The Legend of Zelda was released in August 1987 for the Nintendo Entertainment System, the NES. It was the beginning of the game franchise that would be famous for action adventures, massive maps, quirky characters, dungeons and puzzles galore.
The puzzles in Zelda games are particularly good, from spatial based, 3D shape based, observation based and environmental puzzle-boxes goodness. Their difficulty ranges from the easy oh-snap-I-got-this, to a mid-range of huh-what-if-I try-this? to the hardest OMG-I’ve-been-stuck-for-hours! Zelda games are among my favorite games. I’ve been playing them since I first encountered the original at my cousin’s house. Actually, my cousin had both Zelda 1 and Zelda 2, so I’d switch from one to the other whenever I got stuck. (All the time!)
You can find beautiful game analysis videos out there for Zelda games. (My favorite is Game Maker’s Toolkit. They praise the game design and systems, but I am an artist and a writer. So, let’s look at the game from a writer’s perspective.
What can we learn from the original Legend of Zelda as writers and storytellers?
The game begins with an epic energy charged opening screen. (Here’s a link to music samples for this epic 8bit wonder:) The screen features a waterfall and vine-wrapped text with a sword, hints of the adventure to come. (Hmm, is that waterfall important?)
If you do not push the start button, a scrolling story-text begins:
Badum! “Many years ago Prince Darkness Gannon stole one of the triforce with Power.”
(Keep in mind that space was limited on these old game systems, and it’s been translated from Japanese, so forgive the condensed, slightly awkward phrasing. This is classic 8bit game lore!)
However, most players won’t see this story text. Either, they’re young (like I was and don’t bother reading,) or they’re impatiently hitting the ‘start’ button as soon as the option is available. Once you do, then you must register your name. (The game provides the main character with the name Link, but it can be anything, even your own name.) So, you select the name you’ve chosen for your game file and hit that start button one more time!
The game drops you onto a square map with a tiny sprite to control. A doorway nearby tempts you. There are exits to the west, east and north of your screen, as well. It’s your choice where to go. If you venture anywhere besides the cave, you’ll meet enemies, which you have no chance of defeating. Inside the fire-lit cave is a dramatic scene (by 8-bit standards). An old man delivers his iconic line, “It’s dangerous to go alone. Take this.” A sword is presented to you.
Lesson number 1 Establish Character Personality
The game allows us to put a name to the player character, we see what he looks like, but that is not much to go on. Instead, the personality is established by how the player reacts.
That’s why it’s important to give your character a choice at the very beginning. An action will establish their personality more than any long description. Are they timid? Are they bold? Will they enter the cave first? Or explore the wilder world?
Lesson number 2 Your story needs conflict. Don’t be afraid to put your character in danger.
The game shows you how much health Link has right from the beginning. Three hearts. One hit by an enemy and you lose a heart. There is danger around every corner. The old man warned you about how dangerous the world was. Why didn’t you listen? Because you can’t let the danger prevent you from playing. (Otherwise, the game would just be hiding in a cave. Boring.)
While simple in its gameplay style, the game still establishes the narrative by your actions. (I should say your narrative, since you’re the player and an active participant in the narrative. The story can’t move forward without you, the player. An example of a story with a second person POV.) By defeating enemies you gain rupees and get stronger. When you discover a weapon, like the boomerang you have more options to defeat enemies from afar. When you find the lamp you can suddenly see the dark rooms. At the end of the dungeon when you defeat the boss you receive the first piece of the triangle of wisdom. The first of eight pieces. Your ultimate goal is to collect them, and this requires finding all eight dungeons inside their strange and fascinating world.
Lesson number 3 Have a goal for your character.
The goal in the game is simple. You want to save Zelda. (Most of the games are about saving Zelda, or Hyrule) To do this you have to find the pieces of triforce and these are in the dungeons. It’s up to you to find the dungeons, defeat the boss-monsters and that’s how you’ll win. In a book, your goal can be plot based or more emotional, like falling in love, or overcoming your fears, or saving your best friend.
Lesson number 4 What? Where? World Building Tricks
In the game, immediately after you get your sword you’re in the midst of adventure. There is no more dialogue, no more text to read. You explore, fight enemies, collect rupees, and you can go anywhere on this map. Each square of the TV screen offers a new experience. Some places are hidden or not yet available (like the island you can’t reach until you have the raft, there’s a secret cave hidden behind a waterfall, and to get to the graveyard you have to cross through the labyrinth.) Your actions are limited by your health, lack of equipment and experience. In the beginning you have no idea how big the world is.
The first dungeon is across a long bridge. It is distinctive and clearly a special place. You’re drawn toward it. There is a tree on the other side with a wide mouth/doorway. Doorways have proved useful, so it makes sense to enter and you discover rooms full of enemies. There are treasures to find, such as a map and compass and a useful tool. You’ll even encounter a boss at the end of the dungeon. These elements build up over time. You’re not told about them all at once.
So, when you’re starting your story don’t overwhelm your reader with too many world building details. You can know about them, even hint toward them. Then you can expand the world as the story progresses. In the game this means as you gain experience you also progress the story and each new encounter is an opportunity.
Lesson number 5 is about your encounters, especially the unexpected ones.
There’s very few characters in the game, besides the various enemies. So each encounter is special. There’s the old woman who gives you a potion. There are shopkeepers with terribly expensive items, but the ring is worth saving for! There are fairy fountains, which heal you.
These encounters are all slower moments. They’re not full of danger or conflict, like the dungeon snakes that rush at you. You won’t lose hearts in these encounters, but they’re just as important. They give the narrative and the player (or readers) a chance to breathe. So, rest. Catch their breath. Appreciate the experience. In a novel, these moments allow for more emotions, as the character reacts and reflects on everything before the next conflict. In the game, the next dungeon needs conquering.
So, what are you waiting for?
To sum up here are the five key lessons for writers from the original Legend of Zelda:
- Establish character traits and personality by showing your character in action
- Have immediate conflict and danger
- Have an ultimate goal
- World Building starts small and then expands.
- Allow for breathing room in between the conflicts
When I started looking at the original Zelda game, I never expected to find such great examples of storytelling techniques. It’s an old 8bit game. These games rarely have stories, but that makes the few story elements more important. You can’t waste time. You have to work with what little is available. The games themselves were developed with a lot of limitations. 8bits is not much and yet Nintendo created an epic world and the beginning of an adventure game that’s expanded into more and bigger games. At its core though, they’re all Zelda games.
Writing about monster hunting is Tricky
I started writing an episodic story on Kindle Vella, an action adventure about a young woman who hunts monsters. I am definitely feeling the influence of the Legend of Zelda games. They’ve inspired me over the years with their worlds and experiences. Where else would I learn to fight monsters?
These writing tips are ones I try to follow as I write my own story. The Thorn Path is about Lucianna. She must survive in a terrifying forest called the Thornwood. Full of monsters? Yes. Danger? Very. Love interests? Wellllll… eventually. I can’t seem to write anything without a little romance, but sometimes it takes time to get there.
If you’re interested, check out The Thorn Path on Kindle Vella (for a limited time ONLY.)
Have you played the Original Legend of Zelda? Have you beaten it?
Zelda fans, I’d love to hear, what is your favorite game in the series?
(Mine is still probably Twilight Princess, although Breath of the Wild/Tears of the Kingdom are coming in as a strong second contender.)