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The Legend of Zelda: Twilight Princess' dungeon design | Boss Keys

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    Hi. My name's Mark and this is Boss Keys.
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    I'm researching the dungeon design in the
    Legend of Zelda franchise, to see how Nintendo
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    creates these imaginative spaces.
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    This time, I'm playing the GameCube and Wii
    game Twilight Princess - though, I used the
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    HD remaster on Wii U for this video.
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    To me, the real strength of The Legend of
    Zelda: Twilight Princess is giving each dungeon
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    a unique personality and providing iconic
    moments that stick in your brain.
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    Moments like waking on the ceiling, skateboarding
    around a temple, and basically just being
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    Spider-Man.
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    These enjoyable moments maybe hide the fact
    that these dungeons have moved far away from
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    the intricate level design of classic Zelda.
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    Or the fact that almost all of the dungeons
    in this game are eerily similar in their design.
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    Let me show you what I mean, starting with
    the Forest Temple.
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    Here, you work your way into this nice central
    room, and find three directions that you can
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    take. Left and up happen to be dead ends so
    you go right, and explore the east wing of
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    the dungeon to save a monkey. Then you come
    back to the central room and can now access
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    the west wing of the dungeon to save more
    monkeys. You come back to the central room
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    again, and now have enough monkeys to go up.
    Okay?
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    Now, look at City in the Sky. It's the same.
    And so is Arbiter's Grounds. And Lakebed Temple
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    is almost identical but here, the boss door
    is in the central room itself. Snowpeak Ruins
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    and Palace of Twilight have slightly different
    directions, but this knotted structure where
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    you come to the central room three times is
    the same.
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    And, so, what does this mean? Well, I'm not
    saying that Nintendo was lazy or that this
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    makes Twilight Princess crap. I mean, I never
    realised the full extent of their similarities
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    until I started mapping the dungeons out for
    this series so it didn't immediately impact
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    my enjoyment back in 2006.
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    But it does, perhaps, explain why the dungeons
    all feel a bit unremarkable, and why we remember
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    them for their atmosphere, boss fights, and
    crazy moments, instead of the actual intricacies
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    of their level design.
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    It also makes the game feel a bit flat, with
    no real progression in the complexity of the
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    game's dungeons. Though, there are a few anomalies:
    the second dungeon, Goron Mines, is a lot
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    more linear. And the final dungeon offers
    a bit more choice. And then there's the Temple
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    of Time which - well, I'll come back to that.
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    Now, this repeated structure - on its own
    merits - is actually pretty good. I mean,
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    they replicated it six times for a reason.
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    For one, it splits the dungeon into small
    chunks that can be accomplished in isolation.
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    In one of these chunks you might turn a giant
    water wheel, track down a ghost, or play with fans.
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    In most cases, those chunks can then safely be
    ignored altogether once you've finished exploring
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    that area - which stops the dungeon from ballooning
    out into this massively complex space that you
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    need to traverse. There's nothing stopping
    you from going back to an older chunk, but
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    nothing pushing you there either.
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    This structure also keeps the player focused
    on their long-term goal in the central room,
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    which might involve pouring in water so you
    can swim to the boss door, defeating poes
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    to light these four torches, or finding Yeta's
    bedroom key.
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    And by repeatedly bringing the player back
    to that previously explored room, it feels
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    less linear than just putting the chunks in
    a big row, one after the other - which is
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    effectively how you're going to play them.
    But when set up like this, you get a hint
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    of that lovely Zelda-like sensation of carefully
    unpicking a dungeon's knot.
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    Now, while the layouts are similar, these
    dungeons do have some tweaks that make
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    them feel different to play - and a lot of
    it comes down to the criteria I laid out when
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    talking about "find the path" and "follow
    the path" dungeons in the previous episode.
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    Well, there aren't many branching paths, outside
    of the multiple doors in those central rooms.
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    And there aren't many choices to make, outside
    of some monkey business in the forest temple.
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    But the backtracking and hand-holding stuff
    does play a role.
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    So, I kinda lied about the Forest Temple.
    Once you get the Gale Boomerang from the north
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    section, you actually do go back to the east
    wing to access this final chunk and fight
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    the boss. And so you have to backtrack to
    this area and it's up to you to remember where
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    However! The game does something very simple
    but rather clever to help you do so. Earlier
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    in the dungeon, when you're trying to unlock
    this door, you need to divert from your path
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    to get a key - which just
    so happens to be in a room that is otherwise
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    inaccessible because this bridge is facing
    the wrong way.
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    Later, you get the Boomerang and use it to
    twist some bridges, and hopefully you put
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    two and two together and think "aha!", I should
    check out that room again. So the game placed
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    a key to ensure every single player has visited
    that backtracking point, and has the opportunity
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    to add it to their mental map.
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    Smart stuff.
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    Lakebed Temple is another dungeon that trusts
    you to figure stuff out. And this time, it
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    pulls on the stuff we talked about waaaay
    back in the Majora's Mask episode, about considering
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    these dungeons as massive interconnected pieces
    of architecture.
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    The central room has a staircase that can
    be rotated in 90 degree notches. Because of
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    these walls, you need to twist and climb this
    staircase carefully to get around them and
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    access the different doors in the central
    room. And you need to use the staircase to
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    send water from one side of the dungeon to
    the other, because the water turns a waterwheel
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    that was previously blocking your path.
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    That's a wonderful eureka moment and part
    of why Lakebed is my favourite dungeon in
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    this game.
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    There's also a brilliant second puzzle where
    you deliver water to the other side of the
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    dungeon but it's just for some optional item.
    That would have been a great place for the
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    boss key, if you ask me.
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    Anyway, the other dungeons are far less trusting
    and essentially guide you through the loopy
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    structure - a lot like the Temple of Droplets
    dungeon from Minish Cap, actually, which also
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    shares this layout. Hmmm.
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    So yeah, in Arbiter's Grounds, the rooms lead
    you through the east wing and bring you back
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    to the central room - but now on the second
    floor so you can hop on over to the west wing...
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    where you get lead back around to the central room
    again.
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    in Snowpeak Ruins, Yeta literally draws markers
    on your map to tell you where to go, and she unlocks
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    one door after the other, which is all, to be
    honest, a bit crap. And then you get to the
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    sliding block puzzles and, remind me why people
    love this dungeon again?
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    Okay, so using the cannons to smash ice is
    kinda cool. And the dungeon is less obviously
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    split into chunks than the others because
    it's laid out like an actual mansion rather
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    than four long corridors like most of the
    other dungeons.
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    So you'll find yourself skipping back over
    to previous chunks to pick up a cannonball.
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    And then getting that cannonball to the cannon
    involves a tiiiiny bit of spatial reasoning
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    which... well, i'll take what I can get at
    this point in the Zelda series.
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    Sadly, the cannon stuff is pretty quickly
    sidelined when you get the key item: the Ball
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    and Chain which is used to waste enemies and
    smash ice.
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    Generally, though, Twilight Princess does
    a good job of showing you the benefits of
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    each dungeon's item by giving you enemies
    that are a pain to kill with your current
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    tools - and then effortless to defeat with
    the new item. And the item also lets you get around
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    the dungeon more easily: the Clawshot, for
    example, makes the central room of the Lakebed
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    Temple easier to traverse.
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    Right. Temple of Time. Surprisingly, I don't
    hate this dungeon! Commenters kept betting
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    that I would because it is completely linear
    but the dungeon is interesting because it
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    leans heavily into that linearity. It does
    something interesting with its straightforward design.
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    So you go through the whole thing, solving
    some puzzles and killing enemies. until you
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    get to the end where you kill the mini boss,
    get the dominion rod, and then take control
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    of this massive statue. Now, the goal is to
    bring the statue back to the beginning of
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    the dungeon - now doing all the puzzles in
    reverse and taking into account that you have
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    to guide this heavy statue. It's not massively
    challenging. but it is clever, it is interesting,
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    and by golly it is different. Lots of bonus
    points, right there.
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    And Twilight Princess does have some good
    puzzles! In Arbiter's Grounds it sets up this
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    system where you pull a chain to lift a chandelier,
    and then run under it before it smashes down
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    on your head. Later, you do the same thing
    but just wind up at a dead end. You've got
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    to figure out that you need to drop the chandelier
    on your bonce so you can climb up on top.
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    That's a good'un. I also really liked these
    swinging platforms in Snowpeak that you bat
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    about with the Ball and Chain. Better than
    a sliding block puzzle!
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    I haven't shown any graphs in this episode
    because, frankly, they're pretty boring in
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    Twilight Princess. Forest Temple is probably
    the most interesting but, for the most part,
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    the graphs all look the same. Which makes
    sense.
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    In the Wind Waker episode I talked about warp
    pots, which help you get from the beginning
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    of the dungeon, to the middle, or to the boss
    door. Twilight Princess doesn't have any of
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    that stuff: probably because the looping structure
    means everything is pretty close to the central
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    room anyway. But more so because if you die,
    the game just lets you retry from the last
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    door you went through, rather than kicking
    you to the beginning of the dungeon.
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    Which, well, let's not get into a whole thing
    on Nintendo and difficulty. But I will say
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    that the bosses in this game are easier than
    ever. They all use the key item from the dungeon,
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    which makes them a bit trivial, and they all
    telegraph moves and highlight their weak points
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    super clearly. Oh, and this one is a total
    Shadow of the Colossus rip-off, right?
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    Bit cheeky.
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    Commenters ask me to talk about the atmosphere
    and aesthetics of the dungeons. and so, here we go:
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    They're good! Right? They look nice,
    they look different from one another, the
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    music's good, and you can pretend that the
    Zelda games have some kind of connected universe
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    or lore or whatever by noticing all of the
    interesting similarities to the Ocarina of
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    Time dungeons.
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    But yeah, Twilight Princess. I think these
    dungeons are pretty good. Inoffensive, at
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    least. They hide their simplicity better than
    The Wind Waker, and are full of those
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    memorable moments.
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    But this is, ultimately, a long way from where
    we started. This video series is about how
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    Nintendo builds intricately designed spaces,
    with clever architectural puzzles and interconnected
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    layouts that test your spatial awareness.
    And at this point... finding anything that
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    speaks to that legacy is like picking for
    scraps.
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    Oh well. Next time on Boss Keys, grab your
    sword and grab your stylus because we're going
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    to find out how making your own maps affects
    the dungeon design of The Legend of Zelda:
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    Phantom Hourglass. And maybe Spirit Tracks.
    We'll see.
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    Boss Keys is made possible thanks to all of
    my supporters on Patreon.
Title:
The Legend of Zelda: Twilight Princess' dungeon design | Boss Keys
Description:

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Video Language:
English
Duration:
10:59

English, British subtitles

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