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Why Game? 1 - TextFiles.com

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indulgent it is in this vice, perhaps more than<br />

any of the other games to date.<br />

Despite all this, it’s difficult for me to dislike<br />

it. In fact, I’m still rather fond of this one; and<br />

find it more playable and accessible than all but<br />

the very first in the series. What’s more, though<br />

I am bothered by the arbitrary fetch-questing,<br />

it doesn’t really interfere with my enjoyment of<br />

the game.<br />

I suppose the question that needs to be<br />

asked here is: is all of this really a vice in this<br />

case? Let’s suppose, for a moment, that the<br />

answer is “no”, which I think it is.<br />

What is the difference? <strong>Why</strong>, when Ocarina<br />

of Time tells me for the 100th time that a small<br />

key can be used to open a locked door, (but<br />

only in this dungeon!), do I feel like wringing<br />

Miyamoto’s neck and screaming “I KNOW<br />

ALREADY!”, but when Link's Awakening does it,<br />

it just seems like one of the game’s quirks?<br />

Looking at things on a psychological<br />

level, things maybe start to make a little more<br />

sense. After all, what’s really at stake in Link's<br />

Awakening? The premise, if you don't know,<br />

is that Link has been stranded on a desert<br />

island. Princess Zelda is presumed to be safe<br />

and <strong>com</strong>fortable. Hyrule is not even given<br />

mention, and is presumably experiencing peace.<br />

The island too, though subject to the usual<br />

“monsters are increasing” phenomenon of most<br />

RPG’s, is a relatively happy place. Presumably<br />

Link has some kind of motivation to leave and<br />

return home, but on the other hand, can the<br />

player really share this motivation? Given that<br />

it’s implied that Koholint Island is all there is to<br />

100 The <strong>Game</strong>r’s Quarter Issue #3<br />

the game, where else would the player want to<br />

go?<br />

So what then, is the player’s motivation?<br />

Eric-Jon Waugh, weekly columnist for Next<br />

Generation Online, once said, “the worst thing a<br />

videogame can do is assume that I have nothing<br />

better to do than play a videogame.” In many<br />

ways I think that sums up where the Zelda<br />

franchise has gone lately: they have be<strong>com</strong>e<br />

games for people who like playing videogames.<br />

Link's Awakening succeeds as it does, I think,<br />

because it kind of reverses this position.<br />

Bear with me here.<br />

I can’t speak for anyone but myself. But<br />

what really rubs me the wrong way with regards<br />

to modern Zelda games is not so much the<br />

way they take the player for granted but the<br />

pretense with which they do so. These are<br />

games that, using often beautiful, breathtaking<br />

visuals and storytelling, do their best to<br />

convince you that you have embarked on a<br />

quest of great, dramatic import; and then, as a<br />

means of <strong>com</strong>pleting that quest, they give you<br />

the most inane, insulting tasks possible. They<br />

take the player for granted. Even something like<br />

fighting a boss can often be broken down into a<br />

mechanical, easily reproducable set of actions<br />

once the boss’s weak spot has been discovered.<br />

(PROTIP: it usually involves using the treasure<br />

you found in that dungeon.) Wash, rinse,<br />

repeat.<br />

That’s kind of insulting, isn’t it?<br />

Link’s Awakening, on the other hand, is in<br />

a unique position. Coming on the heels of the<br />

resounding-yet-shocking-to-nobody success<br />

of A Link To The Past, it does its darndest to<br />

reverse-engineer as many elements of that<br />

game into its framework while at the same<br />

time, being released on a platform which, at the<br />

time, wasn’t the core of Nintendo’s business.<br />

The <strong>Game</strong>boy was more a side project. Nothing<br />

was riding on this game, and this allowed the<br />

developers to take some unorthodox liberties<br />

with the license. For example, Will Wright, as he<br />

appeared in the Sim City SNES games (as Dr.<br />

Write), is a character in Link’s Awakening. His

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