The bottom line
Zelda dungeons come in two types, "find the path" and "follow the path," and four questions about branching, choice and backtracking tell them apart. Find-the-path dungeons are better because they test the player's spatial awareness, and The Minish Cap is a healthy mix of both.
Key takeaways
- The Minish Cap has dungeons that feel like two different kinds of design. 2:37
- Fortress of Winds could be a middle dungeon in an Oracle game.
- Palace of Winds feels like it came from Wind Waker.
- Four questions sort any dungeon: branching, choice, backtracking, and who does the backtracking. 3:24
- Mostly "yes" answers make a find-the-path dungeon, as in Fortress, where the player must hunt for the route and return with new items.
- Mostly "no" answers make a follow-the-path dungeon, as in Palace, where the route is obvious and the game leads you to where the key item is used.
- Find-the-path dungeons are better because the layout itself becomes the challenge. 7:37
- The player builds a cognitive map of rooms, locked doors and barriers, and consults it after each new item.
- There are no map markers or compass arrows, so a return trip the player chose feels more rewarding.
- The new graphs show three of the four questions in the shape of the dungeon. 9:13
- Locks sit under their keys, so forks show branching, tall lines show backtracking, and shared horizontal lines show choice.
- Palace of Winds is tall and thin, while Fortress of Winds is short and fat.
- Loops can cut dull backtracking, guide the player, or disguise a linear dungeon as a complex one. 11:32
- In Cave of Flames, a one-way door drops the player back near the start and the Cane of Pacci loop lands them where it is needed.
- In Temple of Droplets, big loops back to one room hide that it is a follow-the-path dungeon.
Modern designers tend to see levels as places that hold the challenges. Zelda designers see the levels themselves as the challenge.
Mark Brown
Chapter summaries
0:00 Shrinking and splitting build the dungeons
The Minish Cap builds its dungeons on two ideas, shrinking and splitting Link, and the puzzles grow across the game.
- Shrinking and splitting shape the puzzles and bosses. 0:23
- Link shrinks to the size of a pea to enter tiny holes and clockwork soldiers.
- Some dungeons are played entirely at Minish size.
- The Fortress of Winds boss has Link wreck a robot head, then shrink and blow it up from inside.
- Splitting comes from Four Swords, also by Capcom: two Links in Fortress, three in Palace, four in Dark Hyrule Castle.
- Each dungeon teaches its own puzzle motif, then remixes it. 1:38
- Deepwood Shrine teaches pulling mushrooms back to spring over gaps.
- The remix is pulling a mushroom back only part way. Later the Gust Jar grabs mushrooms from afar.
- Ezlo, the talking hat, gives unrequested tips that undercut some puzzles.
2:37 Four questions that sort dungeons
| Question | Fortress of Winds | Palace of Winds |
|---|---|---|
| Branching paths? | Yes, path forks often | Almost never |
| Choice of order? | Several keys and doors | One two-key section |
| Backtracking? | Back to central room | None, short diversions |
| Player backtracks? | Yes, find Mole Mitts use | No, Roc's Cape leads you |
| Dungeon type | Find the path | Follow the path |
Branching, choice, backtracking and who backtracks separate "find the path" from "follow the path."
- Branching forces exploring and creates the need to backtrack. 3:24
- A dungeon can branch even if every branch but one is currently a dead end.
- Fortress forks and the player picks a route. Palace almost never does.
- Choice means more than one valid route. In Fortress, the right door leads to a mud room, so you return for the Mole Mitts.
- In Palace, only one section lets you take two keys in either order.
- Backtracking matters most when the player has to do it. 4:43
- Fortress sends you back to the central room for the boss door.
- Palace has no return trips, and its diversions are short.
- With the Mole Mitts, you work out where to use them.
- With the Roc's Cape, the route back is locked off and you jump straight to where the cape is needed.
- Mostly "yes" or mostly "no" sorts every Zelda dungeon. 5:59
- The Water Temple is find. The Shadow Temple is follow.
- Nearly all Oracle dungeons are find. Nearly all Wind Waker dungeons are follow.
6:54 Why follow-the-path still tempts
Follow-the-path dungeons have real appeal, so the case for find-the-path has to answer it.
- Follow-the-path dungeons sound pleasant, so the case for find needs a better reason. 7:09
- They keep giving new content instead of repeat rooms.
- Guided backtracking means you never get lost.
- Brown admits he hasn't explained his preference well, judging by YouTube comments.
- The objection: what good is choice if you'll have to find every key and open every lock eventually?
7:52 The dungeon as a map in the player's head
Zelda dungeons are small enough to memorise, so the player's own recall of the layout is what gets tested.
- Dungeons are sized to fit in a player's memory 7:57
- New keys, items or dungeon changes send the player back to the mental map.
- The Mole Mitts open the dirt in a room seen earlier.
- Changes include flipping the dungeon upside down or altering the water level.
- At their best, such dungeons would stay fun with every enemy removed.
9:08 Redrawing the dungeon graphs
A simpler graph, with locks placed under their keys, shows a dungeon's order of events at a glance.
- Simpler symbols make the graphs readable to anyone 9:31
- A square is a lock, opened by a diamond of the same colour and symbol.
- The old diagrams stopped being fit for purpose as the level design became better understood.
- Patrons prompted the overhaul.
- The sequence of a dungeon shows in the graph 10:13
- Deepwood Shrine: get the key item, backtrack to use it, get the boss key, then return to the start for the boss door.
- Branches are dead ends until later items make them accessible.
- Only the fourth question, who backtracks, needs an added arrow.
- Without the pull-down, the lines must be followed by hand, which is a pain.
11:32 Loops in level design
A loop returns the player to a known place, and designers can use it to save time, orient or deceive.
- Loops cut dull backtracking 11:44
- In Cave of Flames, a one-way door skips the walk back after a key.
- The aim is making choices in the dungeon, not re-crossing old content.
- Designers choose where the loop lands, so it can steer the player.
- Loops can orient the player without guiding them 12:35
- In Fortress of Winds, the Mole Mitts room has a drop to a familiar room.
- It isn't where the Mitts are needed, but it helps the player work out where to use them.
- Loops can fake complexity 13:04
- In Temple of Droplets, each switch needs a big loop back to the same room.
- Players may feel clever while being led by the nose.
- Capcom bends a straight path back over itself to hide it.
13:43 Stray thoughts and verdict
The Minish Cap splits evenly between the two dungeon types, and that mix works.
- Fortress of Winds buries too many optional items in dirt 13:54
- Dirt is the barrier the Mole Mitts clear, so the player must remember many spots.
- The optional items are mostly heart pieces, rupees and kinstone pieces.
- Two dungeons use the boss key for something other than the boss door 14:12
- Palace of Winds and Temple of Droplets do this, a throwback to Link to the Past.
- The split is three and three, and a mix beats all follow-the-path 14:28
- Deepwood Shrine, Fortress of Winds and Dark Hyrule Castle branch, offer choice and leave backtracking to the player.
- Palace of Winds, Cave of Flames and Temple of Droplets guide more and branch less.
- The two types give different experiences.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Splits Zelda dungeons into 'find the path' and 'follow the path' types using four questions about branching, choice and backtracking, and argues that making the player build a mental map is what makes the better dungeons. The Minish Cap's loops, such as the one-way door in Cave of Flames and the repeated switch room in Temple of Droplets, show how to steer players or hide how linear a dungeon is.
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