A Product of the Digital Media Era – The Legend of Zelda: Breath of the Wild

The advent of the digital media age has given rise to a new artistic medium: computer games. “The area of new media where the average computer user encountered AI in the 1990s was not, however, human-computer interface, but computer games. “(Manovich, 2002) Computer games are a typical example of “high-level” automation in new media creation, establishing a novel human-computer interaction interface.

Early computer games were designed with relatively simple computer programming setups, imposing strict limitations on interactions between game characters and users. The aim was to guide users within a limited scope of interaction with game characters, creating a false appearance of intelligence. The Legend of Zelda: Breath of the Wild stands apart from other games in that it breaks these constraints. “With this big, open-air environment, though, you’re able to move around freely.” (Aonuma, 2017) Game developers faced significant challenges throughout the process. “It was quite a challenge to figure out how to deliver a chronological story when we couldn’t be sure how you’d proceed.” ( Aonuma, 2017) The Legend of Zelda: Breath of the Wild relies on advanced game engines to process a large amount of digital data, closely linked to advancements in digital media technology. The game’s dynamic weather system, a crucial component of its open world, simulates various weather conditions, influencing players’ gameplay strategies.

The Legend of Zelda: Breath of the Wild also pioneered a non-linear narrative structure in gaming, similar to that in film narratives but with greater flexibility. This narrative structure, although derived from film, is more complex than film, as the development of the story in film media is constrained by the director’s vision, whereas in gaming, it is the player who defines the ending. Primarily, players have complete autonomy to explore the game world’s map, unrestricted by sequence or rules. Furthermore, the game’s openness extends to how players can creatively solve problems, offering diverse gaming experiences and endings, a feature not present in non-linear narrative films.

The emergence of Breath of the Wild has expanded the boundaries of game design, showcasing the potential of digital media in creating immersive gaming experiences. It also constructs an open world in the digital media era. Whether computer games can be considered a special media form to explore the potential of digital media in future developments is an ongoing exploration for every digital media practitioner.

Reference:

Manovich, L. (2002) The language of new media. Cambridge, USA: The MIT Press.

Nintendo of America (2017) The Making of The Legend of Zelda: Breath of the Wild Video – The Beginning . Available from https://www.youtube.com/watch?v=30jGWna4-Ns [accessed 24 November 2023].

The Legend of Zelda: Breath of the Wild (2017). Nintendo Switch [Game]. Nintendo: Tokyo.

By Shuangshuang Ma 33748491

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