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Below are spoilers for The Legend of Zelda: Phantom Hourglass for the Nintendo DS. Though nothing from the story is spoiled, be warned that a whole temple is.
In my opinion, The Legend of Zelda: Phantom Hourglass is an
amazing game. I’ve been a Zelda fan for a long time, however I had
never played a handheld Zelda before. I expected to be overwhelmed by a
full scale Zelda experience and in turn was pleasantly surprised with a
much more streamlined, to-the-point adventure. This is not, however,
the point of this post. For in this great game there was one thing, one
amazing thing, that I just could not take: the Temple of the Ocean King.
I know it’s not just me, because I am yet to find someone who defends
the role that this temple plays in the story. True, it’s not like I
roam the streets asking strangers about the issue but I have a feeling
that even if I did, I’d have a hard time finding any defenders for the
temple. However, for all I hate having to revisit the temple again and
again, I can’t help but to admire the amount of design that must have
gone into it.
The Ocean King’s Temple’s biggest flaw is that players are forced to
revisit it several times, and each of those times with (mostly) the
same mission. It is hard to disagree wih the fact that it gets
increasingly annoying to have to return to the temple every time the
navigation charts start feeling too small. And it gets annoying mostly
because first it gets predictable and then it gets repetitive in its
predictability. Even though the player gets to explore new areas of the
temple every time they return, it still feels like stale exploration.
The freshness of the temple is gone right after the first visit ends.
The temple has another great flaw, however, and it is that every
time they go inside, a timer starts. If the player is unable to reach
their destination in the given amount of time they are sent back to the
beginning of the temple and encouraged to try again. This timer
increases as the players adventure through the world but it is still an
incredible punishment, for if they are not quick or clever enough they
must replay a temple that they are probably already replaying for the
fourth or fifth time.
These two aspects no doubt cast this temple into the abyss of
horrible experiences, but the interesting thing is that if we are able
to look for a minute beyond these two flaws we will find a very tight
and clever design. This temple may be a punishment to players, but it
is a greatly designed one.
Zelda has made an incredible name for itself for many reasons, and
one of those is smart and exciting dungeon design. Zelda dungeons,
however, are somewhat dispensable: designed to be thrown away after
they are beaten for the first time. Also, Zelda temples tend to be
greatly centered around the item that is hidden in the temple and
players have learned that if they find a boomerang in the temple then
they can expect to solve most of the local puzzles and beat the boss by
using the boomerang and little else. The Temple of the Ocean King
defies all of these principles by nature, since players are required to
come back several times.
It makes me extremely curious why the designers chose to create this
temple in the first place, since it is evident that they were aware of
the flaws mentioned before. What impresses me the most about the design
of the temple is that the player progressively obtains items in their
adventure that override the temple puzzles. The player then has to
solve each puzzle twice, but differently.
The first time they must
solve the puzzle itself and the second time they must find the shortcut
that enables them to skip the puzzle altogether, buying them precious
time. However, these shortcuts are only available once the player has
gained access to a particular item and in order to do so they must have
already traveled deep enough into the temple to solve said puzzle at
least once. The main purpose of shortcuts, however, is to make it
possible for the player to clear the temple at all given the more
demanding time limits that they face later on.
And not only is the shortcut design clever, but the player actually
must use every item gained so far in the game in order to access all
shortcuts. By the time the player plays through the temple for the last
time, the result is incredible: it is truly the ultimate final dungeon.
Players masterfully navigate the dungeon, using every resource
available to them to reach the final destination. The time limit forces
the player to be smart and efficient, and by the time one reaches the
final chamber there is truly a feeling of having mastered the game.
The level design is flawless: the player learns through the temple,
evolves with the temple and masters the temple. However, and most
importantly, the player hates the temple. Because the mastery comes at
the cost of repetition and by the time the player reaches the final
destination the noelty has worn off, along with the excitement and the
surprise. And without surprise, there can be no fun.
Temple of the Ocean King, you have made me cleverer and you have
made me faster. You have made me smarter and you have made me stonger.
You have taught me invaluable design lessons. But most importantly, you
have made me wish that I never set foot inside you again, because I
truly hate you.
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I think a large portion of the problem is that a lot of the rooms play through the exact same way on multiple play-through before you get to even consider using the secondary solving method.
Solving this issue is difficult, to say the least. The design is obviously intending the player to distill their solutions to the most efficient solution, and also have a player enjoy an 'Ah-HA!' moment when they discover the much faster secondary solution for the first time. How does the designer accomplish this without the tedium of forcing the player solving the same levels over and over?
One of the features included warping to a specific location in the temple, taking the same amount of time off of your clock as you took getting to that location the last time you played the temple in full. This means the player can revisit the earlier levels to improve his/her record time, while having the option to skip the experience if the player is satisfied with his/her earlier performance.
I think that was an excellent idea, myself. If they made the temple consist of different 'wings', so to speak, instead of one tower marathon, the times you took in each wing could add together to a total time elapsed. In this way, you could play smaller sections over again, so that improving in one area was not dependent on all the other areas below in as is the case in the tower architecture.