The overworld writes the dungeon

12 min read

By Eduardo Orellana ·

Nintendo, 2013. A Link Between Worlds lets you rent the items and choose a dungeon. The temples have to be fair in any order, which the map decides.

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Order is a dungeon constraint

The Legend of Zelda: A Link Between Worlds, Nintendo, 2013, looks like a dungeon game with a generous overworld. The overworld is the constraint. Because you can approach the temples in more than one order, a dungeon cannot assume you hold the item from the previous temple. The classic Zelda escalation, each dungeon teaching the tool the next one will twist, is unavailable.

What replaces it is a dungeon that is complete in itself, and an overworld where the item you rented is the real progression. That is a different promise. Players who want the chain of tools will feel the temples are flatter. Players who want to choose their night will feel respected. You do not get both for free. If your game lets people go anywhere, your dungeons have to be readable without a syllabus. A Link Between Worlds pays that bill. A game that copies the freedom and keeps the syllabus will soft-lock, or it will hint so hard that the freedom was decorative.

How the overworld decides what a dungeon can be

The dungeons of A Link Between Worlds make sense only once you look at the map above them, because the order you are allowed to visit them in sets the rules they have to follow.

Individual Zelda dungeons have always drifted in style. The bigger movement across the series is about sequence. The original Zelda lets you walk at most of its dungeons whenever you like, with only a handful of barriers standing in the way, so Hyrule gets explored out of curiosity rather than instruction.

Structure arrives with A Link to the Past. Light world dungeons come first, dark world dungeons come after, whole regions of the map sit behind particular items, and the numbers on the dungeons themselves point at an intended route.

From there the series tightens. Ocarina of Time leaves a little slack in its middle stretch, but only for players who ignore what the story tells them to do. Wind Waker mostly hands over a single order. Minish Cap and Twilight Princess gate later regions behind completion events, so the current dungeon has to be finished before anything else opens.

The end of that road is Skyward Sword and its heavily guided shape. A Link Between Worlds turns around and walks back the other way: A Link to the Past again, only looser.

Free dungeon order returns to the series

A Link Between Worlds fixes only its opening. Eastern Palace has to be cleared first and serves as the tutorial, and then you pick between House of Gales and Tower of Hera.

After Lorule opens up, the seven dungeons that remain are available in almost any sequence. Measured against the Zelda games around it, that is a large break with habit.

Freedom on that scale forces changes elsewhere, and the biggest one is renting. The hookshot, fire rod, boomerang, hammer, and the rest are no longer waiting inside chests; you rent them from Ravio and carry them in.

On paper the economics are neat. A rented item stays yours until you die, and dying means paying for it again, which gives death a cost and gives rupees a job.

Played out, the pressure is gentler than the design suggests. The game is not especially hard and rupees pile up quickly, so most players end up renting the whole shop and rarely fear losing any of it. The structural problem it fixes is real all the same.

Dungeons state their required item at the entrance

When a dungeon depends on a particular tool, A Link Between Worlds nearly always says so outside the door rather than halfway in. Tower of Hera announces itself with pegs at the entrance that only the hammer can drive down.

Compare that to walking deep into a dungeon and finding out the way forward needed something stashed on the far side of the world. Here you can head in almost any direction, you seldom slam into a wall you cannot pass, and an area that is going badly can simply be left for later.

Above ground the effect is excellent. Curiosity gets to lead, exploring is rewarded, and changing your mind is always allowed.

The bill arrives underground. Whatever makes the world flexible also narrows what a dungeon is permitted to assume about you, and therefore what it can teach or escalate.

Renting costs the dungeons their item reveal

The classic Zelda dungeon opens by showing you obstacles you cannot yet handle. You explore, you turn up a new item, and you walk back through rooms you have already seen with a different understanding of them.

That shape gives a dungeon its own internal arc. The place reads as sealed, the item reframes it, and the barriers from the first half turn into routes in the second.

A Link Between Worlds gives most of that up, because whatever the dungeon needs is already hanging from Link's belt when he arrives. Desert Palace is the one real holdout: it hands over the Titan's Mitts partway through and sends you back to heavy rocks you passed earlier.

Everywhere else the moment is missing. The rooms can still be good and the puzzles can still be sharp, but the building rarely changes shape in your hands because of something you found inside it.

Choosing your own order flattens the difficulty curve

The second thing free order costs is escalation. Any Lorule dungeon could be the first one you attempt, so none of them can safely assume a late-game player.

Complexity does vary between them, but the overall slope stays gentle. Enemies and bosses could in principle be tuned to how many dungeons you have already cleared. Puzzle structure is far less willing to scale like that.

A fixed sequence lets a late dungeon lean on every idea and every item the player has accumulated. A game that cannot predict the order has to hold something back.

What you get is choice with a softer middle. The player gains freedom, and the dungeons give up the mounting pressure a set order pays for.

One guaranteed tool per dungeon, and no more

The third compromise sits in what a dungeon is allowed to take for granted. It can count on the item its entrance demands, and beyond that it cannot build its central puzzles around anything else in the rental shop.

Swamp Palace can pack itself with hookshot puzzles and hookshot enemies. It cannot insist on the boomerang, bow, fire rod, hammer, ice rod, sand rod, Pegasus Boots, or Tornado Rod unless the room also supplies another way through.

Bombs get the same treatment. Where a bomb is wanted, the dungeon tends to stock enemies that regenerate into bomb-like ammunition, which makes the intended answer easy to spot.

A little flexibility does survive. Some enemies and some puzzles get easier when you happen to have rented extra gear, which leaves a faint flavor of improvisation, well short of what later Zelda design would open up.

The wider reading is that A Link Between Worlds is fitting a dungeon tradition built for linear play into a freeform frame. In places you can see the tape.

The three kinds of Zelda dungeon

Zelda dungeons sort fairly cleanly into three broad types, and the split is a useful lens for this game.

Lock-and-key comes first. The dungeon is a maze. The route to the boss is interrupted by locked doors, bulky obstacles and hazards. You pick the knot apart by finding keys, spending keys, and holding on to the memory of which routes are still shut.

The puzzle box comes second. The building itself is the puzzle, and you make progress by operating it: raising and lowering water, moving between eras, flipping the whole structure over, or otherwise changing its state.

The gauntlet comes third. Less about reading a space, more about clearing rooms, beating enemies, and pressing on. Fragments of the other two show up, but the layout is broadly a straight line.

Plenty of games run all three at once. Ocarina of Time offers the Forest Temple as lock-and-key, the notorious Water Temple as a puzzle box, and the Shadow Temple as a gauntlet. Even so, a whole game usually leans one way.

Lock-and-key navigation comes back into fashion

What makes A Link Between Worlds stand out is that its dungeons are mostly lock-and-key, which had not been true of a Zelda game for a long stretch.

The evidence is on the map. Paths branch, rooms hand you more than one exit, and you are expected to hold a picture of where you have been and where you still owe a visit.

Decisions come with it. You often hold several small keys at once and get to pick which locked door to spend one on, and that pick carries a small doubt: is this the way onward, or is it the side room?

Backtracking is genuine as well. A key may need carrying back across the dungeon, or a switch pressed in one room may change something several rooms away, and the game does not always excuse you from the walk with a shortcut.

None of it reaches the density of the hardest older examples, such as Link's Awakening or the Oracle games. It does bring back a style of navigation puzzle the series had been quietly dropping.

More on this: Sequence breaking in Toki Tori 2: the lock is knowledge

A gentler take on lock-and-key than the older games

A Link Between Worlds keeps its mazes friendly. Three or four small keys is the usual allowance, which caps how much bookkeeping any dungeon can ask for.

The mental load stays low for a second reason. Only one dungeon runs the old mid-dungeon item lock. You are never juggling a fresh tool, a list of old barriers, a fistful of keys and a shifting dungeon state at the same time.

The map on the lower screen is generous too. The layout is drawn the moment you step inside, the compass fills in a lot of the rest, and the dungeons are small and tightly interconnected, so a return trip is rarely a hike.

That compactness is mostly to the game's credit. The enjoyable half of backtracking is the decision, made because you understand what changed. The dull half is the walking. This game tends to keep the first and trim the second.

The thinnest examples, Skull Woods and Tower of Hera among them, are more direct than the rest. Even they have something to offer.

Wall merging is the strongest new puzzle idea

Tower of Hera is easy to read as a space, and it is still memorable. It runs vertically, it puts the stereoscopic depth to work, and its springboard panels are a pleasure to bounce off.

The bigger idea is wall merging, which sits at the center of the game. Link flattens into a painting on the wall and slides along it, crossing gaps and reaching places no ordinary route would allow.

It produces good puzzles and one very good boss. What it really does is retrain you to look at a wall as a possible path instead of the edge of the room.

Skull Woods has a second piece of elegance: luring a Wallmaster into landing on a button. The enemy, the button, and the rules about which floor is safe have all been taught beforehand, so the payoff feels earned. Nobody is guessing; you are assembling rules you already hold.

Vertical thinking shows up as well, in puzzles that treat the dungeon as an actual building. Dropping through a hole to land beside a key below, or letting light spill from an upper floor to the one under it, makes the architecture count.

The puzzle-box moments stop short

Now and then A Link Between Worlds points toward puzzle-box design and then declines to follow through.

One dungeon has you carry light down from an upper floor to a lower one, which is a fine architectural premise. The execution is undemanding enough that you never really have to hold the whole building in your head.

Swamp Palace runs the familiar water routine, raising and lowering the level in the manner of earlier Zelda water dungeons. The catch is that most rooms only let you leave at one particular level, so the choice tends to solve the room in front of you and clear something adjacent by accident.

A stronger puzzle box works the other way around. Changing the state is a deliberate call, made about a problem you cannot currently see and have been carrying in memory.

Swamp Palace does have one small distinction: it hides a small key that is entirely optional, an idea the series had left alone for years. Its water system is still less ambitious than it might have been.

The moment-to-moment feel is exceptional

Set the structural arguments aside and A Link Between Worlds still earns praise for how it feels under your hands, which is something you only learn by getting it running and playing it.

A lot of Zelda has a slightly stiff rhythm. The older 2D entries never stray far from their grid, and the 3D ones frequently pin Link into one-on-one duels so the fight stays legible. This one is quick and fluid instead.

Movement is free, the sword connects fast, and the whole thing holds 60 frames per second. Responsiveness of that kind carries a lot of weight. A plain room plays better when the character underneath you is sharp.

The dungeons also hide their optional rewards well. Solve something off the main route and you may find a key, or you may find rupees, and since rupees fund the rental shop they never read as a booby prize.

The deeper secrets are better still: upgraded tunics, extra magic, and the ore that improves the Master Sword. They give a thorough player a reason to comb the dungeon well past the critical path.

A worthwhile experiment with its seams showing

A Link Between Worlds is a curious hybrid, part sequel and part remake of A Link to the Past. The map is largely the same, the light-and-dark world split returns, and several dungeon names and ideas come with it, but the layouts underneath are new.

Those dungeons are easy and they are good company. What matters more is that they restore a classical lock-and-key style the series had been leaving behind.

Going nonlinear was the right call. The overworld opens up, the player has more say in what happens next, and being stuck in one place turns into a reason to go exploring somewhere else.

The execution is another matter. Renting blunts the mid-dungeon item reveal, open order flattens the curve, and every dungeon can only lean on a thin slice of the tools you might be carrying.

The takeaway is not that Zelda has to be linear. It is that a freeform structure wants a design philosophy written for it from the first day, not inherited. A Link Between Worlds is worth studying because it takes that step, even where the old dungeon formula refuses to bend around it.

Build it in Flockbay

In the Flockbay app, build two dungeons that can be played in either order and do not share a required item. Play them swapped. If one of them is nonsense second, it was secretly first. Fix it or admit an order.

An AI adventure game maker and a dungeon crawler template should be told the order is free.

Flockbay

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