Legend of Zelda has always had some interesting design choices; from its gameplay, to its level design, to its enemy creation and how it chose to inform the player of how to progress. Oversimplifying its weapons to make sure that they are intuitive to use and easily instinctual in recognizing when to use it. Enemies with only a single mechanic to perform makes them easy to deduce means of dispatching them; and the difficulty comes when mixing placement with variety with terrain forcing you to take into account more variables and manage more moving parts. It shows that they put at least some attention to how they create the experience in their games.
That doesn’t mean that the Legend of Zelda is a perfect fleet and even its best ships have a few holes in them. The one that comes up time and time again is how they handle dialog.
Paragraphs of dialogue being spit at you. Line after line, given 10 words at a time. You sit there hitting the “next” button for minutes at-a-time. At the end of it you’re asked “Did you get all that?”
And the default placement of the cursor is on the “No.”
You hit “next” and you scream and storm away from the TV, incredulous to wasting your time for twice the length.
A game actively keeping you away from the action by forcing you, the player, to slow down and pay attention. Why would the cursor be set to “No”?
Continue reading “Bias in Gaming: Defaults and False Choice. “