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"It is possible to achieve the feel of non-linear level design by taking a linear path and adding short offshoots." also called a "maze". "As with the other l
by lurker17 15y ago
"It is possible to achieve the feel of non-linear level design by taking a linear path and adding short offshoots."
also called a "maze".
"As with the other levels, there is a minimum amount of re-traversal required to get through this level, as the critical path is extremely linear."
"The flow is generally linear and ramps well, as with Level 1, but the designers stop the player in Room 6 and won't let him continue until he gets the ladder in Room 8."
"One surprise was that the silver arrow is not technically on the critical path even though you can't beat the end boss (Ganon) without it."
So we see that these mazes are linear, except in parts where they have branches, and some branches are required, and there are a few loops.
So, what exactly is the point of this analysis? That this great game has structure, and isn't a completely open world? OK.