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https://www.youtube.com/watch?v=-MC8QQaV1zI
game analysis Link to the Past level design ARPG core loop
The first half of this video looks at A Link to the Past's game design: the core pillars of exploration, combat, and puzzles intersect heavily. Each item works for multiple core pillars; the core loop is explore, fight, puzzle, and get an item; it teases secrets you can't reach; unlocking items minimizes places to backtrack; and the game is based around interaction with the world, not necessarily the core gameplay.
https://www.youtube.com/watch?v=ouO1R6vFDBo
game analysis Link to the Past level design linearity open world
Link to the Past uses a combination of linear dungeons, open dungeons, and hybrid dungeons. Linear dungeons build tension and direction, hybrid ones allow some exploration, and open dungeons allow you to explore and solve them in any or short orders if you know what you're doing. Many dungeons loop back, giving the feeling of being bigger than they are, and one uses 3D space.