Welcome to Dev Game Club, where this week we continue our series on The Legend of Zelda: Ocarina of Time. We talk a lot about cluing direction, small keys, and the two dungeons we played. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played:
Through the Fire Temple!
Issues covered: what brings out the email, developing a relationship with Sheik, having trouble figuring out how to go back and forth in time, getting stuck in the Goron City, weird cluing, the lingering effects of a critical path mini-game, not knowing there's a verb in the graveyard, the inconsistency of the grab/pull verb, signalling critical path via text, the expanding set of verbs and the expanding amount of space they can be used in, "horse teeth," where your head goes when the puzzle logic is vague, stumbling upon a critical key and not knowing that's what it was, trying to figure out the what the key is from the shape of the lock, discussing where the bottles are, the multiplicative effective of verbs, wondering about whether the time change is critical path, world changes, psychological safety in world changes, big bang for buck, good camera trickery in the Forest Temple, making you believe more is going on than really is, "Object-Oriented Quests," quest status screen and the objects on it, abstract pegs on a board, strong work through theming, lack of copyright over game mechanics, making an RPG without a quest log, not usually being able to add UI elements indefinitely, keeping the same formula and iterating it and pushing it, feeling unsettled by small keys in the Forest Temple, wanting more clarity from key linearity, the interchangeability of the small keys, directing the player attention via a side goal, wanting specific keys, the fact that keys are not shared between dungeons, the impact of age, the Headless Horseman feel of the Phantom Ganondorf, timing and attacking/returning an attack, being misclued by Navi in combat, needing to worry about magic (or not), a serpent-style dragon, having a routine before attempting a boss, music in these two dungeons, revisiting the fishing game when Link is an adult, how different people bounce off different challenges, teaching players to throw the bomb, updating the contextual button text, overworld sparseness, the performance choices in 3D overworlds, the tiling rendering being the same as being in a level in 2D Zeldas, changing pace with Hyrule Field.
Games, people, and influences mentioned or discussed: SNES, N64, Day of the Tentacle, Indiana Jones and the Infernal Machine (obliquely), Tomb Raider, Super Mario (series), DOOM (1993), Spelunky, Final Fantasy (series), Drew, Mark Garcia, Walker, Chris Hecker, Rubik's Cube, LucasArts, Kirk Hamilton, Aaron Evers.
Next time:
Two More Dungeons!
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