9 votes

How Zelda's puzzle-box dungeons work

3 comments

  1. [3]
    Wes
    Link
    Zelda's dungeon design is some of the finest. I've always found the 3D games to be a little more action-focused, and the 2D games much more puzzle-focused. But as this video demonstrates there's...

    Zelda's dungeon design is some of the finest. I've always found the 3D games to be a little more action-focused, and the 2D games much more puzzle-focused. But as this video demonstrates there's still plenty of great 3D puzzles too.

    I've not had a chance to play some of the more recent ones (post-Twilight Princess), so that seems like something I really ought to do.

    Sidenote: would this fit better in ~games.game_design?

    7 votes
    1. [2]
      Deimos
      Link Parent
      The main dungeons in Breath of the Wild are all quite interesting and involve some kind of method of re-arranging certain areas/aspects of the dungeon to progress. A lot of the shrines had some...

      The main dungeons in Breath of the Wild are all quite interesting and involve some kind of method of re-arranging certain areas/aspects of the dungeon to progress. A lot of the shrines had some neat solutions too, especially if you're trying to get all the optional secrets/chests in them. It's a pretty good puzzle game combined with a really good open-world game.

      And yeah, ~games.game_design is probably more correct, but I've been meaning to remove those ~games subgroups for quite a while (they don't get nearly enough activity to warrant being split off, even ~games itself isn't that active) and I should really just get around to actually doing that.

      6 votes
      1. Akir
        Link Parent
        I agree; some of those puzzles were really hard but the solutions were never obtuse. The only thing I didn't really like about them (other than a handful of 'platformy' ones that had you falling...

        I agree; some of those puzzles were really hard but the solutions were never obtuse. The only thing I didn't really like about them (other than a handful of 'platformy' ones that had you falling and needing to re-do parts of the dungeon to proceed) is that they felt a bit too divorced from the rest of the game.

        Well, that and the loading and pageantry at the beginning and end of all of them.

        3 votes