The bottom line
Wind Waker's dungeons are among the weakest in Zelda because they are linear, easy and keep the next step right in front of the player. Their one real gain is puzzles built around a motif, which shows what to copy and what to avoid in dungeon design.
Key takeaways
- Wind Waker dungeons feel like Zelda but play shallowly. 1:29
- In Forbidden Woods, the boomerang room opens a new path that leads straight back to the flower room where you need it.
- Dragon Roost Cavern, Tower of the Gods and Earth Temple do the same, so the game does the remembering for you.
- Linear means the way forward is always in front of you. 3:38
- Each dungeon has only one key to find, so the key counter might as well not exist.
- A dungeon can have a fixed order and still feel like a maze if you keep winding back through the same space.
- Only the Wind Temple has real structure. 5:20
- Its rooms and items depend on the hookshot, the floor, the fan and rescuing Makar, so the next step is not always obvious.
- Earth Temple and Tower of the Gods give almost no reason to revisit earlier areas.
- Motif puzzles are Wind Waker's best change. 8:02
- In Forbidden Woods, a nut opens doors, then bombs replace it, then the nut rides a platform, then thorns force you to waft it with a leaf.
- Earlier games used random puzzles, like the Ocarina of Time arrow through fire, which needs real-world knowledge.
- Easy recovery and early maps make the dungeons even gentler. 9:54
- An extra warp point outside the boss room makes returning to a boss effortless and lowers the tension.
- The dungeon map almost always appears very early.
It's not necessarily about being able to do things in a unique order. What it's about is asking whether the way forward is always directly in front of the player.
Mark Brown
Chapter summaries
0:00 A remake that changes little, and a Zelda feel without depth
The Wii U remake leaves the dungeons alone, and they copy Zelda's item-and-return pattern while hiding its challenge.
- The Wii U version does not change the dungeon layouts. 0:53
- The Tingle Tuner is now a Miiverse feature, and there is a selfie camera.
- The layouts are identical as far as he can tell.
- The Wind Waker sits on the d-pad, which speeds up the command melody.
- You can move while aiming items, which eases a few moments.
- The flower room sets up the classic Zelda memory test and then drops it. 1:37
- A flower hangs from the ceiling on coloured ropes above a weak floor.
- A veteran expects to note the room and return with a new item.
- The boomerang room has a door right outside it that only the boomerang opens.
- The reaction is "forget taking notes": the game does the remembering.
- Other dungeons repeat the same shortcut back to the puzzle. 2:32
- Dragon Roost Cavern: the grappling hook opens a brand new path to its use.
- Tower of the Gods: the bow is needed in the room just outside.
- Earth Temple: a shortcut runs from the Mirror Shield room back to where it is used.
- The dungeon graphs are almost more complex than the dungeons themselves.
3:38 Linear means no winding back
A dungeon is linear when the next step is always ahead of you, whatever order the events come in.
- Choice of order is nice, but it is not what makes a dungeon non-linear. 3:38
- Some Zelda games let you find several keys or pick between doors.
- Wind Waker never does.
- The real test is whether you keep unlocking more of the same space.
- A graph shows which rooms you can reach before each door opens. 4:21
- Each section of the graph is a set of rooms.
- Items like the power bracelet send you back to earlier areas.
- He explains this on a 2D game to keep it clear.
- In the Earth Temple, earlier areas might as well disappear. 4:59
- Once a door is unlocked, there is almost never a reason to go back.
- Wind Temple feels like Zelda, not Ratchet and Clank, a string of rooms one after another.
- Only the Mirror Shield forces a return, and a shortcut covers that.
- The Wind Temple's order is nearly set in stone, but the next step is hidden.
6:04 Tower of the Gods and optional items
A forced order and signposted detours keep the structure shallow.
- Optional items rarely change how the average player moves through a dungeon. 6:45
- Treasure charts and spoils sit in areas you must backtrack to.
- Their clear signposting means you must go out of your way to reach them.
- Optional items could work as red herrings, because you can't tell if an item is critical until you fetch it.
- In Tower of the Gods, leading three statues to the central room one after another felt like I was trapped in an endless tutorial.
7:20 Puzzles built around a motif
Each dungeon teaches one puzzle idea and then twists it, so players know what to do and only work out how.
- Every dungeon has its own puzzle motif. 8:34
- Dragon Roost carries lit sticks, Tower of the Gods moves stone statues and Earth Temple bounces light.
- Wind Temple mixes several ideas, including springy platforms.
- Older games used unrelated puzzles, such as pushing a block onto a switch, matching enemies to a card suit or turning floor tiles red.
- Companions in two dungeons add something fresh. 8:48
- Medli and Makar help in Earth Temple and Wind Temple.
- The two characters never need to be in separate rooms to solve a puzzle.
9:20 Getting back, smaller dungeons and the verdict
Wind Waker's dungeons are its weakest, yet the game is still loved.
- Returning after a death means walking back, with shortcuts to help. 9:32
- The key item speeds this up, since only backtracking areas remain.
- Majora's Mask has a droppable ladder and Ocarina of Time a pushable block.
- The Game Boy games spawn a warp tile in the mini-boss room, deep in the dungeon.
- The smaller dungeons add little to the structure. 10:25
- Forsaken Fortress is about combat: you sneak past Moblins in a barrel, then return and beat them with the Master Sword.
- The final dungeon references all the earlier ones but plays like a boss rush.
- Weak dungeons don't spoil the game. 11:01
- Its sense of adventure and visual style still win out.
- Frozen Hyrule Castle shows stained glass of the Ocarina of Time sages, with music from A Link to the Past.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Wind Waker's dungeons show how a dungeon can feel like a Zelda dungeon in name but play as a straight line, and how motif-based room puzzles teach the player better than random ones. The Forbidden Woods boomerang door, which leads straight back to the place that needs the item, is the moment that makes it worth watching.
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