Beautiful Machinery – The Structure of Zelda: A Crack Between Worlds
For those who haven’t heard, I am beginning a new column called Beautiful Machinery. It will be a twice monthly series of articles examining the artistry and craft of games through their mechanics. I am doing a little experiment with it though, by trying to gain support and funding for the column through Patreon, a service that lets you, the reader, support creators directly on a per article basis instead of going through a major publication. You can pledge any amount per article, even if it’s only $1, your support will be hugely appreciated. The following article is my first piece for Beautiful Machinery and an example of what to expect from the column, looking at The Legend of Zelda: A Link Between Worlds and how its item rental system impacts the game’s structure.
Head over to my Patreon page to learn more about Beautiful Machinery and support my writing to make this column a success.
While it seemed fairly unanimous among my colleagues that the new item structure was a cause for celebration in The Legend of Zelda: A Link Between Worlds, I was conflicted about the change as I began playing. There was talk of a more open overworld to explore and being able to approach the game’s dungeons in any order. It essentially boiled down to more player freedom and choice, which I am told are inherently good features in a game.
I am not convinced, though. See, to me, the gatekeeping due to item restrictions was always the highlight of a new Zelda game. I’d see some far off ledge that I couldn’t quite reach, and it would fill me with excitement to discover which item I’d eventually find to let me cross to that ledge.
However, the anticipation and delayed gratification is a key part of that formula. If I could instantly hookshot or glide on a leaf over to the ledge, it wouldn’t be as special an area. It would just be another area just like any other that I could walk to. But by delaying my ability to cross over to the ledge it fills the area with a sense of mystery and discovery. Sure there may be a treasure chest filled with a handful of rupees or a heart piece, but the treasure wasn’t the real reward. The real reward was gaining the ability to travel off the beaten path, and in order to travel off of it, there needs to be a beaten path to begin with.
My fear going into A Link Between Worlds was that every area would feel like part of the beaten path, and that no areas would truly feel special or hidden. And for the most part, unfortunately, this was the case. So long as I had bombs, the hammer, and in one place the hookshot, I could explore pretty much the entire overworld right away. And because Zelda games hand out rupees at a rate that should collapse Hyrule’s economy, it was no problem to rent those items as soon as they became available.
There were some item gates though, and these proved to be my favorite parts of exploring the game’s overworld. I needed to collect flippers before I could swim, giving me that satisfying feeling as a previously off-limits area became mundane, and likewise with areas that were sealed off by large boulders and required the titan gloves. The giant bomb that can follow you in Lorule was also a nice touch, sealing off certain areas until you performed an escort mission that served a similar gating purpose by making the areas it unlocked seem more special than simply using a regular bomb.
