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Anybody remembers the existential anxiety the game could induce, eg. the future Kakariko's graveyard race through NEON torch flames in darkness (whyyy???? why NOW, why not earlier or later in the game??), dark hollow ambience instead of merry happy We're Racing - music, all the while trying to process that cool kind gravekeeper is fucking dead and still around to obsessively challenge you to a race??? aaaa.I get what you mean. I don't want to make this the Zelda thread, but I was just playing the game for the first time in years and it made me think of these posts. When I was playing, it struck me how the tech of the 64 pushed the developers to use simple graphics. And this creates striking visual features. A statue dominates an entire room, a neon torch path lights a makeshift raceway. How exciting to play with graphics in this way without the burden of creating a realistic enough scenario with enough textures and random debris everywhere.
With the dark streak in the games I don't know if the Zelda people are getting more sentimental with age, or if the low graphics acted as a natural counterbalance to make all the severe content seem appropriately lighthearted and just whimsical enough
The other thing that got me was the fleeting way moments happen. There's almost a modern conception of gaming where in order for a moment to have value, it has to have the potential to occur again and again. It doesn’t matter that you'll never experience all these moments, it doesn’t matter that these moments lose their impact with each repetition. Conceptually when you think about games, the simple pretense has to be there.
In Ocarina, a lot of little moments come and go, without a broader system present that's trying to justify them and elaborate on them. The opposite of this is the idea around the game DayZ, which was huge a few years back, where the idea of playing an infinitely repeating zombie scenario, despite the actual experience of playing the game, is so appealing to people.
Ocarina feels like a written story, other modern big world games are fun but more like a wikipedia page or a textbook. More logical and procedural than they are abstract and fictional, a simulation of a real or imagined place, rather than an effort at using specific techniques to craft specific impressions. And by technique I mean like, in Ocarina, they don't let you in the castle, you only ever look through a window and catch a glimpse of the game's internal politics and its badguy, this distance makes the game feel so big in its scope, more so than all the directly realized castles in Skyrim.
Like the other poster said, these are things you lose when you make the games so full of self aware design choices, like in Link Between Worlds becoming a painting as a puzzle gimmick. A modern open world game is so fixated on the idea of immersive total simulation that you don't get stylistic choices which mimic the narrative fullness you get from a book, modern Zelda is too self acknowledging and too academic with its design to have any narrative pretense whatsoever