The Legend of Zelda: the Ocarina of Time (OOT)
RPG / Adventure
Nintendo, 1998
Notable Archetypes
The Hero - Link
Link was always different to his fellow Kokiri. As they stayed eternally youthful, Link continued to grow. Link learns of his Hylian roots - as a baby he was left in the care of the Deku Tree by his dying mother, destined to grow up and leave the forest. Unbeknownst to all but the wise Deku Tree, Link’s destiny was more than just to grow up - he was fated to confront a great evil.
The Father / Herald / Great Mother / Wise Old Man - The Great Deku Tree
The Great Deku Tree is the father figure to the inhabitants of Kokiri Forest, a race of children who look up to and respect the tree. He knew of Link’s great destiny since he arrived, but kept the information to himself until the time was right.
The Wise Old Man (2) - Kaepora Gaebora
Link receives help on multiple occasions on a peculiar owl, full of information and prone to appearing when he is needed the most. The owl often represents the intelligent or wise, and this is no different in Zelda: OOT.
The Shadow / Devil Figure - Ganondorf (Ganon)
Ganondorf is the recurring evil in Zelda games. He is the king of the Gerudo thieves, hailing from the desert. In the Ocarina of Time, Ganondorf rides to Hyrule and infiltrates the royal family, securing a power base and fooling all those who hold power. The child-princess Zelda and the child-hero Link are the only two to see through Ganondorf’s lies, and together plan to defeat him. Literal parallels with the devil come from his ability to change form, traditionally to a pig, and in OOT, he transforms into the demon-like true form of Ganon. Ganon is a world away, spiritually, from Link. He resides atop his menacing fortress inside Ganondorf’s heart, plotting and planning, oppressing the citizens of Hyrule. His dark desires can be granted to him through the power of the Triforce
The Trickster(s) - Skull Kids
The mysterious and maze-like ‘Lost Woods’, situated next to Kokiri Forest is home to the Skull Kids. Kokiri children who delve too deep in the woods and lose their become Skull Kids, strange, ghostly children who entertain themselves by tricking and playing with visitors (such as Link), playing games with them, and vanishing into thin air at will. Somewhat like the Cheshire Cat, but not deranged. The Skull Kids play with (and play tricks on) travelers to pass their time, rather than out of any malice.
Notable Literary Parallels
[xxx] Zelda throwing Link the mast sword in the final battle. Noncombatant handing the hero a weapon.
Heracles
One of Link’s side quests involves completing a number of smaller tasks, culminating in the acquisition of a powerful weapon, the Giant’s Sword. The biggest difference between the two myths is the end result: Heracles’ [xxx wtf is his reward?] and Link’s pragmatic compromise of a weapon. After all, would the player feel satisfied with all of their hard work resulting in Link’s character developing? A huge sword not only rewards the player, it shows Link as a stronger character.
The Departure
The Call to Adventure - 8 (Out of sequence)
After killing the parasitic monster cursed upon the Great Deku Tree by Ganondorf, Link returns to Kokiri Forest from inside the tree, and is told of the task ahead of him.
Refusal of the Call - 2
The player can wander around Kokiri Forest for as long as they like before heading off to the Great Deku Tree. While not refusing the call, the player can postpone it as his leisure.
Supernatural Aid - 9
Saria, Link’s closest friend from Kokiri Forest, gives him her treasured Fairy Ocarina, an instrument with tremendous power, used throughout the ‘child’ section of the game as a magical tool, granting Link powers and access to areas and characters. Certain aspects of the game plot / narrative revolve around the Fairy Ocarina. Saria remains in the forest after Link leaves, leaving him with the ocarina and his first song (‘Saria’s Song’).
The Crossing of the First Threshold - 10
The guardian of the Deku Tree is the over-zealous ‘Mido’ (who refers to himself as ‘The Great Mido’). He doesn’t allow Link to pass until he acquires a sword and shield. The acquisition of sword and shield represents Link’s development into a potential hero, and is what allows him to start his journey. After Mido (begrudgingly) permits him to pass, Link speaks to the Great Deku Tree, and enters into his trunk after receiving his orders to destroy the evil monsters inside. Mido is distrustful and contemptuous of Link after the Deku Tree’s demise, blaming him for the events.
Another contending moment for Crossing the First Threshold comes after Link frees the doomed Deku Tree from his curse. He must leave the safety of his forest home, and venture into the huge Hyrule Field, and all its dangers, beyond. Just after leaving the forest, Link is approached by the intelligent and knowledgeable owl, Kaepora Gaebora. Kaepora crops up in the game a few times, but is impossible to be contacted (he always approaches Link), and offers information and advice; A true friend of Link’s, but with no apparent motive.[xxx] The guardian in this threshold is Mida, who wouldn’t let Link pass before the Great Deku Tree dungeon was completed. Now that Link has been revealed to be of Hylian rather than Kokiri descent, he is allowed to leave.
The Belly of the Whale - 10
A dungeon of the game takes place inside the belly of a giant whale, Jabu-Jabu. This is a literal interpretation of Campbell’s stage, Link battling in a dungeon out of the world, in a dark, enclosed and alien environment (which happens to be an actual whale). Upon his return to the light, the previously ill whale is cured (after Link slays the monster inside), and the narrative, as well as Link’s journey, is progressed by the rescue of the Zora princess Ruto.
Initiation
The Road of Trials - 9 (Out of sequence)
Link must complete a number of increasingly difficult dungeons, each one holding items needed for completion of the next dungeon. The dungeons, however, are not completed one after another, and are spread out across the span of the game.
The Meeting with the Goddess - 8
At various stages of the game, Link meets ‘Great Fairies’, descendants of the Great Goddesses who created Hyrule. The fairies bestow powers upon Link, improving his combat abilities rather than advancing his spiritual development. As with many games, pragmatic compromise replaces the pure narrative.
Woman as the Temptress - 3
As an adult, Link joins the thieves’ guild from which Ganondorf originated. In narrative terms, Link is sleeping with the enemy. The head of the guild, (and Ganondorf’s second in command) Nabooru, invites Link into the guild [xxx]
Atonement with the Father - 7 (Out of sequence)
The Great Deku Tree tasks Link with collecting the remaining two spiritual stones (the first was inside the Deku Tree). Completing the spiritual stone collection allows Link to become the Master of Time (and propelling him seven years into the future and adulthood in the process). The advance of Link’s journey is the pragmatic concession, substituting pure narrative for gameplay progression. Once the evil Ganon has been slain, the Deku Tree is avenged, his assignment completed, and Link has atoned again.
Apotheosis - 8 (Out of sequence)
Link’s Apotheosis is represented by his growing of seven years, maturing to meet the darker and ruined Hyrule, corrupted by Ganondorf’s rule. The older Link is identified as mature and solemn aesthetically, with a more serious look, soundbank and animation set. The world matches his look and attitude - the bright colours and carefree characters of his childhood replaced by a somber world, filled with corruption and fraught with danger.
The Ultimate Boon - N/A
Return
Refusal of the Return - N/A
The magic Flight - 8
Following Ganondorf’s defeat at the hands of Link, his castle, atop which they fought, begins to crumble. Link must follow Princess Zelda down a flight of stone steps, avoiding Ganondorf’s minions and falling debris. Once he reaches the bottom, however, Ganondorf attacks again, in his monstrous true form, Ganon.
Rescue from Without - 3
During their epic battle, Zelda throws Link the Master Sword from outside of the forcefield that Ganon created. With his Master Sword, Link can defeat the demon.
The Crossing of the Return Threshold - 4
Although Link doesn’t return to his childhood, or even Kokiri Forest, the land of Hyrule returns to something approaching its original state: bright, cheerful people living peacefully beneath the warm Hylian sun.
Master of the Two Worlds - 8
Link, having defeated Ganon, as well as his minions guarding each dungeon, is free to travel between adult and child worlds, the incentive for the player being numerous side quests to complete and items to collect in order to fully beat the game.
Freedom to Live - 6
As above: Link is free to roam the land of Hyrule (as child or adult) to complete the side quests and collect the ‘skulltulas’.
Conclusion
A very strong following of the Hero’s Journey is apparent in Zelda: OOT. Games of epic scale often follow the structure strongly, and this one is no exception, apart from a few missing stages, and a few out of order, the game is a shining example of how to employ Campbell’s ideas, from gameplay-oriented character growth (Apotheosis) to ultra-literal translations (Belly of the Whale). Neither of the Wise old Men archetypes appear when Link is an adult. This is indicative of Link’s lack of external, motherly guidance, and his reliance on both himself, and the council of Sages (after they are awakened). This is an intelligent form of pragmatic compromise: trawling through dungeons (standard gameplay) develops the character and his support, effectively piggybacking it onto the gameplay and emphasises the player’s progress.
No comments:
Post a Comment