Zelda, how to become Zelda; Can everything in a set be changed?

The Legend of Zelda series undoubtedly has one of the largest fan communities of any game in history. This series is more than 36 years old and has sold more than 136 million copies and has been able to provide players with enjoyable experiences in almost all of its versions. Fans of the series are very loyal to the series, and that's why over the years we've even seen unofficial games made by fans based on the series. With this in mind, one of the biggest questions developers face with each new game in the series is: "How will fans react?".

BingMag.com Zelda, how to become Zelda; Can everything in a set be changed?

The Legend of Zelda series undoubtedly has one of the largest fan communities of any game in history. This series is more than 36 years old and has sold more than 136 million copies and has been able to provide players with enjoyable experiences in almost all of its versions. Fans of the series are very loyal to the series, and that's why over the years we've even seen unofficial games made by fans based on the series. With this in mind, one of the biggest questions developers face with each new game in the series is: "How will fans react?".

Telling a story using About Fan Fiction

Fan fiction is a unique form of storytelling in which various sources and information are taken from the original source and then used to create a new story. Sometimes these new stories work parallel to the source, and sometimes they move completely outside of it. The beauty of this kind of fan-told story is that those who write it have the freedom to link it to the source however they want. However, this can also be one of the biggest flaws of fan fiction.

BingMag.com Zelda, how to become Zelda; Can everything in a set be changed?

A fan-written story may sometimes try It may fill in the gaps of the source material, but it may do so in a way that fans other than the author will never care about. Or it might give explanations about things that fans don't need. There are countless examples of stories like this, and most of them include purposeful characters who are meant to help the author achieve all of their wild and outlandish fantasies.

On the other hand, a good fanfiction. Written, it can fill in story gaps that, when filled, allow the series to tell a more complete and satisfying story as a whole. This example of fan fiction can be seen in Hollywood remakes. New movies from franchises like Kong, Godzilla, Robocop, Power Rangers, Ghostbusters, etc. were all remakes or different stories written by different writers than their original source. The quality of these movies varies from awful to better than the original, but it's easy to argue that this form of fan fiction usually tries to tell a great story and serve the main elements of the source. p> BingMag.com Zelda, how to become Zelda; Can everything in a set be changed?

An image from the movie Winnie-the-Pooh: Blood and Honey, which is an example of a fan fiction.

It can be said that the most important determining factor of a great story, fan-made or otherwise, is the reaction of the audience; If the audience feels something deep, if their emotional response is triggered by a story, then that story has gone beyond images on a screen or written on paper and has become something deeper. A story becomes a part of its audience by impacting them.

This brings us to the question of how do you tell a great story that isn't yours at all? How do you put together the differences that countless writers have made over the decades of game publishing? How can you make changes and additions to a history of a world that is loved by so many people without losing sight of the roots and spirit of the source?

BingMag.com Zelda, how to become Zelda; Can everything in a set be changed?

The purpose of this article is to answer these questions focusing on The Legend of Zelda series. Here, we'll discuss what themes and themes formed the foundations of the series, and examine the series' storytelling mechanics and how they're used. Finally, we'll explain how to evolve and develop the storytelling elements of a series without completely destroying it for fans. To do this, we need to define what exactly makes a Zelda game special. Now, to find out about this issue, we not only have to go back to the beginning of the Zelda series, but we also have to take a look at the main genre and its DNA and analyze it.

The dawn of a new age; The History of 3D Platformers

In the beginning, things were simpler before someone tackled a version like The Wind Waker, and before they angrily abandoned that game's water temple puzzles. Reality was made of nothing but two dimensions and eight colors, and the animations looked drier than ever. The games often focused on the story and their control consisted of nothing but one or two buttons. Then on October 30, 1987, a gift was given to humanity by Hudson Soft and it was none other than the TurboGrafx-16. This home game console ushered in a new era of gaming, the fourth generation or simply, the 16-bit gaming era. Suddenly the color palette The games were doubled, the scenery was brighter, and more details were added to the characters. This eventually led to a console war between console developers, which in a way fostered innovation. Undoubtedly, this era reached its peak in 1996 and at the beginning of the 64-bit era with a work called Super Mario 64.

BingMag.com Zelda, how to become Zelda; Can everything in a set be changed?

When Super Mario 64 was released for the Nintendo 64 console, it showed other development teams what the new 64-bit systems were capable of. At the time, a small studio called Rare took inspiration from this game and released some of the biggest 3D platformer games of the time on the Nintendo 64. These games include Banjo Kazooie, Banjo Tooie, Donkey Kong 64 and Conker's Bad Fur Day. These games, along with Super Mario 64, marked the birth of a new genre of video games that led to the birth of the Zelda series. Platformer games usually had several basic features: /p>

  • Platformation or the act of jumping from one place to another, sometimes swinging on trees, sometimes flying in the air. Actually, either way, you're moving forward, backward, up, and down.
  • Puzzle solving is the next important element and usually involves moving objects in a 3D space. Pushing blocks, pulling levers, activating buttons, turning all kinds of tools and equipment are some of the things you have to do.
  • Finally, the element of adventure is very important. The feeling that you are traveling and exploring new lands. The feeling that you have a purpose in whatever world you live in, the feeling that you have the power to influence or make a difference, and ultimately the feeling that you can save the world, a village, or a princess, and overthrow the tyrannical overlord of the universe. .

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All these improvements and innovations finally made Nintendo To continue the path of Super Mario 64 in the form of impressive games, it should try harder and draw attention to its exclusive games. Ultimately, this process led to the development of a work that we all probably love, and that is none other than The Legend of Zelda: Ocarina of Time. The game quickly became a hit in a way that Nintendo never expected.

What makes a game a Zelda remake?

Several important elements make Ocarina of Time a unique game. One of the things players remember most about the game is the numerous and complex dungeons that spanned the game world, each full of challenging puzzles. Puzzles, each based on a theme and each using a new and important mechanic. Another aspect that made the game a masterpiece was its sheer size, especially the Hyrule Field area. In the early stages of development, Shigeru Miyamoto, as producer, designed the game based on hardware limitations. Due to the memory limitations of the Nintendo 64 at the time, the game was originally supposed to take place inside Ganon's tower, with each of the dungeons serving as rooms that Link moved through.

BingMag.com Zelda, how to become Zelda; Can everything in a set be changed?

After the massive success of Ocarina of Time, fans began to identify two key elements of the game as the main features of a sequel to the series. They did:

  • Using the items obtained in each dungeon to complete that particular dungeon
  • The sense of exploration and adventure that comes with traveling from one place to another, discovering new items and characters and learning in The case of Link's role in Hyrule mythology arises.
  • These features played an important role in the development of Majora's Mask, which, considering the Nintendo 64 Expansion Pak, which increased the RAM of this console from 4MB to 8MB, Was made. These elements were also the cornerstones of the development of Twilight Princess, which included a version of Hyrule that was even more expansive than its Ocarina of Time counterpart thanks to the improved GameCube and Wii hardware. Next, you can compare the images of Hyrule maps in the two games Ocarina of Time and Twilight Princess.

    BingMag.com Zelda, how to become Zelda; Can everything in a set be changed?BingMag.com Zelda, how to become Zelda; Can everything in a set be changed?

    In fact, any work that wants to be considered a Zelda game must include items, puzzles, and dungeons. It should take place in a Zelda-style world that has connections to previous locations and should have a strong sense of adventure and Transfer exploration to the player. These principles are the main way for any studio to create a Zelda game. Therefore, before starting the storytelling, the developer studio should deal with the structure.

    The main theme of Ocarina of Time is definitely time. Many of the Zelda games are known for their connection to other games in the series, and their placement in the timeline depends on how the main events of the series are interpreted from game to game. The connection between the past and the present can be used for storytelling in many ways, and to make a work worthy of the name Zelda, a way must be found to take the old versions and give it a new sense; Something that the developers of this series of games are very familiar with.

    BingMag.com Zelda, how to become Zelda; Can everything in a set be changed?

    Use of old and new elements

    In any series of any medium, a sequel should add new content to the story. Games like Twilight Princess are great examples of why this process benefits from reusing old ideas as well as completely new ideas. After all, what's the point of a new story in a series if it doesn't do something special to be different?

    BingMag.com Zelda, how to become Zelda; Can everything in a set be changed?

    Games often take this kind of approach because sequels have much different and more functional needs. The game sequels are expected to expand and this development should happen not only in the story but also in the gameplay and its mechanics. Usually this leads to the creation of new steps. If the story takes the player back to an older setting, the developer has a responsibility to connect that setting to the new story in some way. There is no set way to create a new piece of content, however everything in writing is connected to context and that is why understanding the themes of a genre or a series is important.

    Problems There is a lot of discussion about the successful and unsuccessful elements of each collection. Some ideas can look good on paper but not so good in practice. This means that making the sequence becomes somewhat of a trial and error exercise. While introducing new stories or locations is usually an easier task, the real challenge for creators is introducing new characters to series. Kakariko Village To illustrate the point. In practice, we will have a look at the village of Kakariko in Ocarina of Time and Twilight Princess. Remember that one of the main points of creating new content for established series is that everything should be old and new, and Kakariko is a prime example of this.

    BingMag.com Zelda, how to become Zelda; Can everything in a set be changed?

    In Ocarina of Time, Kakariko is practically the only village in Hyrule that looks like it belongs here. The village lies in the shadow of Death Mountain, a huge active volcano where the Gorons live. It is also near a river that leads to a special group area. A group that is not from Hyrule. Finally, there is a large graveyard in Kakariko that is uninhabited, and unbeknownst to the inhabitants, the simple village of Kakariko has a dark temple beneath it. Kakariko is like the edge of human civilization and is the border between Castle Town and the outsiders who live in other parts of the world.

    Compare Kakariko to Castle Town, which Link uses as a place to renew resources. . There is no danger in Castle Town because this is where people live. However, Link is a hero and does not belong in a place without danger. So in this place you buy only the things you need, play some mini games and finally continue your way.

    BingMag.com Zelda, how to become Zelda; Can everything in a set be changed?

    Kakariko Village in Twilight Princess

    In Twilight Princess, Kakariko returns with changes. The village is still beset by danger, especially when you first enter the town, as a group of Moblins and Bokoblins have taken over. However, the game developers added new ideas to this area. Kakariko is currently further away from Castle Town and Lost Forests, mostly due to the larger Hyrule map in this version. In line with the nature of this village, the construction team has given it an atmosphere similar to the wild west. Many of Hyrule's people appear in this village in a style similar to the Wild West era, and some of the townspeople even look like Native American tribes. familiar, while still doing something new and different. If the sequels were to be something completely different and not have elements from the previous versions, they would no longer be recognized as a sequel and would be considered a new and independent work. Of course, none of this means that new content should be feared and avoided, but that new content should be carefully processed so that it naturally integrates with old content. In short, whatever the new content is, it must make sense within the context of the universe, history, and established themes of the series.

    Whatever the new content is, It has to make sense within the context of the universe, history, and core themes of the series.

    A good example of this can be seen in the addition of the Snowpeak Ruins in Twilight Princess. The Zelda series has used snowy areas before, but Ocarina of Time did not include a snowy area in its version of Hyrule. So its inclusion in Twilight Princess was completely new. Many didn't react to this, however, because after all, adventure games have been taking players to a variety of different biomes for decades. However, this area was useful for gameplay and with a story in mind, it was perfect for the series.

    BingMag.com Zelda, how to become Zelda; Can everything in a set be changed?

    Creating new characters

    One of the most exciting aspects of writing a new chapter of an old story is creating new characters. Of course, the decision to create these characters is probably one of the strangest and most dangerous choices, which has many reasons. Sometimes fans prefer the old characters and the time they spent with them in the previous versions and get used to them more. This sometimes makes it difficult for them to relate to new characters. However, the existence of new characters who have good payment can give a new feeling to the story and shine next to the main character. On the other hand, the number of new characters can take the focus away from the main characters and end up harming the story.

    Summary

    The Legend of Zelda series in each of its games. , focuses on a different version of Link, a brave young Hylin with pointy ears and Princess Zelda, a magical princess who is the reincarnation of the goddess Hylia. They fight to save the land of Hyrule from Ganon, the evil warlord and the main antagonist of the series. However, what has made the various games of this series not seem repetitive is the principle of using old and new elements. Developers in each version of the series have tried to use new content in the games along with its familiar aspects. This has made each version of the series enjoyable for fans and newcomers alike, and has created a link between all the games. The Zelda series is a lesson for game makers and in general all people and studios looking to make sequels to their stories.

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