Tag Archives: Long Read

Link, the Legendary Heroine

Preface (9/20/2016): This was originally published on Zeldauniverse.net, a Zelda fansite. The intended audience consisted of fairly dedicated Zelda fans, most of which were in their teens.

Link! The Hero of Hyrule! A young adventurer who heeds the call to action and saves the land from darkness. Reincarnated time and again, forever destined to wield the Master Sword in defense of the Triforce and the people of Hyrule. Link, of course, is us, the persona we embody when we play a Zelda game, the avatar of our own heroism; the stand-in that represents us in the world of the game. Link is defined by many things: the tools we wield when we play, the land we save, the monsters we defeat, the dungeons we explore, the characters we meet. A green tunic, a sword, the Triforce of Courage. The actions we take and the fantasies we fulfill when we pick up the controller.

The stronger our connection to Link, the stronger our link to the world becomes.

That is why future Zelda games should allow the player to choose Link’s gender.

This may be a controversial position. You may have some concerns with the concept, and that’s fair. I posit that (a) this would allow more people to enjoy the games we love, and (b) it would have no ill effects on the quality of the game, its story, or its characters.

Let’s dive in. Read More →

Zelda Fan Survey 2014

Preface (3/23/2015): This survey was originally published almost a year ago, at my small Zelda site, Zeldadata.com. The audience was Zelda fans, not game devs! I’m re-publishing it here mostly as an exercise to put my blog workflow through it’s paces, but also because I think it’s awesome.

I have spent years pondering and talking about what makes the Zelda games tick: why do so many people, including myself, hold them in such high regard? What is this “Zelda magic” that everyone speaks of, and what do they mean when they say it? So I decided to ask! I built a survey intended to give me a glimpse into the minds and tastes of Zelda fans, and distributed it within the online Zelda fan community. I got nearly 6000 responses, an outstanding show of interest from my fellow fans, and learned a number of interesting things.

The Sample

The first step is to put these answers in context: Who are the people that answered the survey? What group are they actually representative of?

The survey was advertised in several places, and got 5,890 responses:

Read More →

Controlling a MOBA on a console controller

Preface (3/24/2015): I wrote this four years ago, when I was still working in QA. I had never worked on a MOBA , or played one on a console. Or done any sort of in-depth dive into polishing a control scheme, for that matter. But I was real proud of this write-up at the time!

This is a concept document examining the design challenges of creating League of Legends or a clone of League of Legends on a console.

Control Scheme Goals:

Speed

Players must be able to execute actions quickly. They must not feel delayed by menus, slow targeting methods, or any other aspect of the interface.

Precision

Players must be able to execute actions with precision. If it involves aiming, the control scheme should allow players to aim at exactly the point they want to aim at. There should never be any ambiguity, and, if the player misses or otherwise fails to perform the action, it should be because of player error, not a failure of interface or controls. Read More →