-
Hi. My name's Mark and this is Boss Keys.
-
So, I make a YouTube show called Game Maker's
Toolkit and an episode I've wanted to make
-
for a long time is a breakdown of the dungeon
design in The Legend of Zelda games.
-
I think these things are fascinating. They're
these twisting, contorting, non-linear maze-like
-
puzzles boxes filled with enemies and traps.
They have terrific boss fights and unique
-
architecture and the best ones are these gigantic
mechanical riddles for you to solve.
-
But if I want to do this episode properly,
I'm going to need to revisit every major Zelda
-
game, and that's going to take hundreds of
hours. Which is a lot of research for just
-
one video.
-
So I thought it might be fun to release a
bunch of spin-off episodes as I go. One video
-
on each Zelda game I play, with my thoughts
and findings on the dungeon design in that
-
game.
-
If you want to follow along, that's cool.
If you prefer the more thoroughly researched
-
and bite sized episodes I usually make, just
wait a few months and I'll do a proper episode
-
of Game Maker's Toolkit featuring everything
I've learnt on this subject.
-
I'm kicking off with The Legend of Zelda:
A Link to the Past. It's the third Zelda game
-
but it's where Nintendo really established
the formula, and introduced iconic elements
-
like the master sword, heart pieces, and the
hook shot.
-
Let's start by talking about linearity. Do
the dungeons usher you from room to room,
-
or let you explore their layouts in any way
you desire? The answer is that some dungeons
-
do the former, others do the latter, and some
lie in the middle.
-
Those in the middle include the Eastern Palace:
the first proper dungeon in the game.
-
What you'll notice is that there is only one
path you can take through the dungeon. You
-
have to go up here past these boulders, then
around in a big loop to get to this room,
-
then across to this area to get the big key,
then it's off to the item chest to get to
-
the bow, and upstairs to fight the boss.
-
But the dungeon feels less linear than that,
for a number of reasons. One is the number
-
of optional rooms - this one contains the
dungeon map, which isn't essential. And this
-
one just contains a bunch of rupees.
-
Those rooms - plus the ability to visit rooms
that you'll come into later such as this area
-
where a pair of blocks make a one-way
path - give the dungeon a large explorable
-
space. There are lots of rooms and doors to
choose from.
-
Also, keys force you off the critical path.
You can't get through this door until you
-
make a detour off into this room to find a
key. Nintendo can modulate difficulty by moving
-
the key further away from the door.
-
And finally, the path crisscrosses over the
entire dungeon. The bridge is over the boulders
-
you dodged earlier, the excursion to get the
big key sends you in a huge loop around the
-
dungeon, and the big key makes you backtrack
to this room with the giant chest.
-
All of this obscures the critical path, forcing
you to explore to find it. So while the dungeon
-
essentially guides you along one path, you
get the sense that you're making your own
-
route. Clever stuff.
-
Other dungeons are less prescribed in the
way you solve them. The Palace of Darkness
-
- the fifth dungeon - will see you holding
more than one key in your pocket for the first
-
time in the game. And you can use those keys
on multiple locked doors.
-
What this means is that you can proceed through
the dungeon in a truly non-linear way. For
-
this door, you could use this key, or this
key. And then you could open this door or
-
this door, and use this key, this key, or
either of those first two keys.
-
There's still a predetermined set of rooms
you have to visit but having some agency over
-
your route gives you the real sense that
you're making decisions, and you find yourself
-
hitting fewer dead ends.
-
What's surprising is the number of optional
rooms in dungeons of this design. Take this
-
main floor of Ganon's Keep: you don't need
to go in any of these rooms to finish the
-
dungeon.
-
And in Misery Mire, there are five keys to
find but you can actually solve the entire
-
dungeon with just two if you know what you're
doing.
-
Of course, you rarely know what you're doing
so these unnecessary rooms must be there to
-
make the dungeon feel bigger and tougher than
it truly is, giving you so many keys and locks
-
and rooms to explore that you feel like a
champion puzzle solver when you finish.
-
Turtle Rock is another dungeon that feels
harder than it is. This room has a crazy spaghetti
-
junction of pipes but in reality you only
need to keep track of two of them to succeed.
-
Some dungeons are completely linear. Especially
in your return to Hyrule Castle. You move
-
from room to room, and all the locked doors
are unlocked with keys found in the exact
-
same room.
-
But that fits the tone of the story. At this point, Zelda
has been kidnapped (again) and you're charging
-
up Hyrule castle's tower - slashing everything
in your way. This is the time for a gauntlet
-
of enemies as you chase after Zelda. Not pensive
puzzle solving and getting lost.
-
This is the only dungeon like that but you'll
find that some dungeons are halfway between
-
two styles. Desert Palace, the second dungeon,
starts relatively non-linear with this massive
-
opening chamber that has a whopping seven
doors to explore, and one more to unlock.
-
But after that it turns into a straightforward
path to the boss.
-
This gives a sort of ramping tension. You
rarely just stumble upon the boss door while
-
exploring: you get there after a section where
you have to move quickly from room to room, fighting
-
baddies, and amping up the stakes before you
go head-to-head with the final monster.
-
There's a nice moment in The Tower of Hera
which reminds us that while Zelda wouldn't
-
go 3D for seven more years, dungeons in A Link
to the Past were already making us think about
-
the space as a building with verticality.
-
Because to get to the Moon Pearl, which is in
this big chest on floor four, you have to
-
drop down from the exact right spot on floor
five. This puzzle won't bust your noggin,
-
but it will get you to think about these dungeons
as actual 3D spaces.
-
It's a shame that there aren't more dungeons
that really make you think about how they're
-
put together, in order to navigate them.
-
But here's a nice set-up that does just that.
In the Palace of Darkness you need the orange
-
blocks to be lowered to get up this staircase.
But if you drop them by hitting either this
-
switch or this switch, it will also raise
the blue blocks and stop you getting
-
to the staircase. So you have to go in a loop around the
dungeon and come up from the room to the south.
-
It's simple but it's an elegant piece of design
that encourages you to understand the layout
-
of the level and it promotes some forward
thinking.
-
A more complicated version of this puzzle
comes in the long and winding Ice Palace.
-
It's perhaps the hardest dungeon in the game
and then when you finally get to the end you
-
realise that you need to push this block down
the hole and - this time - you need to lower
-
the blue blocks but that will lift the orange
ones and block you. And this time the route
-
back around is a lot harder to find.
-
Another dungeon worth mentioning is Skull
Woods, which takes place both underground
-
and overground. It's interesting to see Nintendo
toying with the dungeon formula so early in
-
the game. Likewise, Thieve's Town has you
leading this girl to a room bathed in light,
-
where she'll transform into the dungeon's
boss, Blind.
-
So there we have it. 12 dungeons - some straightforward,
some twisting, some non-linear. They ask you
-
to understand the way the dungeon is put together,
and they surprise you by breaking with convention.
-
Overall, it's a strong start for this series.
-
And the question is - where to next? On to
Link's Awakening, or do we jump to Ocarina
-
of Time? Let me know your thought in the comments
below.
-
Thanks for watching. Boss Keys is made possible
thanks to the fine folks at Patreon who are
-
somehow happy to fund a several month long
project to make a 10 minute video about Zelda
-
games. What a bunch of cool weirdos.