A Link Between Worlds was the first Zelda game in a decade that made me feel like I had to think. This was just because of the wall merge mechanic, it so integral to the game that it can be sometimes forgotten. Often in previous Zelda games I walk into a room and in about 3 seconds I have solved the puzzle in my head before moving a single step. however, in Link Between Worlds were I was genuinely stuck until I was like "duh well of course that's the answer" and that is a wonderful feeling.
@Werewolf9144 жыл бұрын
A Link Between Worlds is my favorite Legend of Zelda, when I first got it I played it 18 hours straight and didn't stop till I finished it, I couldn't put it down, because wall merging was fun, completing Dungeons in any order after the first one was amazing, it wasn't super complex but it was still extremely fun, Breath of the Wild had the same excitement when exploring but lacked a few things like Traditional Dungeons, enemy variety, the music worked great for the theme and was cool, but had very few that really stood out as something memorable, though BotW is still my 2nd favorite Zelda.
@jacinpickledoge85454 жыл бұрын
I think it's great simply because it introduced me, a new fan at the time, into the Legend of Zelda series and I'll be forever grateful for that.
@chaosprime16294 жыл бұрын
i remember it took me a while to clear turtle rock. my biggest gripe with most of albw's dungeons is how small they are however their puzzles are pretty good. in twilight princess, i recall the only dungeons where i got stuck were in lakebed because of the boss room and city in the sky because of a hidden switch. tww dungeons overall were pretty simple and the fortress of winds was the only dungeon in TMC where i got lost.
@Bored_Overthinker2 жыл бұрын
What you just described is Zelda to me. I H A T E D the linear game design of games like Skyward Sword. Thinking is fun. Thinking you way through a game is peak Zelda!
@DookieKingBlu7 жыл бұрын
lock/key=courage puzzle=wisdom gauntlet=power
@charliesnark65355 жыл бұрын
Oh my gosh that's awesome lol
@scorpionsapprentice32485 жыл бұрын
@@charliesnark6535 that actually would make an interesting theme. lock and key are generally non linear with branching patches, puzzle boxes can be like the water temple and gauntlet can be more like the tower dungeons.
@cheesecakelasagna5 жыл бұрын
Thank you! I was struggling to get a grasp on the gauntlet term when he said it's basically "follow path".
@sliverbox2719914 жыл бұрын
nah
@anonyme48814 жыл бұрын
Water Temple is a super mix between Lock and Key lol Also saying that Puzzle Temple are the Most annoying when you show the Ancient Cystern and the Stone Temple is not convincing
While Fi pops in to tell you're on a straight road.
@liamhuber36367 жыл бұрын
Joseph Anderson in his souls borne critiques lists three types of level types in the series, 1.labyrinthian maze like areas, 2. Gimmick areas that have some strange different way of exploring the area And 3. Linear gauntlets that are combat focused. This sounds very familiar to the three types of Zelda dungeons you listed. Maybe these three types of level design can be seen in other games.
@hemangchauhan28647 жыл бұрын
Good observation.
@GMTK7 жыл бұрын
Interesting. Though, I honestly can't think of another game that has anything like Zelda's puzzle box dungeons. Would love to be told otherwise!
@entitledOne7 жыл бұрын
It was a long time ago that I played it, but doesn't Pandora's Tower follow the same 3 types of dungeons as Zelda? I remember the water tower being like a puzzle box dungeon. All of the towers always have a gauntlet element to them because the game is way more combat focused than Zelda, but they still feel like they fit in one of the 3 types.
@ScottSpadea7 жыл бұрын
tomb raider, prince of persia, Darksiders, God of War
@lpslucasps7 жыл бұрын
Mark Brown The first God of War has a very good puzzlebox dungeon, Pandora's Temple, that lasts for the better half of the game. Sadly, the series got a lot less smarter with each sequel.
@GoodMorningWesteros7 жыл бұрын
I think this series is the most interesting on youtube, and also the polish is something rarely seen. kudos to you man
@projab7 жыл бұрын
Alternate dungeon categories: Lock & key = find the path Puzzle = make the path Gauntlet = follow the path
@NachoCheeseDorito-Kun Жыл бұрын
I also love how vastly different the puzzle styles are for such things. Lock and Key is an elongated puzzle where navigation itself is the challenge. Puzzle is a challenge in that you have to find a way to not just solve the path through the dungeon, but the dungeon layout itself, and Gauntlet is a chance for individual creativity, testing different puzzles in each room, or as previously mentioned since WW, steadily expanding upon a puzzle THEME.
@edzerdevries87747 жыл бұрын
You should put an entire metroid game on a graph
@GMTK7 жыл бұрын
hmmmm!
@avideogameodyssey32047 жыл бұрын
That's the best idea I've heard all day! And it's 23:35
@Sebby_Nineteen7 жыл бұрын
I'm sure its been done. I think I remeber seeing a graph the developers of Super Metroid made. Then again, it wasn't Mark's graph...
@ScionOfTheSeventhDawn7 жыл бұрын
All the 2D games! So we can see how much Fusion sucks compared to the rest....
@Kaijudomage7 жыл бұрын
Yes! Please do this with Super Metroid. Maybe even along with Symphony of The Night as those were the two that help coin the Metroidvania term, and even get into what makes a Metroidvania style game tick.
@javelincheshire63587 жыл бұрын
This game is easily one of my favorite Zeldas to play. Being able to do the dungeons in different orders definitely adds to the replayability.
@redsparton67 жыл бұрын
Would a compromise for the dungeon and overworld design be that the first few dungeons are linear giving a set of items that the player keeps then once those 3/4 dungeons are done some event happens that opens the world up to 4+ more dungeons to allow for that freedom of choice. This way the later dungeons can be more challenging than the earlier dungeons and can play with puzzles that require items that the player must have. Would love to hear your thoughts and love these videos!
@pvbferreira7 жыл бұрын
Good one, mah boi. It's really a good idea.
@SerenGetter7 жыл бұрын
So like BOTW with the Great Platau and the Runes?
@redsparton67 жыл бұрын
Hahaha I wasn't even thinking about BOTW but yeah that fits my description pretty well.
@SerenGetter7 жыл бұрын
It could still work with an expanded version of the same idea, probably more than just the tutorial area.
@dstarr37 жыл бұрын
Dark Souls actually did this quite well. The game has two halves, and the halves are separated by acquiring a certain key item. All the areas in the first half, you can do in any order, and the same can be said of the second-half areas. But that means you still need to do the first half before the second half. What that means is that halfway through the game, it could be rebalanced because the designers could be certain that every player will have the same skills, experience, and equipment halfway through the game. So, the first half is a big, open go-anywhere-anytime game, then there's a mandatory checkpoint for all players, then second half just as big and open with a new difficulty curve, then the final mandatory checkpoint just before the final area/boss. It can make the difficulty curve a bit wonky if you do the areas in an order that isn't implied, but at least the difficulty curve resets and recalibrates halfway through instead of just being flat and uninteresting the entire time.
@EmperorsNewWardrobe7 жыл бұрын
As always, Mark, a masterful breakdown - as enjoyable to watch as it is informative. Yours is one of the few KZbin names that I see as a brand of guaranteed quality, and considering that these videos are free to watch, thanks again.
@paraalso7 жыл бұрын
I wish Link Between Worlds had given me the option of starting with the hard mode without playing through the game once. I don't understand why some developers lock more difficult game modes behind a 2nd playthrough. I don't necessarily want to play the game a 2nd time after just finishing it, but I would have appreciated being able to choose the harder difficulty for the 1st playthrough.
@NoNameC686 жыл бұрын
I never really thought about it before, since I tend to play on the default difficulties for my first play through of games, but that's a pretty good point. What's more difficult than playing a game on hard? Playing a game blind on hard! Why not offer players that option?
@Metaphysician24 жыл бұрын
@@NoNameC68 The problem is players blindly choosing the hardest difficulty setting, finding the game unplayable ( because they haven't mastered the skills needed ), then blaming this on the game ( possibly loudly and in public ). All difficulties unlocked from the start is the kind of thing that might work, if there weren't people whose ego is tied up in their alleged mastery. As is? Much better to gate off every difficulty setting not intended for use without a full play through worth of experience, until after a full play through.
@owRekssjfjxjxuurrpqpqss7 жыл бұрын
Part of why the dungeons are shorter and simpler is because they wanted them to be bite sizes for being a portable game
@gowzahr6 жыл бұрын
And also because it seems like Nintendo is convinced that only small children play the 3DS.
@sofaris5764 жыл бұрын
I am not that deep in to Zelda yet and honestly I the lenght of the dungeons and the games as a whole was perfect fore me.
@HGRezende7 жыл бұрын
What I learned from this episode is that I really like lock & key design :p I also have to say that the thing that bothers me the most in ALBW is the dungeons ever only using the one or two items they require you to have, I like having to figure out what "key" is required between my many items for the "lock", but the wall merging thing actually provides a lot of interesting situations, and the game plays so smooth and is just "fun" to play so I really like it overall.
@ryanboguslavsky52157 жыл бұрын
When will you do the CDI games?
@skiddy5297 жыл бұрын
when they stop haunting his dreams.
@youreallinsane7 жыл бұрын
Did the first two even have dungeons?
@zackmhuntr257 жыл бұрын
He should do it on April 1 as an April fools joke.
@jonnyrussell98067 жыл бұрын
Better be soon.
@SuperNickvid6 жыл бұрын
That’s not funny at all, and they have no dungeons, just memes.
@tomfillot54537 жыл бұрын
This series is turning into a big (and frankly great) masterclass on dongeon design in general. I would not be surprised this serves as inspiration in a lot of academic game design courses. I would be *very* interested to see you try to take your analysis grid into another game to see how useful it is outside of Zelda. But I'm also really hype for the video which will conclude the series and tie this up into a coherent essay. Very nice work.
@mod74747 жыл бұрын
Theres an optional key in Twilight Princess isnt there? Hyrule Castle has a treasure chamber you have to get the extra key to access. I thought.
@General12th4 жыл бұрын
LITERALLY FOREVER
@GMTK7 жыл бұрын
Oh yeah! If you want more information on the graph system - and the assets to make your own for whatever reason - it's all here: www.patreon.com/posts/how-my-boss-key-13801754 Edit: Also! The graph for Turtle Rock is incorrect. Here is the actual version - imgur.com/a/oKYeO
@d-dan-dan77447 жыл бұрын
Thanks for pinning the link, Mark! :D With all the other comments having so many likes, I'm glad it didn't become *A Link Between Comments.* ;p
@Afifi967 жыл бұрын
1:30 iirc, wind temple can be done before the earth temple in ww.
@NeckBreakingStunts7 жыл бұрын
Afifi96 Actually, although there's zero reason you shouldn't be able to, you're forced to do the Earth Temple first. I played through WW recently thinking the same thing and was shocked to find out I couldn't when I tried to do the Wind Temple first.
@ihaveasticknmyi7 жыл бұрын
Thanks, Mark!! I really appreciate the work you put into this research. These graphs are a really nice tool, even if there are people too closed minded to see their value.
@TheViolaBuddy7 жыл бұрын
I think I read somewhere that you could do the Earth and Wind Temples in either order in the Japanese version, but are forced to do the Earth Temple first in the Western releases. I could be wrong; it's been a while.
@RichardBlaziken7 жыл бұрын
Great episode! I always feel like I learn a lot after watching these, which speaks to how well you inform your audience about game, mechanic, concept, and level design. Keep it up!
@gilbert00mtz7 жыл бұрын
The Japanese name of this game is Kamigami no Triforce 2, so it is actually a direct sequel to a Link to the Past, not just an inspiration.
@purpleisdebeste3 жыл бұрын
Shout out to the Ice Ruins for being absolutely incomprehensible in the best possible way.
@Voidling2423 жыл бұрын
YES
@TrojComedy7 жыл бұрын
Personally Mark I love the flowcharts. It was honestly a new take on dungeon design that I had never considered before. All of your vids are excellent but that nugget was fantastic as a way to look at my own dungeon design in future projects.
@Kaaskip647 жыл бұрын
As a zelda fan since I was 5, I absolutely love this series and I have followed it since te TP ep. Keep it up man, your vids are one of my favourites on youtube
@yqafree7 жыл бұрын
Speaking of the overworld and the puzzles and sequencing we experience out there I wonder if you'll make a video or three about the way the different overworlds work. I like the feeling I get role playing as Link having a position in the community and also the personalities/back stories they have. The fact that events not just after dungeons but in the openworld itself can open up trading, items, upgrades, rewards, mini games, Easter eggs, lore, hints, in some cases secrets, code systems, etc. All these can be made into the overall richness of the Zelda experience. I like a break between dungeons especially when dark and damp to go be in the bright light doing the little tasks to strengthen our hero, I hope to see more of the overworld change in isolated areas after taking care of side quests, much like we see happened in Majora's mask after completing dungeons, changes in environment and NPC attitudes, as well as new opportunities and openings even if novel and minimally rewarding, the environment change gives a feeling of accomplishment.
@Silberdenki7 жыл бұрын
link between world is my first Zelda game and the only one I've played, so this is the first Boss Key I have a perspective on and feels more relatable. Great Video as usual
@alondite2157 жыл бұрын
These are, quite literally, my exact thoughts on A Link Between Worlds. In fact, I'm pretty sure I might have written a fair bit about it in a comment on another one of your videos that aligns with everything mentioned in this one. Excellent analysis.
@ethendorreviews9757 жыл бұрын
Thanks for doing an episode on this A Link Between Worlds is my favorite 2D Zelda game and I want more modern Zelda games that play like this
@luisoncpp7 жыл бұрын
Hi, excellent video, as always; but it surprised me a little bit that you didn't show how this dungeons compares with A Link to the Past dungeons, it's interesting to see how some dungeons that looks quite similar (and you may be expecting a remake of the original ALTTP counterparts) ended being completely different once you are playing them. Also I think it's a good way to see how the dungeon design in Zelda has evolved since then. I was hesitant about getting ALBW because I don't like most of the ALTTP dungeons with their bullethell-ish focus and its "puzzles" of trying to push all the statues, light all the torches, or guess the correct lever; but after seeing some gameplay footage of ALBW dungeons, I decided to give it a shot and I loved it.
@zacharoninoodle6 жыл бұрын
rewatching this series, the most heartwarming part has been seeing your number of top-tier supporters skyrocket
@Tickerbee7 жыл бұрын
These videos are super interesting, and honestly I think they got me back into Zelda games. A lot of games can get me immersed in a story, but only Zelda games make me feel like I'm on an adventure and these episodes really help to quantify that (Plus the Zelda 1 and BotW video) Good stuff mark, keep it coming :)
@shrub42487 жыл бұрын
My favourite part of this series is watching Mark's theoretical model mature and evolve
@PauLtus_B7 жыл бұрын
I love the puzzle box dungeons. I absolutely loved Water Temple the first time I played it.
@yed.50437 жыл бұрын
You really have to appreciate the polish in all his videos. Caps off to you Mark Brown, ole chap!
@erikm97686 жыл бұрын
The graphs are amazing! These are really interesting to watch, always freeze frame and analyze them!!
@srayce1_7 жыл бұрын
All of your videos are amazing. You've swiftly become one of my favorite content creators. Suggestion: Find a way to talk about Hellblade: Senua's Sacrifice. It's amazing and very original
@saumanahaii7 жыл бұрын
You're really locking down the terminology! Have you considered doing a general dungeon design series after this? The patterns you've developed could be extremely useful.
@TheRetrokong7 жыл бұрын
Your boss keys series is fantastic! Excited for the next entry :)
@losalfajoresok7 жыл бұрын
Mark never disappoints, every video is better than the previous one. Amazing.
@ordo32977 жыл бұрын
Heyo Mark! I recently just found your channel in my recommended earlier today, and I'm glad that I had! Cannot wait for your next upload!
@GC3000a7 жыл бұрын
Favorite series on youtube. Always a great day when the newest is released. Keep it up.
@MariLaTaupe7 жыл бұрын
I suscribed to your channel for boss keys and I must say, I don't regret the journey !
@danielf.71516 жыл бұрын
0:50 An interesting fact is that if you do Misery Mire first, you can use the Cane of Somaria to cut a section in Ice Palace short.
@ISerathI7 жыл бұрын
My first Zelda game was Ocarina of Time, and at the time I first played (I was about 7 or 8) I hadn't learned English yet. So I explored everything because I didn't know where I had to go, and it was one of the best feelings I've had when I was a kid. It was magical to accidentally discover that if I played Zelda's Lullaby at the graveyard, I'd open the Royal Family Tomb and things like this. I've loved every second of it, and I think that's the kind of magic that other games of the series were lacking. Still, I didn't play Breath of the Wild, so there's some hope.
@herbasvardas51977 жыл бұрын
Eduardo Bordinassi My thirst zelda game is a link between worlds and i started playing it and finished it this year (2017)
@cryobust29517 жыл бұрын
Eduardo Bordinassi my first was wind waker, four swords and four swords adventures and got every Zelda game there on
@AdityaKumar-xu6ug7 жыл бұрын
Eduardo Bordinassi If you're looking for a good Zelda game, play windwaker. IMO my favorite game of all time. Way better on Wii U
@bready7097 жыл бұрын
Same, though my father finished the game when he gave it to us. By then, the whole world is pretty much accessible. One of the most fun i had when exploring is using the mask of truthon the gossip stones. We managed to learn some small bits (like how zelda is tomboy, or butterflies turn to fairies with the stick), not to mention attacking the stones in different ways (my favorite is bombing it)
@aceman18587 жыл бұрын
Similar experience, I played it at 5 before I could read, because my step brother owned it. I made it to the water temple, but it took months and some help from him when I got too stuck. That and Goldeneye were my first games.
@endermage775 жыл бұрын
Watching this season after the fact is quite interesting to see how your perspective on the Zelda dungeons shifts over time
@DavidKyokushin7 жыл бұрын
A link between worlds is the first Zelda game I ever finished (even though I played every game since N64 before that). So since then I've gone back to a ton of Zelda games and fell in love with the series. I'm glad it revived my love for the franchise.
@imperturbableDreamer7 жыл бұрын
I do like the new dungeon-style-names a lot more then the old ones. Gauntlet and Lock&Key describe what's going on better in my opinion and sound a lot more objective than Find / Follow the Path. Plus the addition of Puzzle Box seems pretty acurate. Also I really do enjoy the graphs.
@VideoFeverShow7 жыл бұрын
Adventure of Link blows up the dungeon structure with the Fairy spell and its ability to let you slip through locked doors without getting a key. It's an incredibly well executed risk-reward dynamic that is totally unique among Zelda games. One of my life goals is beating Zelda II without picking up a single key.
@extra_credit2 жыл бұрын
Boss keys is my favorite series on youtube to rewatch! this is the 5th time ive seen this series!
@reynoldkissling98487 жыл бұрын
I'm loving both this series and Gamemaker's Toolkit! I also love all of the graphics, logos, and typography you do - the Boss Keys logo is just genius. Are you a graphic designer by profession?
@GMTK7 жыл бұрын
Nope, this is my profession!
@Elonyx.studios7 жыл бұрын
He isn't, his previous profession was in games journalism. The Boss Keys logo is just a very ingenious in it's simplicity
@jobi1kawobi3177 жыл бұрын
Thankyou for covering this game! I just feel like jumping in and playing again!!
@tarquinnff37 жыл бұрын
Best series on KZbin. Thanks for make. :D
@andrewsprojectsinnovations63524 жыл бұрын
6:51 The "puzzle boxes" are my personal favorites in the series, and for the very reason everyone else seems to hate on them: their overwhelming complexity. They're always satisfying to solve due to the fact that they make it virtually impossible to accidentally "stumble across" the solution or just look at the map to see where I missed some random key. You NEED to understand the space as a whole. Their complexity also makes these dungeons especially memorable. Structural-level changes like changing water levels (OoT Water Temple), collapsing floors (LA Eagle's Tower) or FLIPPING THE ENTIRE FREAKING DUNGEON (MM Stone Tower) tend to stick in my mind more than "oh look, a locked door; I guess it's time to find another key." Getting truly lost in these dungeons doesn't hurt either on this front. This isn't to say that the other two dungeon types are bad in any way, Nintendo always makes them fun, but they just aren't quite as memorable.
@NoLootStudios6 жыл бұрын
This might be my favorite Zelda game and helped inspire me to start making games again myself. I did it sometimes as a kid, and picked it up again 1 year afer playing it.
@bobmortock3 жыл бұрын
A lot of these videos could just be summed up as, "Link's Awakening is my favorite and i dislike anything that deviates from that games dungeon design" Link Between Worlds gives you so much more flexibility in how you progress through the game, and encourages more experimentation with the items since they're not limited in use to only the dungeon you retrieve them. This approach was so refreshing as the enter dungeon->find item->use item to finish the dungeon got pretty stale after being used in so many games
@Darkstar55773 жыл бұрын
I disagree. The creator clearly likes lock-and-key and puzzle box dungeons and dislikes linear gauntlet ones, which reflects a large portion of Zelda fans. He praised every 2D Zelda and 3D ones like OoT and TP (the best games). I also completely disagree that the dungeons in ALBW encourage any flexibility or experimentation. They really don't at all. You enter it, immediately are told what couple of items will be used, and then solve basic puzzles with just those items. There is no discovering new items that change up dungeons, and there is no incentive to explore different dungeon orders like OoT. Chests are also mostly meaningless as they only contain rupees that you won't need. Still an amazing game for sure, but the dungeons were too simplistic for my tastes. Swamp palace was super disappointing compared to puzzle box like water temple, ice ruins was the only one that made me really think.
@kallelaakso1306 жыл бұрын
You got yourself a subscriber! Your channel is one of the best on youtube!
@bradleebowers82037 жыл бұрын
Great video as always! You speak of a new hypothetical dungeon structure, I would love to hear what idea you might have for a new style of dungeon beyond the 3 basic ones you've discussed (I assume your idea isn't just boss / enemy difficulty scaling with progression, even though it seems silly that that wasn't done to begin with in this game). I did think to myself why they didn't they offer an empowered version of the item in the dungeon or give you a new skill or way of using that dungeons key item as a mid dungeon reward to offer more puzzle complexity and sense of reward.
@zafranorbian7577 жыл бұрын
I think the new Dugeon categorys work much better than the old ones. My personal favourite category is the Puzzlebox, wich looking back is reflected in my favourite Zelda games.
@zapunknown4 жыл бұрын
I love the dungeons in this so much I don’t know why but I always come back to this game
@AntonLejon7 жыл бұрын
Your videos are just so good. I love them. Thanks again!
@NowOnAFM3 жыл бұрын
Well made video and analysis. The strongest argument that makes the game amazing due to its non-linear design is replayability. For the first time ever in my experience with the series since the original game, I'm immediately encouraged to replay the game after my first completition. I wanted to jump into Hero Mode as soon as I was done because I had a more optimized route in my head to make my playthrough more managable, especially in a challenging setting like Hero Mode.
@MarkusAndersen967 жыл бұрын
Lovely video, as per usual :) I love the content you create! Precise, structured and interesting. Keep it up, man :D
@jedyzichterman3586 жыл бұрын
I think a great way of adhering to ALBW's dungeon non-linearity is having certain items make rooms easier to clear (maybe having only the bow means you'll have to time the snapping of a moving rope with a chest where the hookshot can simply jank it towards you, some Zelda games already do this), but also putting in certain secret pathways and chamber secrets that can only be unlocked with certain other items, maybe creating other pathways which will then play a different jingle to show the player they've unlocked something better to aid them for thinking outside the box
@ChibiZone7 жыл бұрын
Thank you. LBW is one of my favorites, but so many people tend to compare it to LTTP that they can't enjoy it. The gameplay and freedom makes it so much more enjoyable than LTTP.
@Danmarinja7 жыл бұрын
Can I just say, that Patreon animation at the end is beautiful.
@ThatFanBoyGuy6 жыл бұрын
I'm glad you recognized the compromise/trade-off of open world vs. dungeon design. If a gamer really wants Nintendo to return to the open-world exploring of the original Legend of Zelda, you have to give them all the items at once or limit the complexity of the dungeon. If you think about it, Breath of the Wild did both. You got your 4 "apps" (let's be honest, the sheikah slate is a smartphone/tablet) at the beginning of the game, and that's all you need to get through the dungeons. While gamers may complain the dungeons in Breath of the Wild are "mini-dungeons," probably the reason they are so small is because you can't make dungeons too complex if you're depending on the gamer to only use a few apps and discover the rest on their own. As you mentioned in an earlier video, I don't mind finding an item in the dungeon as the answer to solve the dungeon problem. Like you said, yes, it makes it easier to solve the dungeon puzzle, but at the same time, it makes sure you master the items before moving forward. Honestly, I missed that in Breath of the Wild.
@miguelcrafter29976 ай бұрын
1:30, you can actually chose if you can do the earth or wind temple first in wind waker
@LibertyLocalizer5 жыл бұрын
Favorite Zelda game ever! Like link to the past but even better.
@GameDevYal7 жыл бұрын
I'd agree with Liam Huber that these three archetypes of dungeon are universal - many old games like Chip's Challenge and Doom have each of their levels belong to either of those three structures (confuse the player, test the player's raw skill, introduce a new mechanic to the player). And I've read an interesting article somewhere that examined how lock-and-key puzzles were introduced: setpiece puzzles (puzzle boxes that are self-contained in one room) were introduced first, but weren't all that fun on their own because they were "spent" once the player figured out the solution; lock-and-key puzzles were introduced to make the world feel more interconnected and force the player to think about what to do next. The problem with pure lock and key puzzles is that you can substitute proper level design with a mix of backtracking and inventory management, which is almost no dev work at all but adds a lot of gameplay time, so "puzzles" in many games has devolved into a series of item fetch quests. I wouldn't really say the Souls series has actual puzzle box dungeons, but I like how several puzzles can be solved by observing areas from afar - for instance, Dark Souls 3 has a poison swamp where you need to extinguish a bunch of lighthouses; you'd normally wander around aimlessly for hours but it's possible to see the location of all the lighthouses if you climb to a vantage point at the edge of the area. Both DS1 and DS2 has bosses that can be killed from outside their intended arena with some clever use of ranged weapons, too.
@thenetherone15977 жыл бұрын
I don't mind telling you that those magical graphs you made F***ing saved my Dungeons and Dragons campaign. You made me a better game designer, that's not even my job. thank you.
@greybayles79555 жыл бұрын
Dude i have some respect for DnD masters because that seems so difficult. You can write whatever story you want but the players are just gonna make their own, and you have to just go with it.
@Trianull6 жыл бұрын
4:55 actually, they could have had puzzles about the pegasus boots, as you get them before you enter lorule and aren't sold by Ravio.
@greasedog76027 жыл бұрын
Hey bro love your videos always watch them as soon as they come out
@sineadthomas20244 жыл бұрын
This game is one of my favourite Zelda games
@Bobberation7 жыл бұрын
Early in the video you say that rupees are everywhere in the game (making rentals not that big of a cost) but towards the end you say that rupees don't feel like a consolation prize because they're so important. Having never played the game, this seems a bit contradictory. Could you elaborate?
@DrTimes997 жыл бұрын
I have played this game, and I understand what he means. Rupees are found everywhere, but more so later in the game. At the beginning of the game, you can only rent items, and the cost is pretty inexpensive. You get enough rupees to rent the ones you "need", several times over, but you can also rent items that you don't "need" such as the fire rod or bombs. Once you move into the Lorule section, you can buy the items for about 10x the cost to rent. Once bought you won't lose them when you die. "Why then would I want to buy them?" you ask. The Mother Maiamai side quest. First you have to open the cave she is in with a bomb, unprovided because it's just a side quest. Inside the cave is a giant pink squid, Mother Maiamai. She's lost her 100 babies and asks you to find them. For every 10 you bring back, she'll upgrade one of your items, but she can't upgrade rented items. (Find all 100 and she'll upgrade your spin attack). Rupees make good consolation prizes because you can then purchase your items to have them upgraded. You can also buy potions made from monster pieces that you collect. However, rupees can seem over-abundant if you don't plan on completing the game 100%. (Personally, I love the upgraded fire rod. Turns a little fireball into a giant flame-nado)
@TheBriguy19987 жыл бұрын
This is an old thread, but I thought I'd just chime in to say that when playing through the game I never actually rented any of the items. By the time I was ready to go to the next dungeon, I had naturally accumulated enough rupees to just buy and own the item require for that area. I guess if you really wanted to have multiple items early on to make certain puzzels/enemies easier, you could rent the items. Otherwise though, you could just buy them one at a time and it felt like a normal Zelda game, just with the items outside of the dungeons that they are used in rather than found inside.
@ethanhayes70387 жыл бұрын
This game should have been designed to give the permanent versions of items within their respective dungeons. You would need to rent a certain item in order to progress through a dungeon, and use that item to reach the permanent one. The permanent item is hidden, and a reward for exploration rather than a given. One could skip over it entirely and be forced to keep using the rental instead. This is actually what I _expected_ going into ALBW. Instead, you spend a ton of rupees to get permanent items.
@NoNameC686 жыл бұрын
I disagree. If we had to search for the permanent items, most of the incentive to collect rupees would be gone. This would make all those rupee chests absolutely frustrating to open. LBW is the only LOZ game I've played where getting rupees is actually fun! I do wish they made the optional items in the dungeons hard to find though. It's always fun having to decide whether or not we want to go the simple path with faulty items, or take the difficult path to obtain good items. With LBW, most of the optional items are practically given to you. If you want to skip them, you have to make the conscious effort to ignore them... which is lame in my opinion.
@Alakaizer6 жыл бұрын
Plus buying the items gave us incentive to find the Maiamais. Those item upgrades were pretty sweet.
@fsmcas7 жыл бұрын
About being a sequel to A Link to the Past with the same map and stuff: I thought it was great! If you don't know the first game, you get a new world. But if you do (like I did from years) ago, it feels a bit like coming home. Most of the stuff is new, but the feeling of getting dropped in a new world gets switched by the feeling of revisiting a former known place. Everything is a bit different, but you still know your way arround. Seeing many known things but discovering all the new secrets. Awesome!
@AfroSnackey7 жыл бұрын
It'd be cool if they made a set of dungeons that were linear so you could get all the items and then a set of free form dungeons so you could then do whatever you like. It would kinda be like Breath of The Wild where you get the runes before you can leave plateau.
@CrimsonFirex887 жыл бұрын
You should analyse the Castle Rock level from Rayman Legends. I was blown away by how everything in the stage matched up with the music. Brilliant!
@forexalised90537 жыл бұрын
I love your videos, I've almost finished a trimester at Uni for Games Development and I'm learning a lot from you. I have came up with a design philosophy for varied dungeons and skill atoms. Have the threes types of dungeon categories you mentioned; lock+key, puzzlebox and gauntlet except, the first three dungeons are a sort of prolonged tutorial just like breath of the wild having four shrines as the sort of prolonged 'tutorial area'. You are in a room and given three trials relating to the three sides of the triforce, Power, Courage and Wisdom. Dungeon one (wisdom) starts off showing the player that there will be puzzles in this game, you learn the movement mechanics and different mechanics of interacting with objects which affect puzzles. Dungeon two (power) starts off teaching the player about the combat mechanics of the game and is completely linear, a room to room experience with enemies that increase in mechanics but not too much, its the start of the game. Dungeon three (courage) throws the player into a path finding experience, with three paths they can take to different items like keys and maybe, a square box you might need for a switch to activate. These three dungeons not only fit in with lore in Zelda but also teach the player that the game will require thinking, it will require you to fight and it will also require you to explore. After this, there are several categories of dungeons outside the tutorial in the main game. Some being one dungeon type, some being a mix of two. The final dungeons will be a combination of everything you have learnt in combat, puzzle solving and exploration. Combat bosses at the end of combat dungeons will be focused on timing, dodging, parrying, hitting at the right moment. Puzzle bosses at the end of puzzle dungeons will be focused on figuring out the mechanics in the room and using the room and the objects within to either damage the boss or stun him so you can damage it. Exploration bosses will be bosses that try to hide and sneak up on you, requiring you to keep an eye on your surroundings and learn the layout of the boss room mentally. Example, the boss phased/dissipated/faded in an upwards motion, stare at the open dark holes in the ceiling and prepare for the bosses eyes to appear so you can shoot an arrow at him, if you don't shoot in time, it will drop adds and do other things. As dungeons categories combine for more complex dungeons later on in the game, all of those skills you use in specific dungeons will dictate the types of bosses you face. Imagine all this, set in an open world like skyrim/botw. Remove cooking food but keep the elixirs within a cooking system and encourage more dungeon options like being able to sneak past enemies but you're low on hearts, so kill the monsters to gain some hearts. You're low on hearts, lets explore this dungeon more than we should to uncover hearts hidden in breakable objects or even in obscure objects you can hit or lift up (like mini puzzles for korok seeds).
@MyLittleWalrus7 жыл бұрын
Mark, I've noticed that in several of your videos you've mentioned speedrunning, and you seem to be familiar with it. Have you considered making a video about games which are designed with speedrunning in mind? For example, you could cover games which incorporate individual level time trials, leaderboards, replays, dedicated speedrunning modes, or even just speedrunning integrated into the level design itself. Many indie games are developed with these in mind, and some bigger games do as well. In the speedrunning event Games Done Quick, some runs even have commentary from the developers that provide insight into the design. I think it would be a very interesting topic to make a video about. Thanks for reading, and thanks for the wonderful video!
@egg_ox6 жыл бұрын
One thing I love doing in Majora's Mask is getting the bow (or arrow types) from one dungeon, leaving and completing the next one. You can do them all in complete reverse order
@demantim2 жыл бұрын
ALBW is my second-favourite Zelda game. It's *so* snappy, and the dungeons have both great flow and a good challenge level.
@BDaMonkey7 жыл бұрын
ALBW was the best Zelda game since MM.
@Werewolf9144 жыл бұрын
ALBW is my favorite Zelda, and I love Majoras Masks story, dark depressing tone, but overall it's lower on the list of my favorite Zeldas, I found having to go back 3 days in time kind of annoying, there's only 4 Dungeons which weren't exactly the best in my opinion though Stone Tower Temple is awesome, and I suppose it does have a bunch of side quests, but overall I think there's a ton of better Zeldas. Again though love the tone, and Song of Healing and Oath to Order are 2 of my favorite Zelda songs, and turning into a Deku Scrub, Goron, Zora, and Fierce Deity are amazing so I still love the game just not my favorite.
@samueleraffa63837 жыл бұрын
I missed this series so much
@GrimxBunny7 жыл бұрын
I love every type of Zelda dungeon, I honestly do. Gauntlet, puzzlebox and lock & key (puzzlebox is my favorite). That being said, Link Between Worlds and Breath of the Wild have brilliant ideas, but because the freedom of choice they end up being underwhelming and easy. Let me use my favorite dungeon in Breath of the Wild as an example. Vah Rudania (Lizard) is by far my favorite in the game, it was the 3rd dungeon I completed. The mechanics are great, you rotate the dungeon 90 degrees to solve puzzles and access new areas, brilliant idea and I loved it. The problem with it, is that it was the 3rd dungeon I completed and it still only took me 30 minutes and offered little challenge, because of the freedom of choice, who would know if I'm doing it first, 2nd 3rd or last. I find this to be the problem with open Zelda games. You're offered freedom, but that sacrifices challenge.
@NikkiTheViolist7 жыл бұрын
I would do an open-world option-full dungeon-filled game slightly differently: there would be several dungeons scattered around the world. There's key items in every dungeon, but they don't let you get all the way through the dungeon; they just allow you to progress through it (and every other dungeon). So, every dungeon has locks whose keys are scattered throughout every dungeon. There's staged mini-goals in each dungeon, so you don't need to just go all the way to the end. Instead, you go generally go in a dungeon to achieve your goals and gather new items before leaving to the open world again. Then, you head to another dungeon.
@mnmmcg35437 жыл бұрын
This is actually my favorite Zelda, and favorite video game as well.
@lysanderxx16642 жыл бұрын
Something about always having all the tools you need is knowing the only obstacle to solving the puzzle is yourself (and the game design properly teaching you tour tools). They don't vary much in difficulty, but they do reasonably well at Making you think differently about your abilities.
@StellaCustos7 жыл бұрын
Boss Dungeons is probably my favorite series
@orsettomorbido7 жыл бұрын
So, it's impossible to have everything. If you have choices in the temple order, you destroy the difficulty. Otherwise, there is a simple path and it is bad. Or, you can have some kind of puzzle! That's bad too, people will complain because it is difficult (hey, i'm here) Temple items? If you need them for the temple only, that's bad. If you can use it in other temples, that's bad. No choice about the order. So, i'm lucky that i don't want to create a game, because i will fuck up something somewhere.
@superapm96207 жыл бұрын
Simple Solution: If you're gonna make the game Non-Linear then create a difficulty setting. Say for example you make 10 Dungeons then you can create 10 difficulty settings for each of those dungeons. When you start the difficulty setting for all dungeons would be at 1. Beat one dungeon and every other dungeon raises to two, with each increase raising the enemies HP/AP and also change the structure of each dungeon to be more complex and intricate. This would continue until you get to the final dungeon which would be set at the max difficulty level of 10. This way, you have complete freedom of whichever dungeon you want to beat whilst still having concise structure that raises both the difficulty and complexity. I feel like the series shouldn't have so much dependency on Items. Instead they should create each Dungeon with a unique gimmick that could be tackled differently with whatever Item you have at hand, each one changing the way you approach a puzzle. These could be Items you find in the overworld or abilities you're given at the start. With this structure replay-ability has already increased tenfold.
@orsettomorbido7 жыл бұрын
This videos make me feel guilty since i love Ocarina of Time HAHAHA Well, that would be awesome! Also, terribly hard to create haha But worth it.
@PrimordialNightmare7 жыл бұрын
There's nothing wrong with liking OOT. IT's still a great game, it just prefers another dungeon design. Marc Brown loves the puzzlebox and lock and key dungeons. Some prefer a good old Gauntlet. To be honest, If a game has 9 Dungeons, tha game should have roughly three of each esign. maybe you can amp up the Gauntlet density towards the end of the game in tune with stakes geting higher, focus shifting less and eventually storming up to the final destination and having that epic last stand against evil ... I am completetely derailed from what I wanted to say to begin with xD Super APMs solutiuon is inpracticabe for most studios I believe, because you're basically designing 100 Dungeons. Even though they re somehwat "throwaway" as they're just iterations of each other, I guess the workload is around 50 Dungeons or something. The next problem is, before the game has aged quite a bid, it's hard to get outside help, because the people you know or find on the internet won't have your exact dungeon. I propose a different solution: cluster some of the dungeons. So you often have to choose between 2-4 Dungeons to tackle and then have a roadblock or an event in the overworld, to prevent venturing further before you achieved all of them. Try to reduce the amounts of one dungeon bottlenecks (like the watertemple). And most importantly: Don't suggest an order, or if you have to reduce it to a minimum. (like when you have to enumerate the dungeons one has to visit, you can't have them not have any order unless you arrange them in a circle or something)
@megasoniczxx7 жыл бұрын
I actually really liked the way this game was set up more than in the past Zelda games, I've never liked the dungeons in this series as much as doing other things in the games so it was a pleasant surprise that the dungeons this time around were pretty thought provoking while still being rewarding without having the "find item, use item format" since the game expects you to have them from the get-go, it felt like they could be more interestingly designed imo.
@ariwl17 жыл бұрын
ALBW was definitely a good step in a new direction. I did feel like advertising the key item at the beginning took away a bit of the surprise of each labyrinth, but it was still fun to play.
@Phantron6 жыл бұрын
0:52 just a little flaw, but you can only access turtle rock with the cane from misery mire. you can beat the ice palace as the last one if you wish. but not skull woods or swamp palace since you need both dungeon items for 5-7.
@scorpionsapprentice32486 жыл бұрын
actually that is not true. the hookshot is not required for the ice temple because you can use the magic mirror to warp back to the entrance once you have the key. in misery mire, you can dash jump instead. turtle rock requires the cane of somaria and the fire rod. the titan's mitt is also required, which requires the hammer to obtain it.
@Goblincow7 жыл бұрын
Running past that blue rupee at 3:30 HURTS me
@jrvbamafan16 жыл бұрын
A link between world's is probably my favorite game I've played in the last decade at least. With a link to the past being my favorite Zelda previously, a sequel of sorts easily made it my most anticipated game, and it didn't disappoint at all. I remember it released the same day the xbox one did, and everyone was at gamestop for a midnight release for the xbox except me, who was there to get this game....lol
@kingkrab48727 жыл бұрын
Who else loved the thief dungeon in this game. Felt creative and fun. Also liked the dungeon with the invisible walls
@finoraptorscorner7 жыл бұрын
As always, your channel and insights are the best ones!!!! thanks ;)
@ReavoEnd7 жыл бұрын
Mark, You've mentioned before that you are open to new ideas on how to illustrate that a small key can be used on multiple doors. How about this: The doors a key gives you access to have a small color-coded circle in the icon. The key itself has a same-colored circle in the icon, but the circle also has a number in it which represents the total number of doors made accessible when the key is obtained. I can imagine there being some potential situations where this would not be perfect. But for most applications, it could be a viable solution.
@FioreFire7 жыл бұрын
my favorite way the controls and combat mechanics are used in this game doesn't really have to do with the dungeons, but I enjoyed the streetpass shadow link battles. they were pretty simplistic, but they showed new ways to use all the items, and interestingly enough because of this, all the items felt less like basic puzzle solving tools and more like a wide assortment of viable combat weapons
@Absolute_Zero76 жыл бұрын
Correction, there are 2 dungeons that have dungeon items that affect the game, desert palace and Ice palace. Ice palace has a few areas you cannot reach as a painting without getting the increased stamina bar.