Zelda fans have their fair share of complaints when it comes to their least favorite titles in the series, not smallest among them being their spite for gameplay lacking in flexibility. Most likely cited by longtime fans, this limitation of sorts strikes a nerve due to its almost directly contradictory nature to a core aspect what early titles in the series: freedom of choice in exploration. As such, these players may feel pigeonholed, or unnecessarily guided when a Zelda game continuously presses them a single direction during their quest, allowing little room to breathe and enjoy secondary aspects of the game with ease.

While this is a perfectly valid concern, and one that Eiji Aonuma himself has explicitly mentioned as a consideration in the development of new titles, it would be presumptuous to assume that linearity has no place at all in Zelda games. Part of staying relevant in gaming is the understanding that games must appeal to a wide variety of consumers, often of extremely varied levels of experience and skill. A complete lack of any linearity whatsoever can lead to frustration, for example, if neophyte players find themselves stumbling into a dungeon they are not yet able to challenge. Little good this will do for the Zelda series if it hopes to bring in new players.

That being said, there are significant differences between linear and guided gameplay. The former sacrifices the player’s freedom of choice, creating an “on-rails” gaming experience of sorts, but the latter can be much more than that. Giving advice to a player, or making it possible for them to obtain hints during their experience, accomplishes the goal of making gameplay approachable while not alienating veteran players who want a greater degree of autonomy and agency while playing. One of the best examples of this is in existing entries exists in the form of companions, providing helpful reminders so one doesn’t lose their way if they choose to adventure off the beaten path for a while.

Having released A Link Between Worlds and Skyward Sword one after another, Nintendo seems to be trying to find that sweet spot between linearity and unrestrained freedom. Unfortunately, until we know more about Zelda U, we can’t say whether or not they’ve found it, or rediscovered it, so to speak. For the time being, we’ll hope that future Zelda titles are able to successfully appeal to myriad gamers, across all levels of experience. What say you? Does linear gameplay have a place in Zelda? Join the Daily Debate!

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