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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two worlds required some inventive problem solving, reemphasizing the series’ focus on<br />
virtual environment.<br />
Yet despite all the talk <strong>of</strong> “revolution,” the transition <strong>of</strong> the <strong>Zelda</strong> series into 3D<br />
represented a qualitatively different upheaval than that <strong>of</strong> the Mario series. Mario 64,<br />
which transformed a largely one-dimensional platformer into an open-ended 3D world,<br />
marked a shift between polar extremes. <strong>The</strong> <strong>Zelda</strong> series, on the other hand, had<br />
championed nonlinearity from the very beginning. Strictly speaking, the explorability and<br />
navigational freedom <strong>of</strong> Ocarina <strong>of</strong> Time signified nothing new for the franchise.<br />
Rather, the fresh new atmosphere <strong>of</strong> Ocarina <strong>of</strong> Time lay in the immersive pull<br />
inherent to its three dimensions. Because we perceive the natural world in three<br />
dimensions, 3D virtual environments more closely draw upon our everyday experiences,<br />
and therefore engender a keener feeling <strong>of</strong> presence. Like the action-heavy Mario 64,<br />
Figure 8 – <strong>The</strong> <strong>Legend</strong> <strong>of</strong> <strong>Zelda</strong>: Ocarina <strong>of</strong> Time (Nintendo, 1998)<br />
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