Recent Zelda games share a similar gameplay structure: go to a dungeon, complete dungeon, traverse to another dungeon, and repeat this process throughout the game, with a few twists thrown in here and there. Compared to the original The Legend of Zelda, the modern games take a more linear and structured approach to both gameplay and storytelling. In an interview with Official Nintendo Magazine UK, series producer Eiji Aonuma told the magazine that starting with A Link Between Worlds, he has begun to question some of the series’ more traditional elements.

“The recent Zelda games have been rather linear, as I thought players didn’t like getting lost, wondering what to do, or where to go. However, I’ve come to question this ‘traditional’ approach as I felt that we couldn’t gain the sense of wonder that existed in the original Legend of Zelda, in which you made unexpected encounters and where what used to be impossible would suddenly become possible.

We will, of course, continue to question and reconsider the approaches we have taken in the past without any reservations.”


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  • MrSonyDelight


  • Chris Wunsch

    I’d say that Link Between Worlds was very good for non-linearity. If they are thinking more along the lines, of say Wind Waker for that, I would be fine. Since in Wind Waker, epxloration was EVERYTHING. I also like the original Zelda, since you could litterally do ALL the dungeons in any order.

  • CEObrainz

    Finding the right balance between exploration and linearity is essential in creating a great game. Whilst I would like to be able to explore and complete dungeons in any order, I don’t want the story to suffer because of this. A Link Between Words is a step in the right direction and I hope the next Zelda takes that direction into consideration.

    • justinpr1234

      sob sob… what a beutiful story….i want that tooo… sob sob…

  • Parker

    There’s just no other way to describe it than that “sense of wonder”. The exploration in and out of the dungeons in A Link Between Worlds was simply great. Granted, there wasn’t a whole lot of Hyrule/Lorule I didn’t already know from A Link to the Past, nonetheless, being able to explore it at my leisure made the game. It would be great to see them brake the linearity in future games as well.

  • Matthew Cirigliano

    You don’t have to sacrifice linear game play in order to
    Create wonder and amazement. You can do both.
    Completing temples in a certain order is good for progessive
    Difficulty. This way mysteries can stare in your face very
    Early in the game, and can be solved after a certain amount
    Of progress is made. Take into consideration the castlevania
    And Metroid games, mainly super Metroid. Exploration was
    Top notch, yet you still had to obtain powers to progress to
    New areas.

  • Talmor

    This is a relief. I feel Nintendo lets their fan-base scare them into going down ‘tried and true’ routes to ‘not rock the boat’. There’s a level of stagnation – even when we see steps forwards…ie: art styles, modes of travel(Loftwing/boat/train), game controls, even story development – that keeps even the ‘new and daring’ from being as spectacular as it could be. Two steps forwards, one step back…so that the diehard Zelda traditionalists don’t flip their lids and foam at the mouth.

    (I haven’t been able to get my hands on LBW yet, as a side note, so who knows how it would influence my current opinion.)

  • Miyamoto

    I like this.

  • Ian

    I’m so desperate for zelda WiiU news

  • Chocoroko

    Well he is right on one thing, I don’t like getting lost. However, that does add to the whole adventure aspect of playing the game. Balancing between exploration and linear paths in games is definitely a good way to form the experience, and I haven’t had too much to complain about the games. At least the ones I have played.

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