![]() ![]() These are the final destinations of journeys through the overworld, the places where the player needs to go to get things done. Sprinkled around the overworld are various dungeons. > Provide clear challenges and completion The chunking of these areas is a bit more fine-grained the areas outlined in yellow above denote small chunks/storylets/points of interest that pull the player along the paths between the more major narrative pieces (the 8 regions). By filling the little spaces with these tree/grass/dirt regions, the map is able to maintain a feeling of oneness despite its disparate elements. ![]() Surrounding these regions, filling up the space between them, are pathway areas that have an internal logic and visual consistency all their own. These regions are defined fairly well by their borders, and have a unique internal logic that distinguishes each of them from the rest of the game. They’re the places you travel into and out of, which artificially elongate your adventures and provide a sense of discovery. They’re distributed so as to fill the map, and act as the major places of interest in the game. There are 8 major, themed regions, outlined in red above. The world map is easily mentally chunked, just like we’ve seen in Castlevania and Super Mario Bros. > Many small chunks, paths between regions (yellow) The act of choosing a direction, choosing a specific journey over another, makes the player more complicit in the fantasy-making, and builds an attachment of the player to that fantasy. This does more, I think, to bring the player into the world. It also gives the player more genuine control over their travels, bringing with it that wonderful feeling of nonlinearity and freedom. The overworld gives the Zelda player the ability to put all of the places they explore into a larger spatial context this does a lot for immersing the player in the world, making the player feel like they really are inhabiting some place. ![]() Something important and new that Zelda brings to the table over Castlevania and Super Mario Bros is its overworld, a spatial and explorable linking of all of the more separate, more linear dungeons. Level Size : Overworld: 16 x 18 Pictured Dungeon Section: 9 x 6 Dungeon Rooms: 1-3 x 1-3Ĭhronological Ordering: Vaguely implied on world-map, heavily encouraged in dungeons With stairs up and down, as well as some amount of extremely limited vertical depth within levels (bridges going over paths), A Link to the Past even begins to utilize a third spatial dimension. 2-Dimensionality: Fully 2D interaction, fully 2D level design. ![]()
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