One might have expected a game called Skyward Sword, with a story that started on a floating island, to have a dense and well-developed sky world. The developers opted instead for a pared-down hub, not that dissimilar from Hyrule Field in Ocarina of Time or Termina Field in Majora’s Mask. Those games’ fields were not particularly deep or involved. Ocarina of Time’s, specifically, lacked enemies and even secrets were sparse. In 1998, the joy of riding Epona from one end…