The year 1986 marked a significant turning point in the way players interacted with virtual worlds, thanks to Nintendo’s revolutionary game, The Legend of Zelda. This iconic title broke new ground and presented an unprecedented type of experience that would go on to reformulate the industry’s understanding of video games. As a precursor to open-world games, alongside Ultima IV: Quest of the Avatar, Zelda taught us how to embark on a new kind of adventure. Fortunately, this was only the beginning of an almost forty-year journey that has given us so much.
The creation of The Legend of Zelda can be attributed to the creative genius of Shigeru Miyamoto and the often-overlooked Takashi Tezuka, the game’s main designer. Alongside the legendary Satoru Iwata, they directed one of the most influential games in history. The story of how The Legend of Zelda came to be is a fascinating one, filled with interesting anecdotes and design decisions that would shape the gaming industry forever.
Miyamoto and Tezuka worked side by side on two of Nintendo’s most important projects: Super Mario Bros. (1985) and The Legend of Zelda (1986). The development process was quite unique, with both games being developed almost simultaneously. This led to the exchange of ideas between the two projects, and ultimately, Miyamoto decided which ideas would work best for each game. He opted for two different narrative approaches: Mario would be more linear, while Zelda would be an open-world game.
The idea behind Zelda was to encourage players to think critically about how to progress through the adventure. However, this wasn’t easy to achieve. Initially, Link started with a sword, but players didn’t know what to do with it. Miyamoto decided to remove the sword, which led to the creation of the old man who offers Link his first weapon and provides tips on how to proceed. This design decision forced players to explore and investigate, rather than simply following a linear path.
As Miyamoto explained in an interview with Kotaku, he ignored the feedback from players who were confused by the game’s open-world design. Instead, he took away the sword, forcing players to start a basic search for a new weapon. Without a sword, Link was defenseless against enemies, prompting players to think creatively and seek out the old man’s guidance. This approach encouraged players to explore and understand that The Legend of Zelda was not a guided adventure, but rather an interactive world where they needed to take the initiative.
Miyamoto’s vision for The Legend of Zelda was to create a “miniature garden” where players could do whatever they wanted. He wanted the game to be an interactive experience, and his childhood experiences exploring rural areas near his home in Kyoto, Japan, heavily influenced the game’s design. As a child, Miyamoto would often explore caves, forests, and other areas, discovering new and exciting things along the way. He wanted to capture this sense of adventure and discovery in The Legend of Zelda.
The game’s world, Hyrule, was a groundbreaking concept at the time. Although the narrative complexity of the first Zelda game is relatively low compared to modern standards, it introduced two innovative aspects that set it apart from other games. Firstly, the game allowed players to explore the map in almost any order, with no predefined linear plot. However, certain areas were inaccessible until specific conditions were met, such as obtaining the raft, which could only be acquired at level 3.
The story of The Legend of Zelda was told primarily through the instruction manual, with the game itself providing only an introduction video and contextual clues. This unique approach to storytelling added to the game’s mystique and encouraged players to explore and discover the world of Hyrule. The game’s narrative was relatively simple, with Princess Zelda dividing the Triforce of Power into eight fragments to prevent it from falling into the wrong hands. The player’s goal was to guide Link as he navigated the world, solved puzzles, and battled enemies to rescue Zelda and save the kingdom.
The gameplay itself was relatively simple, with players controlling Link as he explored the world, acquired new weapons and accessories, and completed dungeons. Upon completing the game, a second, more challenging version of the adventure, known as the Second Quest, was unlocked. This altered the location of dungeons, changed certain objects, and strengthened enemies, providing a fresh experience for players.
The Legend of Zelda’s launch was a resounding success, with 6.5 million units sold worldwide. The game’s impact on the industry was significant, and it is widely regarded as one of the precursors to open-world games and RPGs. The game’s success paved the way for the creation of Zelda II: The Adventure of Link, which was released the following year. The Legend of Zelda’s legacy continues to be felt today, with the series remaining one of the most beloved and enduring in gaming history.