The Inconsistent Execution of The Legend of Zelda - Dungeon Design in Zelda

แชร์
ฝัง
  • เผยแพร่เมื่อ 25 ต.ค. 2024

ความคิดเห็น • 75

  • @DougjcFerguson
    @DougjcFerguson ปีที่แล้ว +34

    As cryptic as this game is for modern gamers and given how far the games have come along since then, it's important to remember that when this game came out, it was groundbreaking at the time. NES games before this were so much more linear or were arcade conversions. Compared to everything else, this was a game you could really sink your teeth into.

  • @HenningGu
    @HenningGu 7 หลายเดือนก่อน +10

    About beginning the game, many don't think of the manual. If you take a look at it, it pretty much includes a walkthrough for the first two dungeons and a bunch of other things.

    • @jaredwalley5692
      @jaredwalley5692 3 หลายเดือนก่อน

      It wouldn't surprise me if they explained the Blue Ring.

  • @bonnies122
    @bonnies122 ปีที่แล้ว +8

    The intro, blender maps, and script for this video are SO GREAT!!! 💚💚

  • @jehru5
    @jehru5 หลายเดือนก่อน +1

    Legend of Doom is a DOOM mod that is a faithful recreation of LoZ1 in the GZDoom engine.
    It's super immersive and really cool to be able to explore the OG Hyrule in 3D. The 2D sprite based graphics of classic DOOM are perfect for a recreation of LoZ1. I HIGHLY recommend it.

  • @NIMPAK1
    @NIMPAK1 7 หลายเดือนก่อน +3

    You can figure out where bombable walls are by looking at the map which shows you where rooms you can't access are located and you just have to bomb the adjacent room and if a room can't be bombed to that means you have to find a staircase. It can be a bit more trial-and-error-y before you get the map, but you usually fill out a good portion of the map before you need to start bombing anyways.
    Also the shared key system is... actually one of the best mechanics of this game. There are key doors in the game that only serve as shortcuts, especially in the earlier dungeons, allowing you to build up a surplus of keys that can be used to skip particularly gruelling rooms in later dungeons. It rewards players for taking the proper level order and not relying on shortcuts and creates adaptive difficulty by going in a different dungeon order, which other open-ended Zeldas completely fail at doing.
    Also iirc Level-9 is actually pretty linear with only a few branching paths, which makes the dungeon more of a gauntlet than a navigation puzzle.
    Also also, you reeeeeeally need to give the second quest another shot because it does a lot of interesting things with its design. There's slightly more linear progression overall, where most the game is locked behind the level-2 item which also gives you a pseudo invisible wall tutorial. It also likes giving hints by having items or even staircases spawn at inaccessible locations, meaning that you have to figure out how to loop back into the same room from a different direction, which often means you KNOW that there has to be a bombable/invisible wall there.
    The huge problem with the "formula" of later Zelda dungeons is that well... it's way too formulaic. You never get that feeling of exploration or discovery since you know that the game has scripted everything out for you in a specific way, and the only way to get lost is to hide the progress flag into something dumb like having to talk to a very specific npc when you have a specific item.

  • @dudujencarelli
    @dudujencarelli 3 หลายเดือนก่อน +1

    Keep in mind this was made in 1986. Back in 89, when first I played this, the way we figured out how to proceed was by collectively sharing our experiences in the school playground. I figured out the Grumble Grumble character just by experimenting with the items. And I already had the bait thanks to a friend's advice that pointed me to the Blue Ring shop.

  • @johnschwartz1641
    @johnschwartz1641 2 หลายเดือนก่อน +1

    I forget the exact number, but I remember having over 100 deaths on my Zelda 1 character. It really wasn't a game meant to be beaten quickly. We would spend whole afternoons just collecting and buying bombs so we could test out walls for secrets. That was part of the fun - Nintendo games were expensive, and most people only had a few so we didn't mind a game that stretched out the experience. It was a point of pride for little kids when we beat something though. I honestly can't remember if any of my friends beat Zelda 2, I know I certainly didn't.

  • @QuestWithAaron
    @QuestWithAaron ปีที่แล้ว +5

    Dude your video production quality is fire! Absolutely loving it ^^

    • @CaptBurgerson
      @CaptBurgerson  ปีที่แล้ว +2

      Ahhhhh thanks so much!! 🥲

  • @TheBreadPirate
    @TheBreadPirate ปีที่แล้ว +2

    These are all very fair criticism! I also enjoy the game despite its issues.

  • @msscott22
    @msscott22 ปีที่แล้ว +6

    I wish I could play this game again for the first time. It was such an amazing feeling getting lost in this world and not knowing what to do or where to go. I feel like part of the charm is experimenting with bombs and fire to find secrets. As far as this series has come, the original Zelda is still one of the best cryptic adventure games of all time.

    • @deimoslash1337
      @deimoslash1337 2 หลายเดือนก่อน

      I agree completely. Many of today's gamers will never know the feeling that we had back then where you could be truly lost in a fantasy world and have to use your wits and perseverance to find your way. The things we learned in the original Legend of Zelda carried over to every game of the series: push every brick, burn every bush and bomb every wall lol. I remember being so mad when a link to the past came out and they were actual cracks in the wall to show you they could be blown up. It somehow made me feel like the game wasn't just for me anymore because I felt like they were dumbing it down to make it more mainstream. Obviously I love a link to the Past but for some reason having cracks in the walls always bothered me 🤪
      I miss getting lost. I almost found that feeling again with Breath of the wild. I wasn't so much lost but I did get the feeling of never knowing what's over the next horizon.
      Do you know of any current games that give you the feeling of being lost like the original Zelda? I would love to play one.

  • @Gnurklesquimp2
    @Gnurklesquimp2 ปีที่แล้ว +2

    The bomb walls are perfectly represenative of what this game is to me...
    I wish I played it when I was still so full of wonder at the prospect of a world full of secrets, hearing about it from friends, and actually putting in effort to find ones myself. Nowadays, I'm way more critical and want the process to be compelling and way less tedious, even if it's just simple hints.
    I did play other games, so many of us know about that mystical truck in Pokemon, then there's mechanics behind finding roaming legendaries in gen 4 that really made an impression on me, but as a kid... Even just finding legendaries where you were supposed to encounter them felt like a discovery, I can only imagine what this game felt like.

  • @OmegaFox09
    @OmegaFox09 ปีที่แล้ว +2

    I really hope that one day the original Legend of Zelda is remade properly one day. Like an ACTUAL remaster/remake. Whether by fans or an official teams

  • @deimoslash1337
    @deimoslash1337 2 หลายเดือนก่อน

    I remember drawing my own map screen by screen. That in itself was a magical experience. I miss games where you had to take notes and draw maps. It somehow made the experience more authentic.

  • @zorasaphire
    @zorasaphire ปีที่แล้ว +2

    I always assumed that arrows used money to save space. Maybe creating an inventory for arrows AND bombs was going to take up to much space

  • @DuelScreen
    @DuelScreen 2 หลายเดือนก่อน

    9:33 Yes. Exactly. They had to fit the game into the memory of a NES cartridge. That's why the dungeons are all of those funky shapes.

  • @elsiebartlett6808
    @elsiebartlett6808 ปีที่แล้ว +1

    Would love to see your take on the second quest dungeons since they can get even crazier at times with just straight up walking through walls. Great video!

  • @Mer.Saloon
    @Mer.Saloon ปีที่แล้ว +2

    The effects and presentation of this review are great!
    My only critique is I wish you mentioned the manual. The manual back then was essentially the tutorial of the game, and it explained many concepts that would be explored. It even came with a fold out map of Hyrule that had empty squares for you to fill in.
    It's like a step below a guide with how much it tells you about the game.
    I know, it's a separate piece of paper, but back in 1985 when Zelda came out, the game itself could not store that much information on it. Link in-game even tells you to read it.

    • @CaptBurgerson
      @CaptBurgerson  ปีที่แล้ว +1

      I sadly never had the manual for this game, so I couldn’t speak to it. I think it was lost in my household long before I was old enough to be able to actually play the game competently.

  • @SiliconSlyWolf
    @SiliconSlyWolf 3 หลายเดือนก่อน

    I've heard dungeon shapes were in part to force all the dungeons to fit within a single rectangular space when all smushed together.

  • @Joseph_Roffey
    @Joseph_Roffey 6 หลายเดือนก่อน +2

    Wow I had no idea Zelda 1 could be so punishing if you miss items!

  • @imkrazy2059
    @imkrazy2059 ปีที่แล้ว +1

    Wow, didn’t expect you to do an entire game in one video. Very good video too!

  • @rogerdudra178
    @rogerdudra178 ปีที่แล้ว

    Many years ago I battled The Adventure of Zelda in Washington state. I'd guess I spent a good year after that trying to 'beat the game' in Montana. I found that playing this game WAS the journey finally.

  • @Tracy_LLC
    @Tracy_LLC 2 หลายเดือนก่อน

    I played this game when it was new and it was amazing for it's time, I stopped playing Zelda games after the SNES and Gameboy version because I got a PlayStation instead of an N64 and never owned a Nintendo system until many years later when I got a Wii for my kids around 2009 or 2008 I think can't really remember, and never got back into playing Zelda games, but maybe it's time.

  • @8bitlee858
    @8bitlee858 22 ชั่วโมงที่ผ่านมา

    I just started playing Zelda and I got too admit, I enjoy the simplistic design of Zelda 1. I don’t know, I’m 3/4 done, and I’m playing Link to the past at the same time and I’m enjoying both games.

  • @professoreff3483
    @professoreff3483 ปีที่แล้ว

    started watching this during the preview period but then had to wait for the actual premier to finish >D whoops
    Totally agree about the overworld map. I played this game for the first time (all the way through) during lockdown; made it a point to play some Zeldas I had never actually played or fully finished (NES, LBW, Minish Cap), and I played the NES LOZ (both quests) on the Wii U. But, admittedly, I ordered a poster of the overworld map and hung it right next to the tv, so I effectively had a map for reference and that made a HUGE difference. I also allowed myself to use a walkthrough to find some of the dungeons themselves, but not for working through the actual dungeons.
    A great game, an inspired concept, and it's so fun to see so many of these visuals/ideas come back in later games, in particular Breath of the Wild. Awesome video Burger

  • @skc4188
    @skc4188 9 หลายเดือนก่อน

    I'll never forgive Level 7 for having hidden the upper central room within the "eye" of the demon-shaped map. That alone was the reason why I didn't know how to clear that dungeon for 10 months, and it's a clear testament of why the original LOZ has aged so poorly. -_-

  • @rogerdudra178
    @rogerdudra178 ปีที่แล้ว

    I played the 2 first Zelda games with my NES and SNES using the Advantage controllers I got from Nintendo when I worked there.

  • @DeconvertedMan
    @DeconvertedMan 5 หลายเดือนก่อน

    the 3-d effect on the map was amazing! :D

  • @FSSZilla
    @FSSZilla 24 วันที่ผ่านมา

    I'm gonna quibble about the staircases! :T
    I think the staircases were specifically meant to be a part of the maze system of the game, not a way to circumvent space limitations. Playing through for the first time, you get trained to use the map to tell you where to check for bombable walls. In Level 5, I think you get the first taste of an area where you try the two connecting bits and neither let you up into the four rooms at the top. I think that's an intentional teaching moment, where you need to find the secret passage in the lower part of the level in order to reach those rooms on the top. Suddenly, some rooms might not be part of the same "chunk" you're on, and you need to find a staircase to reach other "islands" on the map.
    I feel like this game's philosophy with the map is unique because of the limitations it has. In subsequent games with the map, it feels like a way to make sense of the layout of the dungeons, but here, since it only really tells you whether there are rooms next to the one you are in, with no other real indicators, it's meant to be a "bomb guide." Other games in the series mark bombable walls most of the time, but that's balanced out here because there is only one space per wall to test. Level 2 has so many walls that can be bombed that it feels like it's conditioning the player by giving them so many opportunities to use bombs and find hidden doorways.
    Honestly, I wouldn't mind a revisit of this that digs into what each dungeon is priming a player for, taking note of which room types start to appear in which dungeons, and the sort of specific analysis of the progression through each dungeon. Particularly Second Quest, because it's fascinating to see the basic building blocks introduced in Quest 1 get applied to a more intentional design space. This game teaches the player a lot through the dungeon design, even in its rudimentary state, and I feel this quick overview that kind of dismisses the nuances of this game doesn't do it enough justice.
    That said, I found your dungeon analysis videos yesterday and I've been on a tear binging them. I love your work and production values, and you've shown me some really cool things in other Zelda games! I just kinda wish this one got the same treatment. There's a lot to learn, but you do have to take it on its own terms, even when subsequent games broke from this one's conventions.

    • @CaptBurgerson
      @CaptBurgerson  24 วันที่ผ่านมา +1

      Thanks so much! I've got a lot to go through first currently, but I do plan to revisit some of these games some time in the future. Just not sure when 😅

    • @FSSZilla
      @FSSZilla 24 วันที่ผ่านมา

      @@CaptBurgerson yeah, Echoes just dropped and all too

  • @GameOverJesse
    @GameOverJesse ปีที่แล้ว +1

    Perfection

  • @DrewPicklesTheDark
    @DrewPicklesTheDark 2 หลายเดือนก่อน

    They _did_ prioritize making them certain shapes, otherwise they would not have been able to fit in the game.

  • @SiliconSlyWolf
    @SiliconSlyWolf 3 หลายเดือนก่อน

    I feel like this game doesn't stand the test of time, while games like ALttP do. If things like the bomb drops were easier to understand, so that when you use all your bombs on one screen, you can find more easier, or it was faster to get money for the ring, and shield, 2 bomb upgrades, and then anything else, it might be more fun to revisit. Last time I did a play through of most major Zelda games, that was the end of my caring about this game. And I'm saying this being 42 and having grown up with the game. It's one of my less favorite Zelda games, with my favorites including ALttP, TP, BotW, WW (except the ocean), and Link's Awakening (thanks to the remake).

  • @nfenestrate
    @nfenestrate ปีที่แล้ว

    That new intro is 👌🏼 chefs kiss.

  • @craziscoth
    @craziscoth ปีที่แล้ว +2

    Maybe not the best design for new players but it was from a generation that focused on challenging games and you felt good about knowing all the tricks and secrets.

  • @LazyGardenGamer
    @LazyGardenGamer ปีที่แล้ว

    Loving the intro. Also, Yay 2D!

  • @defenestration.nation
    @defenestration.nation 2 หลายเดือนก่อน

    Been a big fan of your dungeon design series for a while! Came back to this bc a friend is playing LoZ for the first time and doesn't want to use a guide (tho backseating is welcome). This a fantastic starting point for a newbie - gives some tips without handholding like a walkthrough guide

  • @seantaylor424
    @seantaylor424 7 หลายเดือนก่อน

    Aw man...I'd be one of those people that would prioritize shaping the map like something cool over making one that's actually fun to get through. On behalf of my theatrical brethren, I apologize.

  • @sledgen.
    @sledgen. ปีที่แล้ว +1

    awesome video! One tip from the NSO though: it looks a lot cleaner if you remove the side bars that have this weird pattern on them
    I gotta say though those 3D maps are incredible. Did you make them?

    • @CaptBurgerson
      @CaptBurgerson  ปีที่แล้ว +2

      Thanks! I did make them in blender, yes!
      I also kinda like the weird side pattern hahah. It isn’t very intrusive and then you don’t have empty blackness. I guess it’s a preferential thing hahah

    • @sledgen.
      @sledgen. ปีที่แล้ว +1

      @@CaptBurgerson oh really? Ok forget what I said then xD

    • @CaptBurgerson
      @CaptBurgerson  ปีที่แล้ว +1

      Ahah you’re good, and thanks for checking out the video!

  • @shadowledastray
    @shadowledastray ปีที่แล้ว

    While Zelda 1 is near and dear to me, I'm inclined to agree with most criticisms you bring up from a modern design perspective. Made me think about how difficult remaking it would be. Maintaining the cryptic vibe of Zelda 1 is somewhat essential, but tips were spread by word-of-mouth then. Now the game would have to provide more hints, without being too obvious. Would be quite the design challenge!

  • @Meeeeowowow
    @Meeeeowowow ปีที่แล้ว

    The intro is amazing :O!!!

  • @PurpleMonadoBlaze
    @PurpleMonadoBlaze ปีที่แล้ว

    I love the new intro Daniel 😍

  • @rogerdudra178
    @rogerdudra178 ปีที่แล้ว

    I guess I was lucky playing the 1st Zelda, I had NOA's game play counselors to fall back on.

  • @Thor-Orion
    @Thor-Orion 5 หลายเดือนก่อน

    1:30 I actually disagree with this. The Sega Saturn has an INCREDIBLE 2-D controller. It’s the culmination of 2-D console manufacturing, which is actually why it failed so spectacularly here in the states, everyone was into the new hotness that was 3-D. I do really like the SNES controller, it’s great for sure, a little small for me though, because I’m like a giant.

    • @Thor-Orion
      @Thor-Orion 5 หลายเดือนก่อน

      16:20 missed opportunity for your “e for everyone” gag. I know this is technically before the esrb, but we would’ve gotten it anyway.

  • @Brockbuiltmore
    @Brockbuiltmore 5 หลายเดือนก่อน

    when talking about a 40 year old game and the VERY FIRST zelda game in a monolithic franchise, can we REALLY blame it for being the way that it is especially for fans in 2024 that a LARGE chunk of us werent even born when it came out?

  • @thegrayshaws
    @thegrayshaws 2 หลายเดือนก่อน

    no mention of second mission?

  • @scorpionsapprentice3248
    @scorpionsapprentice3248 ปีที่แล้ว

    one problem with zelda 1's information is that the translation is bad and apparently the JP version is clearer, especially the secret to level 7.

    • @scorpionsapprentice3248
      @scorpionsapprentice3248 ปีที่แล้ว

      i should also add that while i am ware of the shortcomings with many of its dungeons such as with door logic and enemy placement, these flaws are easily fixable if z1 ever were to have a pixel remaster in the future. i also don't think the combat is bad tbh and if anything can be more engaging compared to many of its other top down successors because the simplicity can result in a less is more philosophy where combat does not feel like a chore.

    • @scorpionsapprentice3248
      @scorpionsapprentice3248 ปีที่แล้ว

      the other thing about the goron mines complaint also applies to that one spider in the deku tree and the two in dodongo's cavern. then you have tail cave in LA's remake that requires bombs (you can obtain them in the original before the dungeon).

    • @scorpionsapprentice3248
      @scorpionsapprentice3248 ปีที่แล้ว

      in defense of level 9, i do think it delivers well as a final dungeon but i cannot deny it has some door logic problems such as the infamous northwest room with the locked door facing east and the south shutter door that does not open while not giving the player a small key to access.

  • @Gokulosestoavirus
    @Gokulosestoavirus ปีที่แล้ว

    How did I miss this? TH-cam is messing up. Damn it

    • @CaptBurgerson
      @CaptBurgerson  ปีที่แล้ว +1

      Sorry you missed it!! Hope you still enjoyed the video though. I’m shaking my fist at YT right now

    • @Gokulosestoavirus
      @Gokulosestoavirus ปีที่แล้ว

      Love it

  • @SiliconSlyWolf
    @SiliconSlyWolf 3 หลายเดือนก่อน

    Cryptic isn't the word for it, badly translated more like it. I'm sure a better translation, if even possible, would have went a long way. Then again, I don't know that English on the NES could ever explain the 10th enemy and bomb drops.

  • @Tubewings
    @Tubewings 11 หลายเดือนก่อน

    What are your thoughts on the Second Quest dungeons of this game?

    • @CaptBurgerson
      @CaptBurgerson  11 หลายเดือนก่อน

      It’s a lot more of the same tbh

    • @FSSZilla
      @FSSZilla 24 วันที่ผ่านมา

      @@CaptBurgerson shoot, I don't feel that way. I really like second quest, and it feels like it evolves the design a lot. Level 9 in that one in particular is really interesting to me because it feels a bit like walking a tightrope, and you have several instances where you either fall off or have to backtrack to hit a blue bubble. It reminds me a lot of Kid Icarus (NES).

  • @jfgs930
    @jfgs930 ปีที่แล้ว

    Bob Loblaws bombable wall

    • @CaptBurgerson
      @CaptBurgerson  ปีที่แล้ว +1

      Bob Loblaw blob lobbing bombable walls

  • @HipnotikHylian
    @HipnotikHylian ปีที่แล้ว +1

    Bro LOL it's the first Zelda game, what do you expect??

    • @CaptBurgerson
      @CaptBurgerson  ปีที่แล้ว +1

      That doesn’t make it impervious to scrutiny my guy

    • @HipnotikHylian
      @HipnotikHylian ปีที่แล้ว

      ​​@@CaptBurgersonnah nice try buddy. You are criticizing it using a modern lens which you should not be doing with a game that was the first game in the series. Makes you sound like a whiny entitled gamer. 😂

    • @CaptBurgerson
      @CaptBurgerson  ปีที่แล้ว +2

      @@HipnotikHylian I offer the game a healthy balance of praise and criticism. Having critiques about a game doesn’t make me entitled or whiny, but saying you can’t criticize something sure does make you sound like a fanboy who just loves things blindly.
      I love Zelda. I love how every game in the series differs and how the series changes and evolves. That doesn’t mean I’m ignorant to their flaws. It means the good things outweigh those flaws.
      But you can focus on the few complaints I have here and there and ignore all the magic I compliment the game for sure! That’s totally rational and normal of you!

  • @ChickenPerm
    @ChickenPerm ปีที่แล้ว

    You seem to be enough of a video game enthusiast nearly gamer girl status, so I ask you. Do you think this blossom Tales knock off series has enough legs to it to stick around and become popular outside the indie genre?

    • @CaptBurgerson
      @CaptBurgerson  ปีที่แล้ว

      Probably will gather a small cult following at best

  • @analogmatrix1442
    @analogmatrix1442 ปีที่แล้ว

    All the thing you criticized Zelda for were designed for kids to talk about the game on the playgrounds and help each other with hints. Some of the newer games feel linear and with a lot of hand holding from developers. At least with Zelda 1 different people playing a different way would be beneficial to getting genuine excitement and not just going through the motions of playing a scripted movie.

    • @shadowledastray
      @shadowledastray ปีที่แล้ว

      Yeah the social context surrounding the game was a big part of the experience. I remember waiting for school to end with so much anticipation, wanting to go home and try out the new tip I heard on the playground. Lol Sadly there's no way to replicate that now.