Zelda Producer Tells How Link Between Worlds’ Non-Linear Dungeons Work

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Zelda series producer Eiji Aonuma has answered a few fan questions on Nintendo U.K.’s 3DS Facebook page, regarding The Legend of Zelda: A Link Between Worlds. Among the topics he touches upon are the game’s dungeons, and how they have been designed to accommodate the fact that you can tackle them in any order.

 

Below is the exact question regarding how dungeons and the item-rental system will work together, and Aonuma’s reply:

 

As players are free to tackle the dungeons in any order, how did you ensure that someone who picks a certain dungeon first can enjoy it just as much as someone who tackles that particular dungeon last?

 

In terms of the difficulty level, each dungeon features new ideas involving the item you need to use there, so there isn’t some kind of process or order you can follow to make it easier. However, if you are using a particular item more than normal you will become more used to it so you may find it easier to complete the corresponding dungeon in that case. However this is a reflection of your own skills increasing so I think the game would be most fun if you try out lots of different approaches.

 

After he’s done answering questions, Aonuma adds: “Oh, one more thing. I see many of you have been asking about a remake of Majora’s Mask for Nintendo 3DS. It’s nice to see such a strong response to this title and we haven’t forgotten about Link’s adventures in that world.  If you play A Link Between Worlds, you may better understand what I mean by that. “


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Author
Ishaan Sahdev
Ishaan specializes in game design/sales analysis. He's the former managing editor of Siliconera and wrote the book "The Legend of Zelda - A Complete Development History". He also used to moonlight as a professional manga editor. These days, his day job has nothing to do with games, but the two inform each other nonetheless.