Boss Keys episode 5 sneak peak (Patreon)
Content
Throughout this series, I've struggled to find a way to talk objectively about the structure and complexity of any given dungeon.
Things like "how many keys are there?" and "how much backtracking do you have to do?" are useful but imperfect ways to discuss these things.
So, while playing the Oracle games, and the 16 dungeons within, I wanted to come up with a universal way of representing a dungeon's structure - so we can clearly see how a dungeon is laid out, and how dungeons compare to each other.
Keys are keys, blue doors are locked doors. There are special ones for the boss key and door. Orange bits are puzzles / obstacles you can't solve / bypass until you get the key item.
This is the Dancing Dragons Dungeon from Oracle of Seasons. Pretty typical dungeon - you'll see more complex maps with bespoke locks and keys (raising water levels, dropping ice onto lava, etc) in the episode.
You'll also see these graphs for dungeons from Link to the Past, Link's Awakening, Ocarina of Time, and Majora's Mask. It was important that the graph was universal and applicable to every Zelda game.
And yes, I do plan to release them at some point!
Anyway. I'm excited, hope you are too. I'm very keen to apply these graphs to games like Wind Waker, A Link Between Worlds, and the DS stuff.