From Coleco Vision to iPhone Games - Some High Water Marks in Video Game Design History - Part 3

Shining in the Darkness (Genesis) - Developed bygenres, the first person RPG is still, unfortunately,
Climax Entertainment and Sonic! Softwarequite the rarity.
Planning, the role-playing-game (RPG) Shining in theThe Legend of Zelda (NES) - Coming on a shiny
Darkness (SiTD) was the first entry in the Shininggold (plastic) cartridge and featuring some of the
series. This series of games would eventuallygreatest video game music of all time, The
include over 20 titles and its very own animatedLegend of Zelda (TLoZ) for the NES is one of the
television program. This first entry in the seriesseminal titles in video game history. Anybody who
featured very sharp graphics and high qualityhas played it can tell you how amazingly
audio for its time, but it was the quality of levelprogressive it was and how it changed - and
design that made it a fan favorite and caused theultimately defined - the Action-RPG genre.
demand for its many sequels.Although it is difficult to point to any one aspect
The standout moment for SiTD comes only aof TLoZ as its singular defining moment, the
few moments in, when the player heads to thegame's very first screen is as good a place as
main labyrinth in search of the missing characters.any to single out.
Upon entrance into the labyrinth proper the playerWhen beginning a game of TLoZ, the game's
learns that the dungeon crawling in SiTD will bemain character, Link, is weaponless. He begins on
done in the first person - a stark contrast to thethe gameplay map with the choice of travelling
third person perspective most RPGs had utilizedNorth, East, West....or journeying into a cave - a
up to that point. By playing the game through thejourney which will reward the player with their
character's viewpoint, the player was immediatelyfirst sword. Immediately, the player sees the
immersed in the gameplay environment. Monstersopenness of the world in front of them. The
would appear right before the player's eyes,option for entering a cave - vital to not only
rather than through the typical third person tocompleting the game, but even making
battle perspective shift. This simple use of fixedincremental progress - is presented and the player
perspective created a level of involvement andrewarded for making that choice. This instills in the
connection that few console gamers (and evenplayer from the outset that exploration is
fewer RPG players) had experienced up to thatnecessary and will be rewarded. While one could
point. Joined with mood appropriate music, plentifuleasily write a thesis paper detailing the brilliant
enemy types, a lengthy campaign, a rich itemdesign choices present throughout TLoZ, it is the
creation system and a surprisingly effective story,way the game design welcomes the player to the
this perspective helped deliver one of the moreworld and immediately outlines the crucial aspects
memorable RPG experiences of the Genesis'of gameplay that makes up this particular point of
library. While first person has become thepraise.
standard perspective for games across many