In the game Zork the descriptive atmosphere makes the game seem real. The games gives you enough information with not overloading with unimportant information letting you fill in the details with your mind. You know where you are in comparison to your previous location because of the compass based system and the descriptions of the directions. Your options for movement vary from room to room. In some rooms you can go south, north, east, or west others up or down. You can look at things, jump and other various actions depending on the room. In every room it lists the directions you are able to move and objects you can react with helping you to continue into the next room and complete the game. Myst is made realistic by it's fantastic rendered images. You can walk around the island but you skip from location to location instantly not seamlessly. You remember where you are from your previous direction using a map. In every space you walk through you expect there to be items lying around or hints or puzzles somewhere on the screen accessed by clicking them. You can turn in different directions and walk forward. This makes it seem more realistic to the user. After entering the library there are two books both of which contain people trapped inside pleading for help to find pages to release them. This makes you start looking for the pages and start the game. There is also set paths that you can not veer from unless it is important to. In the Original Legend of Zelda you can walk around the main world to almost anywhere you please. You can almost immediately travel to the eighth dungeon if you would like to. You can make your character move up, down, left, and right on top of the world and when you hit an edge of the screen it takes you to another screen that is in that direction. On each screen you can expect to find monsters, trees, doors, or other various objects. You can swing a sword or use an item that you have equipped. the screen has a shift with your character to one side when you shift screens and your character comes out of the side he was walking from reminding you of where he was in relation to the last screen. There are obstacles that prevent you from going in directions the game doesn't wish you too as well as puzzles and water preventing you from complete free range.