| Well, this is roughly my 58th time playing OoT, although this has been the longest time I've been without it. This DEFINES classic gaming, and the mere fact I've played it so often for so long proves a point--infinite replay value.|
I feel that this earns the label of classic game because of many reasons, but one of the main facts about it, from both a player and budding designer's standpoint, is its excellent structure--the world itself is superbly designed, as to minimize frustration while maximizing difficulty, even after 50+ game runs. Although there is a certain aquatic dungeon that earns my extreme annoyance, its level design was perfectly done...I suppose I should give the Water Temple a little love later, but for now, the generics.
Level design has always been a Miyamoto priority since the first Zelda title, and Ocarina of Time has taken the puzzle/structure rules of old dungeon crawlers and taken the fact that it is the first Zelda title to utilize the N64's 3D capabilities while enabling such a revolutionary change to the rules environment in gaming to be a part of the game rather than a "Oh my God, we can make the same game...in 3D!" like in Nights into Dreams or Sonic 3D Blast. I remember all of the intricacies involving the right camera angle and attack perspective to solve a puzzle or defeat a boss.
An example of good level design is found, ironically enough, in my least favorite dungeon of the game: The Water Temple. Yes, the dungeon that has earned the title of "Most confusing dungeon. EVER." has some of the best level design in the whole game for a few reasons.
It is more than challenging for a gamer of any level, but it always has a solution (or solutions, depending on how you view it) to every obstacle, whether it is finding the keys, or beating Dark Link, and any mistake is always rectifiable, unlike certain Mario games *cough64cough* and although it annoys me, it feels so amazingly rewarding when you *finally* get to the boss and beat it.
There's also a steadily rising level of difficulty in each progressive dungeon, with more complicated puzzles, more difficult-to-beat enemies, and overall a more difficult feel to it. The amazing part is that it FEELS like it's natural, and you don't feel like you're in level-by-level in how hard it gets.
I'll talk about more when I finish other parts of the game...
add a comment