a greater sense of openness, breaking down some of those linearity barriers, without sacrificing a scrap of story.

It’s certainly worth the read.

We want to know what you think, though: should future Zelda games make a more concerted effort in providing us with non-linearity and an open world? Or should that remain a relic of a bygone era? Would you like to freely explore Hyrule and decide which order you wanted to visit each dungeon? Let us know in the comments below.

Source: Zelda Dungeon