The Legend of Zelda: Ocarina of Time was a towering achievement, a game that raised the bar far above all that had come before.
In 1998, 3D games were not new: 3D games with first-person, top-down, and side-scrolling viewpoints had already arrived, as had third-person platformers. But nobody had yet made a third-person game with both strong camera control and melee combat, especially not in a vast, immersive world. There was no blueprint, and design pitfalls awaited any team that tried.
Ocarina of Time solved that puzzle decisively. It was a model for making third-person 3D action games that were approachable and ambitious. It broke new ground in camera control, melee combat, level design, and world design. It achieved a high standard for readability and approachability; nothing like it had ever been made before, and it set a high-water mark that wouldn’t be surpassed for years.