JuicieJ
SHOW ME YA MOVES!
Please read the whole thing before responding. The first two paragraphs can be somewhat misleading of the main point at the end.
Linearity has been a popular topic in Zelda over the past few years, and it's also been a common complaint. But I really don't see why. People act like it's practically ruined the series, saying it's not "traditional Zelda," which isn't a very valid argument to me, as it's more about keeping the basic aspects of a series than keeping the same style all the time. But beyond all that, one thing that really annoys me is that people treat Modern Zelda like it started the linear pattern, which isn't true. Linear aspects in Zelda go back to the early days in 1993 with the release of Link's Awakening.
A few of you may be staring at the computer screen saying, "What?" right now and thinking I'm crazy, but it's true. The dungeons in Link's Awakening have to be done in order, as the owl has to tell Link about where to go next before he can move on. It's possible to to skip some of the dungeons, but the item in the "correct" dungeon must be obtained first, and by that point the dungeon is already halfway through. Yet I fail to see one complaint about this, let alone an acknowledgement of it.
But linear aspects in Zelda didn't just die there and come back recently. Two games after LA, Majora's Mask came about with a linear story. Now some of you are probably really thinking I'm crazy, but look at how the story plays out. To move on to the next area (i.e. Swamp to Mountain), the item in the previous area had to be attained. Without the bow, getting into Snowhead would be impossible. Without the ability to buy a Powder Keg as Goron Link, Epona couldn't be gotten to get over the fence blocking the entrance to the Great Bay. And without the Zora Mask and Hookshot from Great Bay, getting into the depths of Ikana Canyon wouldn't be possible, either.
Don't think I'm saying Majora's Mask isn't open, though. I know it's less linear than the more recent games, as we can get the items and then go straight to the next area. However, that's not the point. By the time the items have been received, either half of the dungeon is completed (Woodfall and Snowhead) or it's time to move onto the dungeon in that area (Great Bay). Yes, MM has quite a bit of freedom to it, so it's more linear-ish, but a decent amount of linearity was still in the game.
Now, I know what some of you are thinking (again). "Juicie, those games weren't as linear as the recent ones. The latest ones have almost no exploration." I know that, and that does make a huge difference, but this goes back to the "traditional Zelda" thing. The linearity in Zelda hasn't really ruined the series at all. The same basic aspects of Zelda were kept, the games just became more story-based. I understand that part of Zelda is having the ability to roam free and do things how you want to, though. And the recent games have indeed strayed from this, especially Twilight Princess. But the thing is, if the same concept keeps getting used over and over and over again, it gets stale and boring. It becomes to where it doesn't feel as original anymore. That's why I think having some linear games has brought a balance to the series and keeps us enjoying that open and freelance style Zelda's always had.
However, I feel that a Zelda game works better if there's a mix between the two. That is, if the game is both open and linear. Like Link's Awakening. I outlined earlier how linear Link's Awakening was, but the ability to roam around the overworld a bit more freely than we could in games like Twilight Princess almost prevented it from feeling that way, which is probably why I never see any complaints about the linearity in the game (LA). Even The Wind Waker is a good example of this. All the different islands that were completely unique and having the ability to travel to (most of) them at will gave the gameplay an open feel, while the story was still linear. And, from the looks of it, it seems Skyward Sword is going to follow suit on this style of play, which I think is a giant leap in the right direction.
All this to say that I don't think linearity has ruined the series or even taken it in the wrong direction. Having one game like Twilight Princess with its ultra-linear aspects isn't necessarily a bad thing for the series. And not just because of what I said about balance and what not, but because using different styles brings variety and uniquen...wait, I guess that does kind of fall under that category. (Oops.) Well, whatever. The point is that linear aspects in Zelda can actually be a good thing for the series, so long as they are used in moderation, as that classic adventuresome feel does need to stay prevalent.
Anyway, what are your thoughts on linearity in Zelda? Please tell! =D
Linearity has been a popular topic in Zelda over the past few years, and it's also been a common complaint. But I really don't see why. People act like it's practically ruined the series, saying it's not "traditional Zelda," which isn't a very valid argument to me, as it's more about keeping the basic aspects of a series than keeping the same style all the time. But beyond all that, one thing that really annoys me is that people treat Modern Zelda like it started the linear pattern, which isn't true. Linear aspects in Zelda go back to the early days in 1993 with the release of Link's Awakening.
A few of you may be staring at the computer screen saying, "What?" right now and thinking I'm crazy, but it's true. The dungeons in Link's Awakening have to be done in order, as the owl has to tell Link about where to go next before he can move on. It's possible to to skip some of the dungeons, but the item in the "correct" dungeon must be obtained first, and by that point the dungeon is already halfway through. Yet I fail to see one complaint about this, let alone an acknowledgement of it.
But linear aspects in Zelda didn't just die there and come back recently. Two games after LA, Majora's Mask came about with a linear story. Now some of you are probably really thinking I'm crazy, but look at how the story plays out. To move on to the next area (i.e. Swamp to Mountain), the item in the previous area had to be attained. Without the bow, getting into Snowhead would be impossible. Without the ability to buy a Powder Keg as Goron Link, Epona couldn't be gotten to get over the fence blocking the entrance to the Great Bay. And without the Zora Mask and Hookshot from Great Bay, getting into the depths of Ikana Canyon wouldn't be possible, either.
Don't think I'm saying Majora's Mask isn't open, though. I know it's less linear than the more recent games, as we can get the items and then go straight to the next area. However, that's not the point. By the time the items have been received, either half of the dungeon is completed (Woodfall and Snowhead) or it's time to move onto the dungeon in that area (Great Bay). Yes, MM has quite a bit of freedom to it, so it's more linear-ish, but a decent amount of linearity was still in the game.
Now, I know what some of you are thinking (again). "Juicie, those games weren't as linear as the recent ones. The latest ones have almost no exploration." I know that, and that does make a huge difference, but this goes back to the "traditional Zelda" thing. The linearity in Zelda hasn't really ruined the series at all. The same basic aspects of Zelda were kept, the games just became more story-based. I understand that part of Zelda is having the ability to roam free and do things how you want to, though. And the recent games have indeed strayed from this, especially Twilight Princess. But the thing is, if the same concept keeps getting used over and over and over again, it gets stale and boring. It becomes to where it doesn't feel as original anymore. That's why I think having some linear games has brought a balance to the series and keeps us enjoying that open and freelance style Zelda's always had.
However, I feel that a Zelda game works better if there's a mix between the two. That is, if the game is both open and linear. Like Link's Awakening. I outlined earlier how linear Link's Awakening was, but the ability to roam around the overworld a bit more freely than we could in games like Twilight Princess almost prevented it from feeling that way, which is probably why I never see any complaints about the linearity in the game (LA). Even The Wind Waker is a good example of this. All the different islands that were completely unique and having the ability to travel to (most of) them at will gave the gameplay an open feel, while the story was still linear. And, from the looks of it, it seems Skyward Sword is going to follow suit on this style of play, which I think is a giant leap in the right direction.
All this to say that I don't think linearity has ruined the series or even taken it in the wrong direction. Having one game like Twilight Princess with its ultra-linear aspects isn't necessarily a bad thing for the series. And not just because of what I said about balance and what not, but because using different styles brings variety and uniquen...wait, I guess that does kind of fall under that category. (Oops.) Well, whatever. The point is that linear aspects in Zelda can actually be a good thing for the series, so long as they are used in moderation, as that classic adventuresome feel does need to stay prevalent.
Anyway, what are your thoughts on linearity in Zelda? Please tell! =D
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