Hitomi Kayama
gt ID# gtg603w
LCC 2700
Ian Bogost
Written Assignment 2
The Legend of Zelda: The Wind Waker
The Wind Waker is the third of the Zelda series to employ three-dimensional graphics. This particular game is cell-shaded, which creates a unique three-dimensional world. Although the graphics are comical and not very realistic, the virtual space created in the game is in a way realistic because it is 3-D, and the player is able to navigate the main character to mostly any place in the game. The easiest way to know onefs location is through the use of the maps which are obtained in a rather simple way. The map to each individual island is gained by feeding the fish that swim around each island; the map to the dungeons is acquired by finding a treasure chest that contains the map. A small map is constantly displayed in the bottom-left corner of the screen, whether you have a map or not, that shows a yellow arrow which indicates the way the player is facing. The player is free to zoom in, out, or remove the map. A more elaborate map can be easily pulled up by pressing a single button. From the map menu, the player can see the map (sea charts) of the entire world, and can zoom into each island for a closer view as well. However, one can steer oneself fairly easily without a map, since most of the islands are flat, open spaces with very few obstructions aside from tall grass, key items, and monsters. Also, the ability to see in first person and move the camera angle further helps the player create a detailed map of the current area in his head. Also, when the player is sailing around in the Great Sea on his boat, a compass shows the player which way he is going (although the compass can get confusing?it is a nautical compass and the W and E are switched).
The organization of the space created within The Wind Waker is built on logic; the objects the player sees and comes in contact with are all placed where they would be expected. All of the islands in the game are neatly organized into all 49 squares on the sea chart. The options for actions of the character are numerous and varied. From simply running to swinging from rope to rope, all of the actions are executed by pressing very few buttons in a certain way. For example, in order to run, the most basic movement, the player must tilt the control stick in the direction he wishes to move. Most of the controls are straightforward and logical, and many specific actions, such as lifting and throwing items and moving large objects are accomplished by pressing the same A button. The B button is reserved for sword techniques.
The Wind Waker is successful in creating a virtual space through which the player can easily navigate, because of the detailed three-dimensional environment in which the game takes place. There is no limitation as to where the player can go, and there is no certain order the player must follow to progress in the game aside from what the characters in the game tell you to go; I think the most important aspect that provides the player to go in a certain direction is the desire, which the vastness of the game creates within the player, to go and explore.
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