What Difficulty Ocarina Of Time And Dragon Quest Have In Common

The Legend of Zelda: Ocarina of Time is one of the most iconic video games of all time, with many praising it as an important title from the start of the 3D era. Ocarina of time also had some extremely difficult moments, which contrasted with the relative ease of the rest of the game. The creator of Ocarina of time directly compared this type of difficulty to the design of dragon quest series, which was hugely influential in the early days of gaming.

The main entries of the dragon quest and The Legend of Zelda the series belong to different genres. the dragon quest is a turn-based RPG, where the player controls a group of adventurers as they explore dungeons and fight groups of monsters. The Legend of Zelda is made up of action-adventure games, with some light RPG elements. The battles in The Legend of Zelda The streaks are all about skill and timing on the player’s part, with Link often dealing with groups of enemies or massive enemies on his own. dragon quest the games are all about strategy and resource management, while The Legend of Zelda concerns quick reflexes and positioning.

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It took a long time, but the dragon quest and The Legend of Zelda the series finally crossed over in 2019, when Hero joined Super Smash Bros Ultimate as a DLC character. This meant that the protagonist of Dragon Quest III, IV, VIIIand XI could finally cross blades with Link on the battlefield. The heroes may have taken a long time to fight, but the dragon quest and The Legend of Zelda the series are intertwined by their creators, with the game design sharing a similar ethos when it comes to difficulty.


The influence of Dragon Quest on Japanese video games


Pokémon Red and Blue Link Game Boy Cable Cover

the dragon quest is much more popular in Japan than in other territories. This has started to change, thanks to the reception of Dragon Quest XI: Echoes of an Elusive Age, which is now available on all modern systems, but the international reception is far from that of the love for the game in its homeland. Despite this, the dragon quest directly inspired many of the biggest video game franchises to come out of Japan. the Final Fantasy series was heavily inspired by dragon quest and the original series entry even referenced it, with Erdrick from Dragon Quest 3The tombstone of appears in Elfheim. The two franchises would eventually fall under the same banner when Squaresoft and Enix merged, and the two have crossed paths on several occasions.


By far the greatest games to draw inspiration from dragon quest have been Pokemon Red and Bluebecause the trading mechanism that made the games so popular was inspired by Pokemon creator Satoshi Tajiri’s frustrations with Dragon Quest 2. There was a rare item in Dragon Quest 2 which Tajiri wanted, but couldn’t find, as it was a rare drop. When he discovered that a colleague had acquired two of the items, he came up with the idea of ​​swapping items between games. the dragon quest series has left a huge mark on the industry, even if it’s not an international success.

How Dragon Quest and Ocarina Of Time Have Similar Difficulties


Zelda Ocarina Of Time Water Temple Link Swimming

the original dragon quest and The Legend of Zelda games launched in 1986. The dragon quest The series was closely associated with the Nintendo brand for many years and it didn’t make the leap to another console until the year 2000 when Dragon Quest 7 was released for the original PlayStation. dragon quest creator Yuji Horii and The Legend of Zelda creator Shigeru Miyamoto have been contemporaries for many years and have even conducted interviews together in publications like Famitsu. The two emotionally discussed each other’s series and how they enjoy playing them.


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Miyamoto directly compared the game’s balance difficulty in Ocarina of time to that of the dragon quest series. He did so in an interview published in The Legend of Zelda: Ocarina of Time Encyclopedia. The interview was translated by Shmuplations and the full article can be read on their website, along with other rare interviews given by Japanese game developers.

If I can take the side of the player for a moment, shouldn’t the action also have to be a bit difficult, and the puzzles a bit tricky, for the game to be interesting?

Miyamoto: Hearing you say that reassures me. Certainly, even in the Dragon Quest series, people don’t praise Horii and Nakamura for their exquisite balance. it’s more that the unforgiving difficulty in some places ended up making it more memorable.

Hidden in this phenomenon, we see a big game design theme; it’s still ongoing and I haven’t found the perfect “conclusion” yet either. But as a developer, the important thing is that if you can achieve a certain level of quality, then you can build trust with the players. It’s something unique in the interactive world of video games, I think.

Fans remember the difficult and trying times of Ocarina Of Time


Link faces Dark Link in Ocarina of Time.

Miyamoto’s comments about fans remembering tough parts ring true with Ocarina of time, as people still stare at the Water Temple after all these years. In the case of the Water Temple, it might be for the wrong reasons, as it’s one of the most frustrating dungeons in the game, thanks to endless backtracking between switches and constant pauses. to equip/unequip Iron Boots. Fortunately, many of these elements were toned down in the 3DS remake, but they’re back in full force in the version of Ocarina of time on Nintendo Switch Online.

There’s also the Dark Link boss battle in the Water Temple, which is much more fondly remembered than the dungeon’s final boss. People remember this battle because of its difficulty and uniqueness, especially compared to the rest of the game. dragon quest The series has many of the same elements, as 95% of the battles in each game are random encounters that take place in a round of battle. A challenge dragon quest boss (like Dhoulmagus in Dragon Quest VIII: Voyage of the Cursed King) ends up being more memorable than most other bosses in the game.

It’s always a tricky balancing act when deciding how difficult a game should be, especially if it’s aimed at a massive global audience. Most games these days have difficulty modes and extra options to make things easier. Even the presence of autosave is a huge advantage, compared to the days of returning to a save point and hoping not to die. Miyamoto admitted that the puzzles in Ocarina of time had some confusing parts, but even those are memorable, because solving tricky puzzles can be one of the most memorable parts of everything The Legend of Zelda Game.

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Source: Shmuplations

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