Summary

The Legend of Zeldafranchise is not known for maintaining aconsistent pattern between releases, with games varying in setting, artistic style, and even gameplay. Some of the series' most acclaimed titles stand out byembracing a non-linear approach, allowing players the freedom to explore Hyrule in a less restrictive and more organic way.

This approach offers a new dimension of immersion, enabling the player to choose Link’s path and face challenges in any preferred order. Instead of following a linear progression, exploration freedom becomes the centerpiece, encouraging players to discover and explore throughout their adventure.

Majora’s Maskintroduces a time-loop mechanicthat allows players to relive the same three days repeatedly. Although the main narrative is linear, this gameplay element offers the freedom to explore Termina in greater depth, taking advantage of the constant restart of the time cycle.

The ability to go back in time and revisit locations enables players to discover side quests and hidden secrets. This non-linear approach to exploration makesMajora’s Maskone of the most unique Zelda games, providing a rich experience in an open and dynamic world.

With a unique cel-shaded art style,The Wind Wakeroffers an unprecedented maritime exploration experience in the franchise. Sailing across vast oceans allows players to discover hidden islands, face enemies, and find treasures, all in an open-world environment that encourages curiosity.

Although the main narrative is linear, side quests and mini-dungeonsare available for free exploration. This freedom provides a sense of non-linear adventure, making this title one of the most immersive open-worldZeldagames in the series.

A Link to the Pastintroduces the concept of parallel worlds, allowing players to alternate between the Light World and the Dark World. This mechanic significantly expands the explorable game world, offering multiple paths and challenges in one of the first non-linearZeldagames.

After a more linear first part, the second half of the game grants greater freedom in the order of dungeons. This flexibility in progression encourages exploration and discovery, solidifying the title as a landmark in the series in terms of non-linearity.

InA Link Between Worlds, Link’s ability to merge into walls adds a new dimension to exploration. Players can access previously unreachable areas, making this title one of the most innovative open-worldZeldagames in terms of level design.

The game allows dungeons to be completed in almost any order, offering a unique non-linear experience. This freedom of choice reinforces the sense of adventure, allowing each player to create their own path through Hyrule.

As the first 3D adventure in the franchise,The Legend of Zelda: Ocarina of Timewas a milestone not only in the series, but also in the gaming industry, establishing pillars that would define many other games in the future. The game is divided into two parts: the first with the younger version of Link, and the second after he has grown older, following his use of time travel.

Although the first part of the game is more linear, withdungeons needing to be completed in specific orders, Adult Link does not have the same limitations, and is able to tackle the temples without following a set pattern. This flexibility allowed players to choose non-linear routes within the game, enhancing the sense of adventure and making each experience unique within a more open and dynamic world.

When it was released in Japan in 1986,The Legend of Zeldabrought an innovative experience to games of the time, offeringunprecedented freedom of exploration. Instead of directing players down a specific path, the game allowed different areas of Hyrule to be explored in any order, without the need to follow a rigid sequence of events.

This lack of linearity was a milestone in game design, influencing not only future titles in the series but also the adventure genre in general. The idea of giving the player freedom of choice and the ability to solve puzzles and challenges at their desired pace solidifiedThe Legend of Zeldaas a pioneer of non-linear exploration in games.

Although many older games inThe Legend of Zeldafranchise offer some element non-linear exploration, none was as ambitious and open asBreath of the Wild. Thus, even while breaking many established patterns in the series, Nintendo delivered an excellent game to fans, and attracted many new players as well.

One of the main highlights of the game was exploration. After spending a few minutes completing the initial missions to get accustomed toBreath of the Wild’s mechanics, players were invited to explore a huge open world at their leisure. There was no set order of events to be completed, so players had total freedom to explore every corner of Hyrule in any order, and could even head straight for the final dungeon if they wished.

WhenBreath of the Wildwas released, it seemed to set standards inThe Legend of Zeldafranchise that would be difficult to surpass, offering players a lot of freedom and a huge map of Hyrule to be explored without any linearity. However, the release ofTears of the Kingdomin 2023 showed that the formula created by Nintendo could still be improved upon.

In addition to being a significant technical achievement in the map expansion — allowing Link to explore the skies and the underground of Hyrule — the developers also created ways to make exploration more enjoyable. Thus,The Legend of Zelda: Tears of the Kingdomwas able to enhance the non-linearity of its predecessor, offering players a large map and many ways to explore and manipulate it in ways the series has never seen before.