It's no secret that expansive open world for the player to explore at their own pace. This was easily the strongest aspect of both titles, as the open structure only built upon the sense of exploration and discovery that made Zelda games so special.
This adoption of a more non-linear approach to BOTW and TOTK hearkens back to the series' debut on the NES, which saw players dropped in the middle of the world and were given complete freedom in which direction they decided to take. However, unlike the original, BOTW and TOTK still include some slight limitations that prevent the player from having the same unequivocal sense of freedom, suggesting the series may never return to true non-linearity. While it may seem disappointing, the ambition and scale of newer Zelda titles make this decision a necessity to give players the best experience possible.
Zelda's Latest Entries Lack True Non-Linearity
Both BOTW And TOTK Encourage The Player Toward A Set Path
While both BOTW and TOTK take a more open approach compared to previous Zelda entries, they don't adopt a true non-linear structure. There are multiple ways in which both titles try to keep the player on a set path, a major one being starting areas. Whether it's BOTW's Great Plateau, or TOTK's Great Sky Island, the player is heavily restricted to one area of the map at the beginning of their adventure. The only way out is for the player to complete the Shrines and master each new ability before the entire world is opened up to them.
Even when the player makes it out of the starting area, both BOTW and TOTK make the intended path abundantly clear. There are multiple instances where NPCs inform the player of the location they must head to, while stressing the importance of players sticking to the main path so they can advance the story. While the player never has to do this, they're made fully aware that there is a certain direction they should be taking at all times.
While BOTW and TOTK strive to be a far more freeing Zelda experience, these added levels of guidance are hardly surprising. For years, multiple Zelda entries have used lengthy tutorials, starting areas, and character interactions to keep the player informed of where to go and what to do. If Nintendo is still willing to adopt these methods for BOTW and TOTK, which are intentionally less restrictive compared to previous Zelda titles, then it would be safe to assume that it will continue to adopt this approach for future entries, preventing the series from revisiting a truly non-linear structure.
BOTW & TOTK Benefit From Having Some Guidance
Their Huge Scale Can Be Initially Overwhelming
Although this may seem disappointing at first, it becomes clear how these restrictions benefit these Zelda games overall. While the NES original is completely unrestricted, it's also an incredibly simple game, adopting a bare-bones premise and basic mechanics that are easy for a player to adapt to. The NES classic is able to be truly non-linear because the game's simplicity allows the player to learn and improve as they progress without any guidance.
In comparison, BOTW and TOTK are not granted the same courtesy. Both titles far exceed the original game in of scope and content, with the series' most expansive version of Hyrule to date, alongside a wealth of new gameplay mechanics for players to learn. Many of these new ideas, such as TOTK's Ultrahand ability, provide a steeper learning curve than the NES classic's simple control scheme. Without the proper guidance, it can be easy for many players to get overwhelmed by what's being asked of them.

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This is the reason why BOTW and TOTK require this guidance. The use of starting areas and character interactions helps the player to become confident with each game's core ideas, ensuring that they can get the most out of the overall experience. Hyrule Kingdom is still free for the player to explore at their own convenience, not compromising the freedom that BOTW and TOTK are striving for. Even then, the games make sure to fully equip players of all skill levels before they tackle the initially daunting world, showing how avoiding non-linearity might be a benefit for the Zelda series.
TOTK's Ambitious Narrative Benefits From A More Linear Structure
Players Must Follow A Set Path To Get The Most Out Of The Story
The adoption of a linear, intended path also serves as a huge benefit to the Zelda series' bigger emphasis on narrative. Unlike the original Zelda, which merely informed the player of their objective, story has become an integral part of the overall Zelda experience, requiring a linear structure in order for players to get the most out of the narrative. And in no game is this more apparent than in TOTK.
Whereas BOTW adopted a loose narrative to place more focus on exploration, TOTK asks players to place huge investment in the game's story, learning about the Zonai and the Imprisoning War that leads to Ganondorf's return centuries later. Because of this, the story adopts a very rigid structure that can completely fall apart if the player tackles it out of order. Therefore, the intended path in TOTK is heavily encouraged in order to get the most out of the narrative.
TOTK's Dragon Tear Memories can be found out of chronological order, but since they operate as a backstory for Zelda's arc, the sequence they're found in is largely inconsequential.
While each game gives the player a huge amount of freedom, both BOTW and TOTK make it clear that the Zelda series is likely not going to return to true non-linearity. Both games show how crucial it is to provide players with guidance and pathways to ensure everyone gets the most out of what each title has to offer. BOTW and TOTK have struck a careful balance between linearity and non-linearity that will continue to benefit future The Legend of Zelda entries as they grow in scale and ambition.

- Created by
- Shigeru Miyamoto, Takashi Tezuka
- Video Game(s)
- The Legend of Zelda, Zelda II: The Adventure of Link, The Legend of Zelda: A Link to the Past, Hyrule Warriors: Age of Calamity
- Movie(s)
- The Legend of Zelda (Live-Action)
- Films
- The Legend of Zelda (Live-Action)
- First TV Show
- The Legend of Zelda
- First Episode Air Date
- September 8, 1989
The Legend of Zelda franchise follows the adventures of Link, an elf-like Hylian, and Princess Zelda as they protect the land of Hyrule from the evil warlord-turned-demon king Ganon. The series is known for its mix of action, adventure, and puzzle-solving elements, often revolving around the collection of the Triforce, a powerful relic left by the goddesses who created Hyrule. Each game features different incarnations of Link and Zelda, maintaining core elements while introducing new characters and settings.