Legend of Zelda: Ocarina of Time’s Hyrule Was Pretty Bare.

(AfroGamers.com) Open world is my favorite setting approach for games. Ever since I experienced the 3D overworld map of Legend of Zelda: Ocarina of Time, I wanted more worlds like that. Sure, it was a barren Hyrule even before the time jump but it great to just explore the towns, fight monsters on the map and so on.

Legend of Zelda: Ocarina of Time’s Hyrule Was Pretty Bare.

Legend of Zelda: Ocarina of Time’s Hyrule Was Pretty Bare

I first played Ocarina of Time in 1998, it was my Christmas game that year. The hype around in GamePro, Game Informer, and Nintendo Power was immense. Most of the gaming magazines at the time were into this game. The commercial for OoT sold me since I was heavily into fantasy stuff like Xena and Hercules at the time.

Now, for the power limitations at the time and this being Nintendo’s first attempt at something more involved—Link had an inventory and an armory all on his person—Hyrule Field was bare. Honestly, it should’ve been very safe to travel Hyrule Field.

Then again, when you see how spaced the major towns are, how they’re all set up on the border of the overworld map, and how dangerous it is just to get to Zora’s Domain, Goron City, and Kakariko Village…

Well, Kakariko Village isn’t a particularly dangerous trek but Goron City is within proximity of Death Mountain. Enough said. Considering that: who would bother leaving their towns? It’s just a trek from anywhere you’re coming from in Hyrule. There should be no issues traveling during the day. Decades later and I’m thinking “It would’ve been nice to have some bandits or orcs during the daytime.”

Link had a sword, Link had a shield: let Link slam! You could definitely slam if you headed into the different area maps en route to another town—day or night. Hyrule’s different chiefs/leaders didn’t have the best security in mind for their domains. I mean, I guess knights patrolled Hyrule Field but you never saw them.

Nintendo Has Done an Amazing Job with Hyrule Now

Nintendo would work on this over the decades to make Hyrule a world worth venturing through. In each Zelda title, you could see there was a goal to make the land of Hyrule more alive. Link should’ve had memorable interactions with the locals given he’s working to save the world.

The first step was in Ocarina of Time just by having a day-night cycle. In the late 1990s and early 2000s, you’d see more game exploring this mechanic. When paired with Zelda or Pokémon, it adds a sense of a passage of time for your adventure. This isn’t the longest day as it was in Pokémon Red or Legend of Zelda: A Link to the Past.

The Wind Waker and The Skyward Sword opened the world up some more, there were more inhabitants of the world. Then we get to the Breath of the Wild and Tears of the Kingdom—the closest to the realization of a living Hyrule. I say “closest” because developers can always push an element of gameplay.

Just look at the open world in Fallout 3 compared to Fallout 4 where there are fewer settlements or towns that need a transition screen. There are more places that you merely walk into or open a door. Something as simple as that is big for a complete or perfect open world setting.

While it wasn’t a perfect open world and a lot of things that were promised just didn’t get done, Fable is a game where the open world managed to do some simplistic elements you’d expect. Such as: walking right into someone’s home without a brief loading or transition—a 2004 accomplishment.

On the note of Breath of the Wild and Tears of the Kingdom: the addition of the player using any weapon they can get and those weapons having durability? Amazing combat mechanic, compliments to the chef.

This Is the Way

It’s not unusual for developers to “Bring the game back to its roots” but I say keep going forward with The Legend of Zelda. Go back to the roots for an action-puzzle project but for these titles with cinematic cutscenes, improved mechanics, dialogue, and lore pushing stories—make the quest an adventure. Keep it open world and let Link and the player to explore the world.

Why not? Link either constantly misses whole swathes of time because they’re in mystical eternal rest or has been reincarnated and lives in the boonies. Let Link experience the world. Don’t just shotgun one of Nintendo and gaming’s greatest heroes through towns they’re never revisiting and puzzle-riddled dungeon after puzzle-riddled dungeon.

Staff Writer; M. Swift

This talented writer is also a podcast host, and comic book fan who loves all things old school. One may also find him on Twitter at; metalswift.