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The Legend of Zelda: A Link Between Worlds' dungeon design | Boss Keys

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The bottom line

A Link Between Worlds lets you tackle most dungeons in any order, which frees the overworld and brings back lock and key dungeons. That freedom weakens the dungeons, because they must work for any player at any point.

Key takeaways

  • Zelda games grew more linear over time, and this one reverses the trend. 1:55
    • Zelda 1 let you explore by curiosity, and Skyward Sword ended up like following a GPS on a straight road.
    • Here only Eastern Palace comes first, then House of Gales or Tower of Hera, then the last seven dungeons in any order.
  • Renting items from Ravio makes the free order possible. 2:31
    • You keep rented gear until you die, then pay again. Rupees are so plentiful that this barely bites.
    • A dungeon's front door blocks you until you rent the right item, such as the hammer for Tower of Hera's pegs.
  • Any-order play strips the dungeons of puzzle depth. 3:41
    • Only the Desert Palace gives you an item (the titan's mitts) to reopen earlier paths.
    • Each dungeon can assume only one item, so Swamp Palace can only use hookshot puzzles, and the difficulty curve stays flat.
  • The dungeons are still true lock and key designs, the first in a long time. 7:56
    • They pass the tests: branching paths, choices between locked doors, and real backtracking.
    • They are simpler than Link's Awakening because they have only three or four keys and a generous map.
  • The non-linear idea is right, but it was bolted onto a linear design. 5:47
    • Nintendo used strange bits of design to tape over the cracks, and perhaps the game needed a new design philosophy.
    • In Swamp Palace the water level often affects no other room, so the dungeon feels disappointing.

I personally think the move to a non-linear structure was a good one. But it definitely wasn't executed as well as it could have been.

Mark Brown

Chapter summaries

0:00 The overworld depends on dungeon order

Zelda grew steadily more linear until this game
Even on stronger hardware than the SNES, Nintendo kept tightening the order, and A Link Between Worlds was the first game to reverse it.

Dungeon order decides how open the overworld feels, and the series tightened it with almost every new game.

  • Every Zelda after the first added more structure to the order. 0:49
    • A Link to the Past put light world dungeons before dark world ones and numbered them on the map.
    • Ocarina of Time offers choices mid-game, but you must ignore Sheik's instructions to take them.
    • Miyamoto said programming the plot to survive any order would need more memory than the Super Nintendo had.
    • Wind Waker has only one order.
    • Early games let you leave a dungeon once you had its item. Minish Cap and Twilight Princess block this with events that trigger only when you finish.

1:55 What the free order costs the dungeons

Any order means each dungeon assumes one item
Renting items from Ravio frees the overworld, but every dungeon has to work as if it were your first, using only the item that opened it.

Free order spares players dead ends outdoors, but the dungeons pay with lost puzzle variety.

  • Renting items means you rarely hit a wall. 3:25
    • Zelda 1 could stop you mid-dungeon for lack of the stepladder.
    • If you get stuck here, you can try somewhere else.
    • Losing items on death makes you weigh each rupee you spend, though the easy game dulls this.
    • Mark calls the overworld side of this change fantastic.
  • Difficulty cannot scale with how many dungeons you have done. 4:19
    • Enemies and bosses could scale, but the game doesn't do it.
    • Puzzles and layouts stay the same whether it's your first or seventh dungeon.
    • Building versions for every order would be a nightmare.
  • Bomb dungeons show the compromise. 5:07
    • A dungeon that needs bombs must add regenerating bomb-like enemies.
    • This gives the solution away.
    • Other rented items can ease some puzzles, but it is far from Breath of the Wild's improvisation.

6:04 Three types of Zelda dungeon

Zelda dungeons come in three kinds: lock and key, puzzle box, and simple linear.

  • Lock and key dungeons are mazes you untangle with keys. 6:14
    • Padlocked doors, big obstacles and hazards cut off the path to the boss.
    • Mark previously called these find the path dungeons.
    • Puzzle box dungeons make the architecture itself the puzzle, like a Rubick's cube from the inside. They can involve water, time travel or flipping the dungeon upside down.
    • Some fans find puzzle boxes the most annoying dungeons. Mark thinks they can be the best.

7:05 Gauntlet dungeons and sorting whole games

A Link Between Worlds brings back lock-and-key dungeons
Lock and keyPuzzle boxGauntlet
Core challengeUntangle a maze with keysManipulate the architecturePuzzles and fights
LayoutBranching, backtrackingShifts as you change itLinear, easy to follow
Ocarina exampleForest TempleWater TempleShadow Temple
Games that leanClassic and 2DN64, Skyward Sword, BotWMost others
Single dungeons fit one type each, but whole games only lean one way, and this was the first lock-and-key game in ages.

Dungeons fall into three types, and a whole game rarely fits just one.

  • Gauntlet dungeons focus on puzzles and fights, not navigation. 7:05
    • Layouts are linear and finding the way takes little effort.
    • They were once called follow-the-path dungeons, now gauntlet.
    • They may borrow elements from the other types.
  • A game is harder to label than a single dungeon. 7:25
    • Ocarina of Time has a lock and key Forest Temple, a puzzle box Water Temple and a gauntlet Shadow Temple.
    • Classic and 2D games lean lock and key.
    • The N64 games, Skyward Sword and Breath of the Wild lean puzzle box. The rest lean gauntlet.

9:25 Wide graphs and clever puzzles

Even the thin dungeons have good ideas, and the best puzzles teach their rules first.

  • Thin graphs mark the simplest dungeons, but they can still be fun. 9:25
    • Skull Woods and Tower of Hera are the less ambitious ones.
    • Tower of Hera is 12 storeys high and looks amazing in stereoscopic 3D at the top.
    • Its springboard panels are a lot of fun to use.
  • Good puzzles use elements the game has already explained. 10:13
    • In Skull Woods you trick a wallmaster into pressing a button for you.
    • The enemy, the button and the safe spot under a walkway are all taught earlier.
    • Wall merging gives a great boss fight and some fine puzzles.
    • Multi-floor puzzles make you treat the dungeon as a real place, like the light that leaks down to the bottom floor. It is too simple to need thought.

11:33 Feel, secrets and a familiar world

The game plays beautifully and rewards exploring, though it leans on Link to the Past.

  • It is one of the best feeling Zelda games. 11:36
    • Link moves fast and freely and can wail on enemies.
    • Older Zeldas are stuck on a grid, and the 3D ones force a locked duel that gives a jerky rhythm.
    • It is the only 3D Zelda at 60 frames per second.
    • Rupees matter, so optional puzzle rewards never feel like a consolation prize. Hidden tunics, magic upgrades and Master Sword ore reward clever players.
  • It is a quasi-sequel and quasi-remake of Link to the Past with all new layouts. 12:36
    • It keeps the world map, the light and dark world idea and some dungeon names.
    • That is a much closer echo than Twilight Princess is of Ocarina of Time.
    • The dungeons are easy but good fun, a classical style seen only in a few recent dungeons, like Minish Cap and Twilight Princess. 13:04

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Open-order dungeons give the player freedom on the overworld but force the dungeons to give up item-based puzzles and difficulty ramps. Renting items from Ravio, and a three-type model of Zelda dungeons (lock and key, puzzle box, gauntlet), show what that freedom costs and what it gains.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript225 lines
0:00

Hi. I’m Mark Brown and this is Boss Keys - a series about the dungeons in the Legend of Zelda games. But actually. Pause that for a second. We can’t talk about 2013’s Nintendo 3DS game A Link Between Worlds without first talking about the overworld. Because while we’ve certainly seen the design of Zelda‘s dungeons shift from game to game, the changes above ground have been even more dramatic. And a lot of it comes down to the order in which you can visit the dungeons.

0:31

In the very first Zelda game, you were given the freedom to tackle the dungeons in many different orders, with only a few obstacles blocking your path. This meant that you explored Hyrule by following your curiosity instead of a predetermined path. A Link to the Past added a bit more structure to the game. You needed to visit the light world dungeons before the ones in the dark world, and large parts of Hyrule were locked away until you unlocked specific items.

0:58

Plus, the dungeons are numbered on your map, which suggests an order. Miyamoto said this shift was because of the story stuff, saying that programming in the logic to have the plot still work when the player is dictating the order of the game, would need more memory than the Super Nintendo could handle. But later games on better hardware just got more and more predefined in their structure. Ocarina of Time offers some choices in the middle of the game, but you’ll have to defiantly ignore Shiek's instructions to take them.

1:26

And later games, like Wind Waker, have just one order. Some earlier games could technically be done out of order by leaving the dungeon as soon as you get the key item and then using that to open a new path, but later titles would clamp down on this. Games like Minish Cap and Twilight Princess use special events that only trigger when you finish the dungeon, to lock off future parts of the game. All of this culminating in Skyward Sword.

1:51

The video game equivalent of following a GPS on an straight road. But with A Link Between Worlds, things changed dramatically. It’s like a Link to the Past, but even more open. The game’s dungeons can be finished in pretty much any order you like, making it one of the most freeform Zelda games... at this point in time at least. So you need to beat Eastern Palace, which is the tutorial dungeon, first. But then you can tackle either House of Gales or Tower of Hera.

2:18

Up to you. Then, once you’re in Lorule, you can do the remaining seven dungeons in pretty much whatever order you please. All of this required some significant changes to the Zelda formula. So Instead of finding items inside the dungeon, you rent the items you need from a cheeky chap called Ravio who will lend out key Zelda gear like the fire wand, hookshot, and boomerang. And you can keep them - until you die. At which point, you’ll need to pony up and rent them again.

2:47

And this is pretty smart: it makes death more meaningful and makes you think hard about spending rupees. Unfortunately, the game’s really easy and rupees are absolutely everywhere so you can just rent everything and it’s pretty unlikely that you’ll die much anyway but still... If you’re going to need an item in a dungeon, then you won’t even be able to get through the front door without first renting the appropriate gear - like, with these pegs blocking the Tower of Hera’s door, which forces you to go get the hammer.

3:18

That’s better than Zelda 1 where you can hit a brick wall midway through a dungeon because you don’t have the stepladder yet. And I think this is all fantastic. You get to wander off in any direction you please, you very rarely hit brick walls, and if you get stuck in one part of the game you can just try something else. But I would say that while this change to the formula has helped the overworld, it actually harmed the dungeons themselves.

3:43

Let’s go back underground. For one, this set-up means that you no longer find items inside the dungeons themselves. As we’ve seen in this series, Zelda dungeons typically have you exploring a space filled with obstacles that are impossible to overcome with your current skill set. You then find a new item, and can return to previous parts of the dungeon to open up new pathways. Only one dungeon does this in A Link Between Worlds.

4:09

The Desert Palace gives you titan’s mitts, which let you pick up some heavy rocks you came across earlier. The other dungeons simply don’t have this, which removes a significant bit of puzzle solving. Two, is that the dungeons largely have to assume that this could be the very first dungeon the player has visited, which means the difficulty curve for the second half of the game is pretty flat. Not entirely - some dungeons are more complex than others.

4:32

But it’s pretty steady. I mean, technically the game could ramp up the difficulty of the enemies and bosses depending on whether this is your first or your seventh dungeon. I don’t think A Link Between Worlds does this. But in terms of actual puzzles and dungeon structure - that definitely stays the same. That would be a nightmare to make. Three, is that the dungeons must also assume that the only item you’re carrying is the one you needed to get into the dungeon.

4:55

So while Swamp Palace can be filled with puzzles and enemies that relate to the hookshot, it can’t have anything related to the boomerang, bow, fire rod, Pegasus boots, hammer, ice rod, sand rod, titan’s mitt, or tornado rod. And if the dungeon needs bombs, it also has to feature these regenerating bomb-like enemies. Which kinda gives the solution away, doesn’t it? Again, the later dungeons in a typical Zelda game can have puzzles based on any and every item you have at that point.

5:21

But that’s not possible in A Link Between Worlds. Though one nice thing is that certain enemies and puzzles are easier to deal with if you have rented other items. It’s not quite Breath of the Wild levels of improvising puzzle solutions, but it’s something. You could listen to all of this and say, hey! Listen! No - hey, maybe Zelda games should be linear, because the dungeons have all of these annoying compromises to account for the player taking the dungeons out of order.

5:46

And okay. Fair point. But I think this is only because Nintendo has tried to retrofit a linear style of game and dungeon design into something more freeform, with kinda strange bits of design to tape over the cracks. Perhaps what the game needed was an entirely new design philosophy. But I suppose we’ll come back to that down the line. For now, let’s talk about the dungeons themselves. Doing Boss Keys has made me realise that there are basically three types of dungeon in the Zelda series.

6:14

The first is all about locks and keys. The dungeon is a maze, where your path to the boss is cut off by padlocked doors, big obstacles, and other hazards. To succeed, you need to slowly untangle the dungeon’s knot by finding and using keys of all varieties. I’ve previously called these find the path dungeons, but let’s just call them lock and key. I’m going to call the second type of dungeon the puzzle box. This is when the dungeon itself is a puzzle, and you must manipulate its very architecture to beat it.

6:45

It’s like trying to solve a Rubick’s cube from the inside. This might involve manipulating water, going back and forth in time, chucking the dungeon upside down, and more. Some people consider these the most annoying dungeons in the series, whereas personally I think they can be the absolute best. And then finally there are more simple and linear dungeons. These are less about navigating the space itself and more about solving puzzles and fighting enemies.

7:10

They might have some elements from other dungeons, but the layouts are more linear and you don’t have to put in much effort to find your way through. I’ve called these follow-the-path dungeons before, but let’s call them gauntlet. Now, every individual dungeon can be put into one of these three categories, but it’s a bit harder to put an entire game into a single box. In Ocarina of Time, for example, the Forest Temple is lock and key, the Water Temple is the most famous puzzle box dungeon of them all, and the Shadow Temple is pure gauntlet design.

7:39

But if we’re generalising, then classic and 2D games generally fall into lock and key, the N64 games and more recently Skyward Sword and Breath of the Wild go into puzzle box. And all the other games go into gauntlet. Which of course begs the question: where does A Link Between Worlds go? And the answer is: for the first time in forever, we’ve got a game filled with lock and key dungeons. And we can use the test I made up earlier in the series to confirm it.

8:07

Do the dungeons have branching paths? Yes. You’ll often come across rooms with lots of exits, which means you’ll have to start building a mental map of where you’ve been and where you’ve yet to explore. Does the game offer choices? Sure. For the first time in ages you’ll be carrying around a pocket full of keys and can sometimes pick between multiple locked doors at once. Does the game have backtracking? Yes. You’ll often have to wander back through the dungeon with a key, or because pressing a button in one area did something in another.

8:35

And no, the game doesn’t just do the backtracking for you with cheeky shortcuts. Now, A Link Between Worlds is not as complex as the classic lock and key games, like Link’s Awakening or the Oracle games. And that’s down to a number of reasons. One is that the dungeons generally have fewer keys - only about three or four. And, like I said before, only one dungeon has those classic item-and-lock puzzles. Without them, the number of things you must keep track of is greatly reduced.

9:03

Also, the map on the 3DS touchscreen is very generous. You get the entire layout from the moment you step into the dungeon, and the compass shows you everything. Plus, the levels are quite cramped and interconnected which makes backtracking easier - but I’d generally call that a plus. As I always say, making the decision to go back is the fun bit, actually schlepping back through the dungeon is often less enjoyable. But still, the dungeons aren’t too shabby and the graphs - I bet you missed ‘em - the graphs look good.

9:32

We want wide graphs, because those represent branching paths and choices and backtracking. Not these thin graphs for Skull Woods and Tower of Hera, which are two of the less ambitious dungeons. Though, they're still fun in their own way. Tower of Hera, for example, has lots going for it even if it’s simple to navigate. It’s 12 storeys high, and it looks amazing in stereoscopic 3D when you’re at the top of the tower. These springboard panels are a lot of fun to use.

9:58

And oh, man, I still haven’t even mentioned the game’s main gimmick! You can merge with the wall, turning link into a sketchbook drawing so you can cross otherwise impossible pathways. This mechanic leads to a great boss fight, and some fine puzzles. The game’s got a bunch of clever conundrums actually - one of my favourites is in skull woods where you trick a wallmaster into slapping a button for you. All of the elements - the enemy, the button, the way the monster can’t get you if you’re under a walkway - they’re all explained earlier, making for a good puzzle.

10:32

There’s also a few puzzles that make use of the fact that these dungeons have multiple floors, which is good. Asking you to consider the dungeon as a real place is always the sign of a good Zelda dungeon. So you’ll drop through holes to get to keys in the room below. And there’s a dungeon where you have to get light to leak down from the top floor to the bottom which is actually really cool but it’s so simple that you don’t have to really think too much about it to make it work.

10:54

The same thing happens with Swamp Palace, which is the game’s obligatory water manipulation dungeon. Here, you’re raising and lowering the water level, just like the Water Temple and Jabu Jabu’s Belly. But in most instances, you can only exit the room when the water is at a specific level so you’re not actually making a decision to impact some off-screen room but just solving the current puzzle and then, hey, you also solved the puzzle in the other room too I guess?

11:19

Also sometimes the water level simply doesn’t affect other rooms and the whole dungeon is a bit disappointing. It is the first dungeon in a million years to have an entirely optional key, though, so that’s something! Okay, I have a few stray thoughts. So let’s get to them. I think A Link Between Worlds is one of the best feeling Zelda games ever made. Zelda has always been a bit clunky if you ask me - the retro games are kinda stuck in a grid, and in the 3d games, Link has to get locked into a duel with an enemy to actually stand a chance of killing them, giving the games a jerky stop and start rhythm.

11:53

In A Link Between Worlds, Link can move around fast and freely, he can absolutely wail on enemies, and it’s also the only 3D Zelda game to play in 60 frames per second and, man, it feels so smooth. The dungeons are filled with optional goodies, which works pretty well. You never know if a puzzle will lead to a key, or just some rupees. But because rupees are so important in the game, it doesn’t feel like a consolation prize or a red herring.

12:20

The dungeons also have these super useful hidden items like better tunics, extra magic power for your items, and ore that can be used to improve the master sword. These are really well hidden and they’re a nice bonus for those smart enough to find 'em Oh yeah, I haven’t really mentioned that A Link Between Worlds is like a strange quasi-sequel, quasi-remake of Link to the Past. Like, way more so than Twilight Princess is a strange love letter to Ocarina of Time.

12:49

Link Between Worlds has the same general world map, the same light world/dark world concept, and some similar dungeon names and ideas - but all new layouts. I’m not sure what to think about all of this, but I guess it's what Nintendo does now So that’s A Link Between Worlds. The dungeons are generally quite easy, but overall they’re good fun, and it’s nice to go back to a very classical style of dungeon design that we’ve only seen a few times in recent years, in the odd Minish Cap or Twilight Princess dungeon.

13:16

I personally think the move to a non-linear structure was a good one. But it definitely wasn’t executed as well as it could have been. We’ll chat more about that soon. But next time on Boss Keys, I’m not going to talk abut Breath of the Wild. That’ll come later. I might wait for the DLC dungeon. Until then... we’ll see. Watch this space. Boss Keys is powered by Patreon, and these are my top tier supporters.