I’ve been playing game’s sequel Tears of the Kingdom, establishing a new norm for 3D Zelda.
When asked in an interview with RTL Nieuws if we would ever see a return to the classic formula in Ocarina of Time, Zelda series producer Eiji Aonuma somewhat confirmed my concerns. He explained that it's difficult to predict where the series may go, but that they prefer not to dwell on past entries and look to the future instead. Some of my favorite aspects of Zelda from Ocarina of Time and similar games could be forever left in the past, despite being the series’ initial appeal.
Ocarina Of Time Has A Stronger Sense Of Progression Than New 3D Zeldas
Ocarina Of Time’s Linear Structure Helped Pace The Game
One aspect I greatly enjoy about Ocarina of Time and similarly linear 3D Zelda games like Twilight Princess is the sense of progression. Players aren’t just finishing a series of tasks scattered across a large open world. Instead, they advance a narrative with each conquered portion of the game. While the freedom of games like Breath of the Wild appeals to some, that structure also tends to rob accomplishments of their sense of importance.

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Completing a dungeon in Ocarina of Time didn’t mean crossing it off on the map and forgetting about it, it meant gaining a key item that would open up new areas to explore. It also meant triggering events that would only occur in the game’s overworld after certain parts of the game had been finished. This sense of progression acts as an excellent incentive to keep going and to see what the game has in store next. I don’t get the same rush of excitement from finishing a BOTW shrine puzzle because it doesn’t really change anything.
Dungeons In Ocarina Of Time Have Memorable Identities
Recent Zelda Dungeons Are Lacking Strong Themes
Not only did dungeons in Ocarina of Time advance the game’s plot, but they also had very strong identities. While Tears of the Kingdom’s elemental-themed temples were an improvement over Breath of the Wild’s divine beasts, they still lacked the strong personality of something like Ocarina of Time’s Forest Temple, or Twilight Princess’ Goron Mines. Even unpleasant dungeons like Ocarina of Time’s Water Temple were at least memorable experiences.
It doesn’t seem like I’m alone in this regard either. Many players have been vocal about wanting Zelda games to bring back unique dungeon experiences. Unfortunately, this doesn't seem likely if the series continues to emphasize creating massive open worlds. There’s a limit to how much a single game can offer, especially if it has to fit on a Nintendo Switch cartridge. This has me worried that if Zelda games continue to prioritize exploring large environments, the more intimate bespoke environments of the series’ older dungeons won’t ever come back.
Ironically, Ocarina Of Time Encourages Me To Explore More
Ocarina Of Time Makes Exploration More Manageable
One would think that massive open-world Zelda games like BOTW would encourage players to explore more than a game with a much smaller map like Ocarina of Time. However, I don't believe this to be true. When it comes to exploring an open-world game, I need some incentive to want to check every corner of the map. After scouring a few ruins in Breath of the Wild only to find some underwhelming items, I concluded it wasn’t worth my time to check every nook and cranny.

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Exploring a massive open world with no restrictions can also be overwhelming. This is something that older Zelda games like Ocarina of Time had figured out. Even in games like Twilight Princess with a larger map, traditional 3D Zelda design purposefully limited access to certain areas of the map, while teasing that they would be accessible later.
I how excited I was to get the Hookshot in Ocarina of Time. It felt like a ton of new places had suddenly become accessible to me, and I ran around the whole map looking for places to use my new item. By drip-feeding the ability to explore new areas, I was less overwhelmed by possibilities and constantly excited about each new opportunity. I didn’t feel the same drive to explore in Breath of the Wild, as the entire map is essentially open from the start.
Not Being Able To Skip Content Makes Finishing Ocarina Of Time Seem More Satisfying
Newer Zelda Games Let Players Skip To The Final Boss
While difficult, both Breath of the Wild and Tears of the Kingdom allow players to go straight from the tutorial area to the final boss if they choose to do so. This made the fights against Calamity Ganon and Ganondorf feel less like the climax of an epic quest, and more like the last thing I decided to do after getting tired of exploring the game’s open world. I never felt the drive to complete the game before challenging the final boss, because nothing in the new Zelda games ever feels urgent.
In contrast, you cannot skip main quests or dungeons and head straight to Ganon in Ocarina of Time or other 3D Zelda games from the past. This makes reaching the final boss feel like the culmination of the player’s efforts rather than just another thing they can decide to do. Having this focused goal, and making every major quest in the game a necessary step toward accomplishing it feels more satisfying.
I don’t dislike Breath of the Wild or Tears of the Kingdom, but I would be sorely disappointed if they defined where 3D Zelda games go from here. While they introduced a lot of interesting new aspects to the series, they also ignored a lot about what made Ocarina of Time and similar games feel so special. I don’t expect Nintendo to fully return to the old-school Zelda style at this point, but I do hope it can find a middle ground that recaptures some of the old magic. Or, at the very least, I’d like some better dungeons.
Source: RTL Nieuws

The Legend of Zelda: Ocarina of Time
- Released
- November 21, 1998
- ESRB
- E10+ for Everyone 10+: Animated Blood, Fantasy Violence, Suggestive Themes
- Developer(s)
- Nintendo
- Publisher(s)
- Nintendo
- Engine
- Zelda 64 Engine
- Franchise
- The Legend of Zelda
- Platform(s)
- Nintendo 64, GameCube
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