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The story
The thread’s original poster, after playing the remake of The Legend of Zelda: Ocarina of Time, criticized its step-by-step routines — like getting the glove, going back to move a boulder, or planting a magic bean and returning later to collect it — as “just busywork,” arguing that puzzles solved by freely combining abilities, as in Breath of the Wild and Tears of the Kingdom, are more fun. Other posters pushed back, pointing out that the basic puzzle structure of “gain a new ability and return to a known location” is common to other action games too, sparking a split of opinion over whether linear or non-linear design is superior.
What people said
I got the glove as adult Link, so I went back, moved the boulder, found a hole, went in, and there was a Gold Skulltula.
Not fun at all — just busywork.
Finding Koroks in Tears of the Kingdom by combining abilities and Zonai gadgets is way more fun.
Sure, a fancier reward might create some excitement, but that's just dopamine firing off for the reward itself — it doesn't mean the gameplay itself is actually fun.
So did the linear camp actually find this kind of gameplay (Re: #5 Re: #6 Re: #8 Re: #10) fun after playing this Ocarina of Time remake?
Not fun at all, just busywork.
Having to go back to the Temple of Time every single time, and all the back-and-forth travel, is a pain too.
Freely coming up with ideas and experimenting feels more proactive than just solving puzzles someone else designed.
Same here.
For gimmicks and puzzle fun, it's Tears of the Kingdom > Breath of the Wild > Skyward Sword > Ocarina of Time.
You go back to being a kid and plant the magic bean.
Then you go back to being an adult again to collect the piece of heart or Gold Skulltula.
Not fun at all — just busywork, plain and simple.
Going back and forth between past and present is a lot of busywork too.
Well, part of it is that I've already played it and it's too easy, but
I feel like the format itself is just flawed.
Breath of the Wild, Tears of the Kingdom.
That said, it's a matter of taste, so I'm not knocking it.
I like Metroidvanias.
I even played Silksong all the way to 100% completion.
But it's fine for games like that to exist too — and since this is a remake of a classic, this level is probably fine as is.
In Breath of the Wild you can go anywhere, so I don't think players actually get lost.
If anything, it's Ocarina of Time's format that needs careful hand-holding or players get lost — and once you're hand-held that carefully, it just turns into busywork.
It's like getting the High Jump Boots or bat form in Symphony of the Night.
Yeah, that's true, but
Ocarina of Time doesn't really have much of that kind of gameplay, does it?
Let's all share our opinions together.
It shows your position in real time, so I keep an iPad next to me and use it as a map.
Yeah, that really is handy.
It's a bit underwhelming that re-exploring only nets you collectibles, pieces of heart, or rupees, but A Link to the Past is kind of similar.
As for Metroidvanias, IGA's post-Symphony of the Night games also open up plenty of new areas, though going there usually just gets you a modest health upgrade at best.
Shadow Labyrinth is just nuts though — areas only reachable with a newly acquired ability that genuinely have nothing in them when you get there.
Getting a Korok seed isn't as exciting as getting a piece of heart, but
combining Zonai gadgets with Ultrahand to carry a Korok to its friend is way more fun than just planting magic beans or dropping bugs into holes.
I'd guess they'll keep doing mainline titles and remakes in-house, with 2D entries outsourced.
There are three now, actually 😅
I see — you're conflating the low quality of 30-year-old gimmicks built under a 32MB constraint with a problem of the linear format itself.
Maybe don't play the critic quite so hard.
Huh?
Nintendo themselves saw this structure as a problem over ten years ago — that's literally what led to Breath of the Wild.
There's a sizable camp that argues the 30-year-old format was actually the better one, you know.
I'm just saying, nah, that's not really it.
Don't go inventing an opposing camp after the fact.
Either way works for me.
Linear Zelda is boring.
Which is exactly why people are calling this thread a diary entry.
Some folks saw through it from the very start, huh.
A diary entry?
You mean it's just a personal opinion?
Well, duh — why state the obvious?
The dungeons and boss fights are nearly identical.
The field exploration is the same too.
Come on, that's just lazy.
That's basically how remakes work, isn't it?
It's basically the ideal remake, I'm tellin' ya 😄 god-tier, god-tier, god-tier
If ya wanna do new stuff, go make a new game, that's what I'm sayin' 😁
This is the exact thing people kept saying about the Dragon Quest III/I/II remakes the whole time 😉
Same goes for FF too 😂
If you played Ocarina of Time and found it boring,
then that's just the OP's opinion and that should be the end of it.
Do you just want everyone to sympathize and pat your head?
Background and Key Points of This Debate
Ocarina of Time originally released in 1998 for the Nintendo 64 on a 32MB cartridge, and this thread is discussing its remake. For years, the series stuck to a “linear” structure — progressing through dungeons in a fixed order — but starting with Breath of the Wild in 2017, it shifted dramatically toward a “non-linear” approach: freely exploring a vast open world and combining acquired abilities to find your own solutions. This difference in design philosophy has long been a flashpoint among fans debating which approach is superior. What split opinion in this thread was whether the classic puzzle structure feels outdated, or whether it was a reasonable design shaped by the hardware limits of its era — worth noting this isn’t a question a simple old-versus-new comparison can settle.
※This article is compiled and summarized from the 5ch (Hardware/Industry (Geha)) thread “Breath of the Wild is fun, but linear Zelda was fun too — I played Ocarina of Time and “that’s just not true”.”



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