Games for Writers – The Legend of Zelda: Breath of the Wild Is a Great Fantasy World Simulator

Two weeks ago was my birthday.

I got Super Mario 3D All-Stars and Breath of the Wild, both from my mom who, in my adult life, has become my go-to dealer for my Switch habit. Seriously, my Switch and all of my games have been gifts from her.

So, A) thanks, mom, and B) to 10 year old me, dude, can you believe this shit? I am living your dream.

To be clear though, I already owned and beat Breath of the Wild on my Wii U; like a lot of people, I absolutely destroyed that game over the course of a few months and then put it down like I was entering the Odinsleep.

However . . . I recently saw a speedrun of it and the only let’s players I actually like, The Super Beard Bros., are currently playing it, so . . . “Is it time?” I thought. “Have I forgotten enough of that game? Can I play it again?”

And, yes; if nothing else, this post is to tell you that it’s time to wake from that Odinsleep.

But also, if you’re a Fantasy writer, then I just want to make you aware that your second playthrough . . . can play more like a beautiful, Fantasy simulation.

The Legend of Zelda: Breath of the Wild can be the most fun (although admittedly super loose) Fantasy world research anyone has ever done.

And if you’re a Fantasy writer like me who just played it as a video game the first time around (or if you’re a writer who hasn’t played it at all), I just want to state my case for why BotW works as a Fantasy simulator.

Simulation of the Wild

The physics and logic in BotW are so variable that I’m still learning new things I can do in it, three years later:

There are so many weird interactions and dynamics among the elements of the game that it’s just easier to assume an idea you have will work.

And that’s not an exaggeration. Are you in a dark room and see the outline of a standing lantern in the distance but don’t feel safe walking to it? Well, you can throw your torch at it. Or, if you don’t want to lose your torch, you can shoot a fire arrow at it. Or, if you don’t want to put your torch away, losing the flame, so you can take out your bow, you can drop your lit torch on the floor, light a normal arrow, and shoot that. Or drop your lit torch, take out a wooden weapon, light that on fire, and throw it across the room.

You get the picture. That scenario alone dips into an almost D&D level of simulation, where you’re invited to solve problems in ways that utilize real physics and logic . . . but with the added bonus that you have special magical abilities that affect that physics and logic. It is the epitome of a magical world working with internal, inherently understood logic, and it works so well that I could write an entire post about the Runes of Link’s Shiekah Slate as a great magic system (but I won’t . . . maybe).

What I want to focus on here is the fact that a lot of us took a while to understand the depth of BotW’s internal logic on our first playthrough. In fact, most of us still hear about some shit someone else did in BotW that we never did, and we’re like, “Wait wait wait. You can throw rusty weapons at those Octoroks on Dead Mountain and they’ll clean them!?”

What this really means is a lot of us never really understood the freedom we had.

Which means a lot of us didn’t just experience it.

And, when it comes to being a game for writers, I think that’s the strength of Breath of the Wild: the freedom it gives you to exist in a Fantasy world to the extent that you can even influence its physics. The game’s ability to make you feel like you really are ducked behind a rock on a beautiful, summer’s day, waiting for a monster to turn around so you can sneak up and steal its weapon.

And, unlike other similar games, there’s minimal bullshit, which I’d argue makes it significantly better.

Abridged Sim of the Wild

Yes, there is a story. Yes, there are cutscenes and, of course, there’s a game inside the game, first and foremost.

But there are no complicated dialogue trees that make your character super specific. There are no factions you have to join with motivations, outfits, and plotlines you have to adhere to. Link is a blank slate who doesn’t talk, and Breath of the Wild is the world you experience through him. A game where you get to be whoever you want and do whatever you want.

And that decrease in dialogue/cutscene distractions is complimented by BotW giving you shit like the temperature.

While running around in what seems like balmy weather, you can always hit “-” . . .
. . . and check on the bottom left of the map screen. Huh. 63°. Colder than I expected.

So, yeah, the temperature.

And, yeah, it changes with fluctuations in weather.

The above shots were taken on a sunny day in Akkala, the region of the game stuck in perpetual Fall. However, on another occasion, when I checked the weather at random, I saw it was way colder than 63 and thought, “Wait. Why?”

And then a storm hit.

Being totally honest here, these smaller, environmental systems aren’t crazy robust . . .

but holy shit. I can check the wind direction by lighting a torch, and I can use that information to my benefit.

It’s immersive in ways Fantasy video games usually aren’t.

And there are things you can do to make it feel even more ridiculously immersive.

Going Full-Sim

For example, you can turn the HUD to “Pro.” I’m sure you’ve heard about this if you were in the thick of gaming media when BotW came out, but not having a mini-map–needing to talk to people, ask directions, and survey your surroundings–makes it so much more immersive.

But you can also take it a step further by adding other caveats that make the experience feel less video gamey.

I, for example, only have the one horse, Cowhorse, whose location I keep persistent in-game; if I board Cowhorse in the Woodland Stable, I have to go back to Woodland Stable if I want to take her out again.

Also, apples are her favorite. I have probably fed this virtual horse over a hundred apples I could’ve used for healing. In my defense . . . look at that face. ^3^

Obviously, you can take all of this as far as you want. For example, I don’t eat on a normal, human schedule because that would just remind me how fast the day/night cycle is, and make me feel the gameyness of the experience again.

However, I am playing a different head canon Link; for this playthrough, he’s more of a Raph: a stubborn, headstrong guy . . . who’s slowly learning that he has to do better, (which, in the beginning, meant that he went directly to Hyrule Castle with three hearts, almost got killed by Ganon, and is now following through on the rest of the quest as he learns to prepare for fights). Playing that Link has been extremely fun and su-u-u-u-uper rough; I died trying to get to Ganon, like, thirty seven times.

But, look, no matter what you do in this new playthrough, I suggest you also . . .

Talk to More NPC’s

Talking to NPC’s in Breath of the Wild doesn’t feel especially realistic. In fact, a lot of NPC’s will flat out be like, “Press B to place your amiibo on the thing for Nintendobucks!” or whatever. So many of them that you won’t really be able to avoid the gameyness of their instruction manual-speak.

But the rest of the NPC’s usually have really weird, human quirks, which is both quintessential to the Zelda experience and, at the very least, interesting as extremely subtle microcosms of worldbuilding. Tiny, fleeting, sub-sub-subplots that I completely missed my first time around.

For example: Leekah.

Leekah is a Hylian woman who I keep running into out in the dangerous Hyrule Fields. And, every time, she complains about how she just wants to go for one walk without getting attacked by monsters. Every time, she sighs a very 2020 sigh, runs off toward shelter, and that short interaction is so much simpler and more charming than the umpteenth character in Skyrim talking to me about another cave of bandits nearby. And really, even if it doesn’t feel realistic, “simple and charming” feels like a way better NPC model for a writer to experience than “complicated and generic.”

And, hey, I’m sure you can argue for the opposite; I know there are benefits to having long, linear quests with wordier NPC’s in other games. In fact, I’m sure I would’ve argued for that complexity 10 years ago.

But, as I am now, I will argue to the death for 4 NPC’s in a stable instead of 324 NPC’s in a fort town. Not because I think the latter is wrong and stupid, but because . . . dude, I’ve got shit to do today. I have to make dinner and there’s laundry, and I have to write my story.

And this is “Games for Writers,” not “Games for People Who Have Tons of Time, So Whatever, Dude! Fuck It!”

Okay–I Gotta Stop

The urge to just keep adding to this post is so strong, but I just don’t want it to become a monster, so I’m going to stop here.

If you are like me, a Fantasy writer who loves Zelda and is just getting more and more freaked out by November 3rd on an hourly basis, then you owe it to yourself to just have this experience.

Just put down your phone, your WIP, and your existential dread for a few hours and literally get lost in Hyrule. With, like, a wet horse who’s still moody even though you fed her your last apple, and something weird and beautiful is always just around the bend.

~~~

I honestly never thought I’d write a “Games for Writers” for BotW, because it never felt like it was actually rewarding for a Fantasy writer, but now, seeing it like a simulator has made me so much more excited for the sequel. And for 2024, when I’ve forgotten enough of this game to play it again on Master Mode.

If you enjoyed this post, you can follow me to the left (on PC) or the upper right menu (on mobile).

Regardless, as always, take care, and stop checkin’ the news!

Fantasy Spotlight – The Lord of the Mountain | The Legend of Zelda: Breath of the Wild

So, a few weeks ago, I wrote about how much The Legend of Zelda has inspired my writing. In short, the series kindled my preference for uniqueness . . . and weirdness.

Because, man is The Legend of Zelda weird.

Now, to be totally honest, I’m still playing Breath of the Wild and still absolutely loving it. Loving it so much that I know it’s going to be my last adventure in gaming. I started with Zelda II, I’m ending with BotW. Because I know that it isn’t ever going to get better for me; there will never be a more cathartic experience than having my favorite series rally back against stagnation and massive criticism . . . by becoming a game I’ve wanted since I was 12. I got the unique, open-world, combat-heavy adventure I’ve always wanted, + Zelda. I’m actually quitting after this.

But, the one thing that disappoints me about BotW . . . is that it plays it safe with the series’ weirdness. As a huge fan of Majora’s Mask, I’m sad that there’s no terrifying mask salesman. No moon with giant, human eyes and a snarl.

However, there is one . . . creature in the game that absolutely brings the weirdness.

And for that reason, and a bunch of others, I wanted to highlight it here on the site. Because I feel that this one creature is a beautiful, perfect encapsulation of the entire Legend of Zelda series. That achievement, intentional or not, deserves attention on a tiny blog.

So, everyone, let me start at the beginning . . .  and explain how I found the thing called the Lord of the Mountain.

~~~

As is the point in Breath of the Wild, I was exploring Hyrule one night, setting out into a region I hadn’t explored yet. I’m not sure how many other people get neurotic about exploring every bit of Hyrule, but I’m obsessive enough that I get lost for hours just walking through fields, exploring canyons, etc.

So I was excited to find that this new region had a small mountain on it. Calm and quiet, I started hiking up its southern side.

And almost immediately found that its sandy ledges were home to crows. It stuck out to me, because I hadn’t seen crows anywhere else in Hyrule. Ultimately though, I dismissed it, figuring that the crows were just a bit of the region’s identity.

 

Further up the mountain, it began to rain, the world taking on a mantle of blooming fog. Normal too.

Until I reached the top of the mountain . . . and the fog became thicker. Brighter. The music began to change, and I became excited, thinking I’d found a fun, new secret.

But that was before I listened . . . and heard the creepy discordance of the fog’s song. I followed it through a cleft of stone at the top of the mountain . . .

. . . and came out onto a ledge full of spectral rabbits.

Something’s wrong.

I didn’t move. I’d seen one and only one of these small sprites before–little, long-eared blooms of blue-white light. When a villager spoke about that one rabbit, he’d spoken of a myth. Now, there were at least fifteen of them, foraging around a pond, beneath a tree of pale leaves. All of it was silent in the fog.

I shouldn’t be here.

I tried shifting closer, but one of the spirits saw me and bolted, setting off a chain reaction. The rest of them bolted too, and I jumped to my feet, drawing my sword, expecting an attack.

And that’s when I saw it.

Among the rabbits, a larger beast dashed into the mist, vanishing with them before the fog faded. The pale tree turned dun, the clearing suddenly mundane. No attack came . . .

But I wanted to know what I’d seen.

The next night, I came back. Found the clearing again, made sure I spotted the beast first. A spectral horse, glowing just as the rabbits did. It was facing away from me.

I sneaked close, realizing this was a creature I could ride. Thinking that taming a mythical beast was meant to be part of my adventure.

I jumped on, soothing the phantom horse until it calmed down, smiling when it finally stopped bucking. Eager to get a better look at its golden horns, I turned to see its face.

BotW_Lord_of_the_Mountain_Model

And I saw this.

To be clear, that is one side of its face. On the other side, there’s another set of tilted, golden eyes, staring into the distance. Those eyes are eerily out of place–too far to the side and too high on tandem faces that don’t move. What looks like a trunk is actually a cloth–or maybe a veil–hanging off of that face of masks.

I’ve learned about the medieval fear of the forest, a very real cultural trend that Susanna Clarke conveyed beautifully in Jonathan Strange and Mr. Norrell. It was a practical fear of wild animals that turned into myths of terrible creatures and gods who liked to trick and punish those who trespassed in their woods. The wild was a place that no one could control, better left alone, for everyone’s safety.

This creature’s face finally drove home that fear for me. The crows. The feeling that I shouldn’t have been there in the first place. The music. My exact words were, “Oh God. I don’t like this.”

Afraid and confused, I rode this thing down its mountain, thinking that maybe the game would confirm that it was a good idea–that there would be a cutscene somewhere, or maybe that the man running the nearby stable would compliment me on taming it.

That stable master’s words were, “Is that . . . Is that the . . . Lord of the Mountain!?

“Why would you bring that thing here?

“We’ll all be cursed!”

I galloped the entire way back up that mountain. I brought the Lord back up to its clearing and dismounted the moment we reached its pond.

The Lord looked at me, and then galloped off into the fog, becoming nothing again.

I never once went back to that mountain top.

But I know the curse is there. That I’ve incurred it. That there’s some consequence; a tax for fool-heartiness, meted out by a thing I’ll never understand–with a face of masks.

And that terror is a beautiful reminder. Those strange, terrible things that I love about the series are still there. If anything, they’re more horrifying now.

But, in part, because they’re also a great secret now, easily missed in a series that is all about secrets.

With barely any dialogue, this one creature made me feel all of these complex things. I had a personal reflection about the entire series and what it means to me, coming to a head with one simple, vague warning. A warning given substance by setting cues and major shifts in tone.

But also purely by character design. The Lord’s face, the ringing of its hooves as it walks, the fact that its horns are branches . . . it sells every facet of the series. The mystery, the strangeness, the lack of answers, the sense that we don’t deserve answers.

I can’t talk enough about how in awe I am of this one beast. I know a lot of its majesty in my story dependents on my extremely variable experience with it.

But I also realize that, as a writer, I have the ability to control a similar experience, making it uniform for everyone.

So now, creating a beast that achieves the same goals as the Lord is something I aspire to.

Because I want to give readers a moment this emotionally complex in one encounter with a silent beast.

~~~

Wow. I am sorry that went so long. TL;DR: man, that Lord on the Mountain sure is something.

Really though, thank you for reading, and I hope this one at least conveyed the experience I had, and made it clear how intensely the right design can make someone feel.

PS–The attempts to get on a better schedule and trim down longer posts will continue, I promise (sorry for this 1000+ word beast).

But, for now, my name is Louis Santiago, and I’m a fantasy writer based in the Bronx. My short story, “Aixa the Hexcaster,” was recently published in Mirror Dance Fantasy. However, I’m still very much learning about the writing process–still trying to figure it out. Part of that means posting on here every weekday, even though I make absolutely no money from it. So, if you like what you read here and feel up to getting an email every weekday–a new post from me delivered right to your inbox–then please hit the Follow button at the bottom of this page. Because, even though all I get from this site is emotional support, that support means the world to me.

Again though, thank you just for dropping by. And, as always, write well.