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The Legend of Zelda: The Wind Waker From ... - Douglas Wilson

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Figure 11 – Players use the special first-person view \when aiming weapons like the bow. (<strong>The</strong><br />

<strong>Legend</strong> <strong>of</strong> <strong>Zelda</strong>: Ocarina <strong>of</strong> Time, Nintendo, 1998)<br />

In fact, Ocarina <strong>of</strong> Time actually incorporated a special first-person view mode<br />

for exactly this reason. Though the majority <strong>of</strong> the game was played in the externalized<br />

third-person, players could press a button to enter a stationary first-person mode, in<br />

which they used the joystick to look around at any angle. This allowed players to better<br />

inspect the whole environment, since the third-person view makes it difficult to look<br />

directly above or below. In the 3D <strong>Zelda</strong> games, this mode is used – in familiar first-<br />

person shooter fashion – to let Link aim his ranged weapons, such as his slingshot and<br />

bow. Thus, the 3D <strong>Zelda</strong> games combine the best qualities <strong>of</strong> both approaches: the<br />

moment-by-moment comprehensiveness <strong>of</strong> the third-person perspective and the first-<br />

person view’s specificity <strong>of</strong> control.<br />

Nevertheless, the shift towards a dominant third-person perspective raises some<br />

difficult questions. In such an externalized view, does the player act more as disembodied<br />

puppeteer rather than direct inhabitant? How can we immerse ourselves in virtual space if<br />

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