ZELDA 2: THE PERFECT RPG TEMPLATE

Reasons why the side scrolling adventure Zelda 2 would be the perfect traditional RPG

Zelda II might be bastardized for being the only side scrolling adventure in an otherwise top down adventure game franchise, but it is the perfect template for a RPG. The quick answer why is because there are clear cut goals (palaces), unclear goals (side quests to get skills), skills that help you beat the bosses or get to the palaces, items needed for advancement, a clear plot and an ever present villain.

When you start the game, you see the goal right there. Princess Zelda is asleep in the castle. She is not kidnapped where you start off not knowing where she is. You see her right there, put to sleep by the villain Gannon. You always have the villain present without boring cut scenes. He is there laughing when you die. Most RPGs have cut scenes with their diabolical villains or have them doing evil or mischievous things. Gannon is just evil, the instruction booklet says he is. Being a pig man goes a long way for his credibility as being evil. Something ugly, strange and fat are all negative traits, while Princess Zelda is beautiful, pristine and slim. All of which are positive traits (sorry to all of you pig men out there).

First up are the palaces. These offer clear cut goals to the player. Instead of wondering what cave, tower, shrine, tunnel, mine, fortress or forest to go into, you know that your goal is the next palace. Inside each palace there are two goals and a multitude of small goals (like keys).

Depending on how you see it, the first goal is to find a special item to advance to the next palace whether it is a candle to see in darkness, a power glove to break blocks, a raft to cross an ocean, boots to walk on water, a whistle to frighten a beast and so on. Whatever it is, you will need it!

Each palace should have its own elemental theme, probably based on the special item found in it. Such as finding the candle should make it a flame theme. The power glove should make it an ice theme. The boots to run across water should make it a water theme. The whistle should make it an air theme. These themes will also help you with creating your enemies as well. It is up to you to figure out what theme goes to which palace.

The second goal is of course to slay the boss. Every area should have a boss in it, but the palace bosses are the biggest and unique enemies. These bosses have vulnerabilities that usually revolve around using a special skill found at a nearby town. Other bosses just have their heads as weak points. Of course doing a traditional RPG may make weak points less obvious and you may want to have their weak points be skill based only.

Speaking of skills, they can each be found in towns. Instead of gaining skills from leveling up, a wizard in each town will teach you a new skill. There are useful things like shield, jump and life to things specifically for taking out enemies like reflect, and fireball. Knowing that in each town there is a new skill gives players a purpose to be there. Plus finding the right person to talk to means you will need to talk with quite a few people.

On top of that, most of the people will not immediately grant you the skill. You need to fetch them something, which turns into quests that are less obvious than the palaces. The things to fetch range from finding medicine, a trophy, a mirror or a kidnapped child to gathering water in town.

There are two attack skills that you can learn as well. Up thrust and down thrust. If you think these are not viable attacks for a traditional RPG then think again! The down thrust would be useful for land enemies and the up thrust would be used for airborne enemies. Players will have to look in out of the way areas for both techniques.

With a small number of palaces, it makes the game quick and digestible to the average player. Even nine palaces might be pushing it. If you want to have more than nine palaces, then have a sequel or a dark world for players to conquer. There are only so many items, themes and boss ideas for palaces before you start to recycle them and the game doesn’t feel fresh anymore.

Every easily found area has a purpose, whether it’s a tunnel to get to a palace or a cave to find something in. There are random battles and enemies that increase in difficulty based on abilities, tactics, HP and even indicated by the color of the foe.

Another thing that makes Zelda 2 the perfect template for RPGs is having only a few main characters and not nine or twelve. Each of the main characters has one word definitions. Link = hero. Gannon = villain. Zelda = goal. It doesn’t get simpler than that! You can of course have more characters than that, especially because traditional RPGs with one character tend to be dull and the battles are even duller. However, then it turns into “your party” = hero.

Zelda 2 also has a unique leveling up system, where when you level up you can chose your desired upgrade if your experience points meet the requirements. This can easily be simmed in a traditional RPG by having a leveling up common event that allows you to choose your upgrade. Instead of giving your heroes more stats all around, you can have their stats boosted or doubled based on what the player chooses. However, if you want to still use traditional stats increases that might be best.

All of the things mentioned in this article are perfect reasons why Zelda 2 should be the template for RPGs. There are no plot twists or turns, because all the time was spent on the gameplay instead. Puzzles, clever areas, little secrets like smacking the head of statues are all what make the game worth playing and worth cloning for your next or even your first RPG.

Thank you for reading,
ShortStar

Posts

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Solitayre
Circumstance penalty for being the bard.
18257
Ganon isn't really the villain of Zelda II.

I hate to sound negative and generally unhelpful, but a lot of your article is written on this assumption and the whole thing kind of falls apart when you realize this isn't true.
In fact, if you never GAME OVER (good luck), you'll never even see Ganon. From what I've gathered, it is in fact an evil version of YOU (as Link) that will revive Ganon if you die. Dark Link wasn't just something added for fun in Ocarina of Time.
Because my villain is incorrect does not mean my points are not valid. This was a spoiler free article, thanks for spoiling it Solitayre.
Decky
I'm a dog pirate
19645
Can't say I agree with this article. The beauty about the RPG format is that creators can include quality storylines without complaints. I love Final Fantasy VI's ensemble cast and Xenogears' storyline, for instance, and both of those games are still fun and addicting.
The beauty of a storyline (or article) is finding flaws that you can disagree with.
Solitayre
Circumstance penalty for being the bard.
18257
comment=34242
Because my villain is incorrect does not mean my points are not valid. This was a spoiler free article, thanks for spoiling it Solitayre.

Zelda II is older than the average user of this site, I think the ship has sailed on that one.

That said, there are a couple valid points in this article but a lot of it, I feel, is very over-simplistic. Characters won't always fall into extremely clear cut categories like "hero" or "villain." This article seems to focus on the old school RPG mentality, where you are simply the "hero" and most go do things until you go kill the "bad guy." This a fine way to do things, Hero's Realm did it well, but it probably isn't fair to hold this as the "ideal" way to do things. Saying the ideal RPG plot has no twists or turns is similarly unfair, because many RPGs are enjoyable because they have complex plots, with characters who defy simplistic generalizations of "hero" or "villain." The assumption that making a plot more complicated comes at a direct expense to gameplay is also untrue, although it may be more common among RPG Maker games than commercial ones.

When it comes to RPGs there isn't always a "right" way to do things so I feel labeling any game as the "ideal" template for the entire genre isn't doing the genre justice. Sometimes RPGs, or any games for that matter, are great because they defy convention.
I'll just say I agree with the majority of this article. Of all the Zelda games, Adventure of Link is probably the one I've put the most time into, weirdly enough. The RPG template was great, but I really don't think of it as an RPG. Sidescroller action with RPG elements, maybe. An RPG with this kind of story wouldn't really fly now, I don't think.
psy, I was meaning it could be the perfect RPG template. That doesn't make Zelda 2 a RPG. Kind of like if I said Super Mario Bros could be the perfect RPG template.

Solitayre, if Zelda 2 is older than the average user on this site, then you did really spoil the ending for them.
Uh, you know, if a game's that old it's generally assumed that spoilers don't really matter any more. Happens with movies a lot too. (Not that I've played the game myself.)

Anyway, RPGs pretty much have been following this structure from the beginning and people have been trying everything to get away from this. It's not really good enough to be a skeleton any more, it's looked down on and doesn't feel fresh. If you're gonna use it, use it as the "marrow", what fills in your game structure. What you've put up here is basically "I like this game every game should be this game", but that's just not how things should be.
comment=34324
psy, I was meaning it could be the perfect RPG template. That doesn't make Zelda 2 a RPG. Kind of like if I said Super Mario Bros could be the perfect RPG template.


This makes no sense.
So apparently this article is a failure.
comment=34349
So apparently this article is a failure.


Hey, it made be break out Zelda II again, that's saying something.
comment=34350
Hey, it made be break out Zelda II again, that's saying something.


I was playing it earlier before I logged on to RMN.

comment=34254
The beauty of a storyline (or article) is finding flaws that you can disagree with.


For some reason, this makes you want to punch you. I honestly can't explain why...
People love disagreeing and finding flaws. Its what men do. When they watch movies, they don't just enjoy something they disect it.
So if something has holes in it everywhere, it's good? What.
comment=34399
People love disagreeing and finding flaws. Its what men do. When they watch movies, they don't just enjoy something they disect it.


Uh...

Sometimes, yeah. But, I usually watch or play something to be enjoy it and be entertained.
Swiss cheese is still good. It is full of holes. I wouldn't say my Zelda article is full of holes.

People play games for the game.
Surprisingly, Zelda II was one of my favorite NES titles. In any case, my interpretation of the article is not to take everything litteraly, but view it with an open mind. Yes, RPG's are built around story and should have a complex tale to tell that will wow the player, and it doesn't have to be a simple clear-cut goal; however, I think the point of the article might have been to show that an RPG doesn't have to be terribly complex with a confusing storyline in order to be fun.

A lot (not all) of noobies seem to set out with a goal to make their game as complicated as possible. They design their game to be part of a lengthy series, plan all sorts of twists, and try to add in complicated scripts. Then they are not satisfied with the results and they are always trying to make it better, rather than to try and finish the game first then go back and make tweaks. The end result is usually frustration and incomplete game, if not an incomplete series.

So I look at this article as a direction to have a goal (a clear beginning and end) and a brief outline along the way. That's not to say this goal can't change, and once a rhythm is established and the game begins to come along, feel free to add in some more ideas. But at least this way, by taking smaller, simpler steps rather than trying to create the next American novel, a person can gradually come to appreciate their work a lot more than somebody who gets frustrated and gives up.

Anyway, that's my two cents. I did appreciate the trip down memory lane in reading the article.
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