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Zelda Facets (4): Weapons

Zelda Facets (3): Hyrule

Over on ihobo today, the next part of the new Zelda serial, looking at the relationship between an avatar and its world in the context of The Legend of Zelda. Here’s an extract:

The elegance of the Zelda franchise’s solution to the problems entailed in facilitating avatars is such that it has many imitators, although it is worth noting that the 1986 Metroid – released by Nintendo in the same year as the original Legend of Zelda – has essentially the same relationship between character and world. It can be described as follows: the character starts with only the capacity to explore and to defend themselves (or, equivalently, to enact violence but without a huge degree of efficacy). Through exploration and survival, the player overcomes challenges that grant them an increase in their power, which can involve making the character tougher, increasing their capacity for violence, or granting them a way to access parts of the world that were previously inaccessible. Once the player has acquired sufficient powers in this way, they have a final showdown that tests their ability to deploy all the powers of their character, after which the game concludes. If this reads like a description of any videogame, this is a mirage caused by the extent to which this structure has permeated the player practices of digital entertainment.

You can read the entirety of Zelda Facets (3): Hyrule over at ihobo.com.

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