Is It Time for Another Seamless World?

HanyouMarch 2nd, 2013 by Hanyou

Most of the 2D Zelda games have the appearence seamless worlds by design. Each “block” of the overworld generally transitions smoothly from another. There might be noticeable transitions–A Link to the Past has a few–but they serve to highlight the unique nature of new areas that should feel separated from everything else. Venturing into the Lost Woods is not like strolling through Kakariko Village, for instance. It’s an enchanted forest filled with mystery, not Hyrule’s residential district.

Naturally, the jump to 3D saw worlds with different kinds of “blocks.” In Ocarina of Time, Hyrule is represented by a central field, branching off into different, disconnected paths. The separation might be purely superficial, but it certainly has an effect on how I perceived the world. Apart from warps, which, implicit in the name, “warp” reality and so aren’t true connections between areas, Hyrule felt like lots of different little fiefdoms, not a single kingdom.

This had its benefits. Why shouldn’t Gerudo Valley, for instance, feel disconnected? It also had the effect of making the world feel absolutely huge at the time, which worked to the game’s benefit. As a response to limitations and an artistic choice, pulling Hyrule apart functioned well.

With new technology, however, comes new opportunities. While Majora’s Mask offered an even more seemingly segmented world to arguably even greater effect, The Wind Waker blew the door wide open on the Great Sea. Gone were the “blocks” from the 2D games, as well as the separate districts from the 3D games. In their place was an open, expansive ocean, dotted with islands that each promised fun gameplay. It’s easy to forget how different this was from other Zelda overworlds in principle, even as it featured callbacks, such as squares on the map, to other Zelda games. It also would have been impossible (or at least too difficult to justify trying) on the Nintendo 64.

Whatever criticism the Great Sea has taken, there was something refreshing, at least for me, about feeling like I could explore a seamless world without restrictions inside the invisible borders of the map. While it likely led to the huge distance between islands, which is one of the problems many people have expressed with the layout of the overworld, it also allowed for a refreshing atmosphere which hasn’t been successfully imitated by any game since. I had high hopes for the sky in Skyward Sword, but even that was almost nothing like the Great Sea, and the world at large (again, probably by necessity) was divided into sections. It’s odd to me, though by no means a crippling weakness of the game, that in this day and age we may have seen the most segmented Zelda game yet, and that what was attempted in The Wind Waker has never really been tried again. A similar approach could benefit an entirely different kind of world. However, considering the Wii’s hardware, it is at least understandable that it would take a more restrictive approach.

Now we have the WiiU. There’s lots of talk about graphics, but of course, there is also more processing power here. Imagine the approach Nintendo took to the Great Sea imitated in a densely-packed field. Since we’ve seen full cities rendered beautifully in the last generation, it’s not too much of a stretch to think that Nintendo, utilizing this hardware to its full potential, could construct a cohesive, seamless game world.

On top of giving the world a different atmosphere, it could also have implications for gameplay. No longer would monsters necessarily be in isolated parts of the world, but could chase Link into a town. The towns themselves could interact with each other more openly, with characters each having their own schedules, much like Majora’s Mask, that now extended into other parts of the overworld. Furthermore, some classic elements could be brought back. No longer would entering a village like Kakariko feel like an event in itself; it would simply be another part of an unfolding world. “Segments” set apart from the rest of the world, whether they’re dungeons or mysterious woods, would not just be a response to limitations, but an expressive design choice that makes the world feel even more falive and dangerous.

Whether it happens or not, it could be a great benefit to the series as a whole, as we’ve seen worlds approaching openness, both in the 2D and 3D eras, but none have completely managed it.

But what do you think? Could new hardware lead to a more seamlessly integrated world? Would it be useful, or purely superficial?

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  • Ben

    First. If you ruin my first position, I will come for you.

    • Demise

      Oh so you created an account did you? Well, in any case you may not come for me. So I might as well ruin your first position.

      • Ben

        You’re not invincible Demise. You got killed by Link; I am Link’s Dark side (Dark Link’s Dark Side). You should reconsider your decision. I know how to get to you.

        • Vaati the Wind Mage

          Do i need to seperate you two?

          • Four Sword

            Don’t make me seal you again.

        • Crappypasta Sword!

          Dont Make me seal you again!

    • Ocarina of Time

      Don’t get ahead of yourself, I can easily “Un-summon” you.

  • Demise

    In OoT, it didn’t feel like areas were disconnected. Like, if you sidewalk when going up the stairs to Kakariko Village, you can clearly see the top of the stairs, and if you do the same while exiting it, there can’t be any doubt that you’re seeing the portion of the stairs in Hyrule Field.

    That is why almost all “warps”, as you call them (and what they technically are, in-game) occur at corners, if you pay attention. Such as, the 90* turn in the stairs to Kakariko; the twist in the mini-valley leading to the Gerudo Valley, and so on.

    The problems with SS was that the areas had absolutely no connection whatsoever. So, for example, seeing Deku Babas in Lanayru was weird, considering it was totally isolated from Faron. I’ve talked about it before, and I won’t make a 10,000 word essay on it again right now, but you get the point. :P

    • Guest

      I think what the author meant by “warps” was the warp from the Lost Woods to Goron City, or the one that lead right outside Zora’s Domain. Truer connection between areas in OoT existed, like the river in Gerudo Valley that would carry you to Lake Hylia if you jumped in the water.

  • JuicieJ

    With the power the Wii U has, there’s no reason for a seamless overworld to not return. It’s definitely time we see it come back.

    • IgosDuIkana

      Which is why I stand by my opinion that the series could do good learning from perhaps its most successful title in terms of design, and in reception as it has been repeated in part in every game since. A Link to the Past was the culmination of the Zelda formula and of a truly great master piece.

      • JuicieJ

        Zelda honestly needs to learn from multiple titles. Specifically individual elements. A Link to the Past’s exploration, Majora’s Mask’s sidequests, The Minish Cap’s overworld layout, Skyward Sword’s combat, and Majora’s Mask & Skyward Sword’s puzzle-solving. Of course, having all those features isn’t all there is to it. They need to come together properly, not just be a part of the game. So, overlapping all these features needs to be Ocarina of Time’s balance.

        You have all those things, you have the basic structure for the ideal Zelda game.

        • Guest

          I am so glad you mentioned OoT’s balance. While other games have improved on individual elements since its release, OoT keeps everything in balance so that no one aspect of the game dominates the other. It all works together so well and feels superbly executed. I would love to see a future Zelda title in which the strongest elements from past games are implemented with that sort of balance.

    • guest

      WW was not lacking in content. There could have been more enemies in the sea, and certain islands could have been more fleshed-out, but to say that overall it was not filled with content is factually incorrect.

      • JuicieJ

        It lacked content in comparison to the size of the world. There was certainly a lot of things to find, but the vast majority of the Great Sea is completely barren.

        • guest

          Hm, I suppose. Wouldn’t say vast majority, maybe closer to a 40/60 ratio. While I do love the sheer size of the Great Sea (any smaller and it would have been merely a giant lake), they could have tried to fill it up more. Depending on where in the sea you are, you may be passing by many platforms, submarines, or treasures–but in other areas it does feel quite empty. It doesn’t bother me much in WW because I enjoy the wide open atmosphere, but they could have done something with those empty places–even meeting with a few travelers or sailors along the way and possibly initiate mini-quests would have been satisfactory.

        • toonlinkuser

          It’s an Ocean. The whole point is that it’s vast and beautiful, not the size of your bath tub.

          • Roth

            I agree. There was so much content, the “disproportion” of its size only made it better, because you had to genuinely search things out on the high seas. It’s not like there was ever NOTHING around, yet that’s the sentiment I keep hearing.

          • JuicieJ

            Being a body of water doesn’t justify the lack of content compared to the size. A Zelda overworld is supposed to have a constant flow of secrets and obstacles, not lengthy stretches of emptiness. Saying “it’s an ocean” is a cop-out argument.

          • toonlinkuser

            It’s not a cop out. The ocean is what made Wind Waker what it is. Scale is what makes games like Wind Waker and Twilight Princess beautiful. Look at Xenoblade, the graphics are blurry and the animation is bad, but as a trade off we get this- http://img.gamefaqs.net/screens/7/d/1/gfs_204183_2_15.jpg or this http://i.imgur.com/2U6NU.jpg

            This is why SS was never really that beautiful until the final boss, which was one of the most beautiful gaming scenes ever (I’m seriously not trying to troll here, just showing an example.) http://www.youtube.com/watch?v=7weVnt103kQ

          • JuicieJ

            Yes it is a cop-out. It’s attempting to justify the unforgivable amount of empty space, which is nothing more than a rationalization. There should never be a point in time in a Zelda overworld where there’s a sheer lack of some sort of content, whether it be a secret, an obstacle, or an enemy/group of enemies. It’s lazy design to not do so.

            I’m not saying the Great Sea should have been smaller. I’m just saying there should have been more land and more threats/content in the water.

          • toonlinkuser

            The Sky might have been fine if it actually looked good and had anything interesting to do in it. It was just blocks of land with a chest, with a few islands you go to once or twice for the story.
            WW could have used a few more things in the sea itself, but the land portions were small but packed with content. Even the really small islands had a feeling of mystery to them, like their was a secret cavern under the ocean.

          • JuicieJ

            Islands aren’t part of the barren water portions. I have to give them credit for being well-designed (albeit they should have been bigger), but they’re merely a few blips on an otherwise empty radar.

          • Rebecca

            I sorta agree with you both. The Wind Waker needed more content, but not to much otherwise it wouldn’t of felt like a vast ocean.

            I don’t think that you can compare the sky to the ocean because the sky was so small. There were few secrets, a few treasures, and few side-quests. Wind Waker had WAY more in it then the sky.

            I can think of multiple islands where I stayed a long while at trying to figure out the puzzle, not to mention the mini-dungeon islands and side-quests you could do. Now, that’s not to say that there couldn’t be improvements… Lots of improvements.

            There could of been bigger islands for instance, as fun as the islands were, they all were lacking a little bit. They were just simple puzzles, and they could of been so much more. I would of loved more islands that were slightly bigger and more to explore, but not too big that it takes away from the ocean.

            The ocean could of had more in it as well, not too much added, because as it has been said, its an ocean, oceans are empty. The main thing that could of been done though was monsters and a better combat system, it wasn’t really any fun to stop every time you had to shoot bombs. I liked that feature, but add things like arrows where you DON’T stop every time a shark is bugging you. Oh yeah, more treasures too. What was added in PH was great. :)

  • SY

    This sort of open world you describe seems to be second nature to most other games. I see no reason why Zelda can’t try out something like that instead of always insisting that everything be split up and have its own “loading” zone and what not. It would certainly contribute to a new and different experience, and keep things flowing without feeling like the game and its world is so fragmented. Just render and load everything continuously, i.e. a seamless transition from Death Mountain to Kakariko Village when flying on Kaepora Gaebora. And nowadays, lack of technology to accomplish this is far from being an excuse.

    Maybe it doesn’t follow the “Zelda” formula properly, and maybe it would “ruin the feel” of the series, but I don’t really care for those who would think that way. I think this would be a positive change to expanding the feel of the game world, whereas something like voice acting would just ruin the series.

  • http://www.facebook.com/joselidamagi Jose Toyos

    I’d say it doesn’t matter what kind of perspective a ZELDA game gets they’ll be all good… JUST AS IT WON’T BE 2-D!!! Everytingh is gonna be just fine!

  • Night Owl

    I’d love to see another seamless world. It would help the game feel less linear.

  • IgosDuIKana

    I agree with this article, except I do think that this segregated linearity is a crippling flaw in the series that was exemplified in Skyward Sword. I want a return to the old philosophy with the advent of new and innovative technology, not backtracking to old outdated formulas that hinder the purpose of the series as it was intended.

  • WhovianGrrlGamer

    I never get tired of reading your articles. You express yourself eloquently and objectively; and when you are merely stating your own opinion (rather than solid facts) you say so. I like that.

    Everyone has a different opinion about whether 3D or 2D games are the best. Daddy says he likes the sprites, for multiple reasons. He says that the “polygons” of the N64 look funny, and he also like the seamless effect of the “blocks” of an overworld, and how everyone is really all one piece.

    I tend to agree with him, but I argue that the sprites also look funny, and later 3D game systems don’t have the polyhedron appearance. But I am extremely fond of how attached everything is, and I like the expression that the sprites had that can’t really be copied with 3D figures. I prefer Ocarina of Time to A Link to the Past, but that’s because I love the graphics of OoT, and I would say that LttP is probably the better game of the two.

    I think that 2D and 3D games have different merit, and combining them is not necessary. What I would like see is an old-fashioned, two-dimensional, sprite-based game, but with the smooth graphics of today.

  • HyruleHistory10

    I would like to see a seemless world and think it would do the series great though i do not see a 2d coming out for awihle. I do not think it will have the appeal to the new gamers so they wont do it.

  • awsomeMrlink

    Why does the fanart post after this at the time of my comment have the comments turned off?

    • knowlee

      Hi there!

      Apparently the reason why it was turned off was caused it wasn’t marked as allowing comments. I honestly don’t know how it happened, but I think when I was in the process of saving the document for the final time my internet shorted out and I think it might have caused it to leave that unmarked.

      Either way I have fixed it to where it will now accept comments. I’m sorry that it wasn’t working earlier. Not entirely sure how it occurred but I can say that I will try to not let it happen again. :)

  • Dragon Ball Zelda

    I have one little irk about this post, OOT’s Hyrule is Supposed to feel like several separate kingdoms, because they WERE. At the time of OOT, Hyrule had just recently been put under one banner, through the end of the Hyrulean Civil War. That’s why the Zoras have a King, the Kokiri have guardian Deity and the Goron’s have a Patriarchal system.

  • http://www.facebook.com/profile.php?id=100000434540455 Franklin Howell

    what i would like to see is where you can travel throughout hyrule and the other kingdoms surrounding it, a mix between hurule,inside of the great sea, with other kingdom/countries surrounding it, make it where each kingdom has its own boss, from ganon, corrupted kings, and possibly the personified death/grimm reaper,which uses ganon as a pawn. Ganon wants to rule the world, death wants to destroy it. Make ganon a sub-boss, that would be a great twist.

  • Green_Hat_Hero

    In short: Yes.

  • Spenfen

    This is exactly what I hope for. Many different areas, maybe a desert, a forest, a lake, etc., but they all flow together with no separation whatsoever. You just stroll right into the area and there’s no obvious way to tell that you’ve entered a new one. It just fits seamlessly together. I REALLY hope the big N realizes the power of the Wii U and does this.

  • GSusanj

    That 3rd to last paragraph had me sold. The opportunities of a seamless world are staggering.

  • http://www.facebook.com/EdgarLuzete Edgar Luzete

    The seamlss world was, for me, one of the main and greatests elements in WW. I definitly liked it and it made the game memorable. I totally agree with you and think that Nintendo should give it a shot again, probably with fields this time, though xD