The Legend of Zelda: The Wind Waker From ... - Douglas Wilson
The Legend of Zelda: The Wind Waker From ... - Douglas Wilson
The Legend of Zelda: The Wind Waker From ... - Douglas Wilson
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Technological innovations and ballooning development budgets have inevitably led<br />
games towards better graphics, higher quality sound, more ambitious stories, and larger<br />
gameworlds. But apart from these more obvious changes, the <strong>Zelda</strong> series has gradually<br />
approached Shigeru Miyamoto’s long-held vision <strong>of</strong> videogames as playgrounds.<br />
Although Miyamoto, the creative mastermind behind the Mario and <strong>Zelda</strong> franchises,<br />
excels at creating such playground worlds, this trend is not limited to Nintendo.<br />
Storytelling, level goals, and hand-eye coordination challenges aside, the virtual worlds<br />
<strong>of</strong> videogames are increasingly rewarding to simply explore, interact with, and exist<br />
within, in terms <strong>of</strong> both entertainment and artistic value.<br />
In order to contextualize <strong>Wind</strong> <strong>Waker</strong> and the design <strong>of</strong> its virtual world, this<br />
thesis follows the evolution <strong>of</strong> the <strong>Zelda</strong> series over two decades. I highlight specific<br />
design philosophies and game features – especially in contrast with Miyamoto’s Mario<br />
franchise – that contribute to the series’ focus on virtual environment. In particular, I<br />
discuss the jump to three-dimensional graphics, as well as the decision to use a “third-<br />
person” view. I then concentrate on <strong>Wind</strong> <strong>Waker</strong>, examining its virtual world as a space<br />
for exploration, open-ended play, and dramatic action. Finally, I argue that the<br />
playground metaphor <strong>of</strong> virtual space is ultimately inadequate for facilitating a more<br />
rewarding experience <strong>of</strong> presence.<br />
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