I recall the first dungeon from the original Legend of Zelda game as being a monumental moment for me. From the change in music (it goes from hopeful and adventurous to moody really quickly), I knew I was in for something special, and now, about 100 Zelda dungeons later, I still have very fond memories of the first. So imagine my delight when Kotaku posted the following video earlier today, explaining the design of some of those dungeons. How they were created and why they designed them the way they did. It shows us some behind-the-scenes we never thought we would see:
On top of that, let’s take a quick second while on the subject to talk about the Legend of Zelda’s second quest. How ahead of its time was that? The map stayed the same but the placement of the dungeons changed, as well as some of the dungeons themselves. Why the hell haven’t more current game publishers done things like this? The big incentive now is the game-plus option when you play through a game with the weapons and strength you gained in last play through, but rarely is the game itself different. Castlevania Symphony of Night did something similar (flipped the caste upside down once you beat it and you then had to play the game inversed, which was also mind blowing). But man, Zelda had the formula mastered from the start.
Dear current game publishers. Do more stuff like this instead of making all the cool shit into DLC. Real f*cking talk.