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Originally Posted by DustyPorViva
Actually most of the 2D Zelda games did not do this. However, Link's Awakening would usually leave a tile in the room that indicated a key was going to fall there, as well as the compass played a noise whenever you could obtain a key in the room when you entered it.
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It certainly does do this, maybe I didn't explain it quite clearly but what I was trying to explain is done repeatedly in LttP. First example I can think of on the top of my head is in the castle in the beginning. You pass into a room with a blue guard inside and the door locks behind you. I think you get the boomerang and after killing the guard you get a key.
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Originally Posted by ffcmike
I did actually consider having to kill all rats in some of the levels mandatory.
Potential problems then however would be that the quest could become too much harder + more annoying with them respawning but possibly too much easier without them respawning, I think it works fine provided there is some indication that a key can be obtained:
(plus maybe the fact there is a locked door contained in that level)
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Again I think you rely too much on reading. I passed by a few NPCs like that one dead guy and got into a habit of just skipping through the text. But my biggest complaint about this very room is that there is a locked door and when I entered this room I already had a key so I didn't expect to have to find another key in that same room. Would have made sense to put the key in an off to the side room.
Quote:
Originally Posted by DustyPorViva
All in all, you can see this kind of thing all over Zelda dungeons. You enter a dungeon, and you are given a few paths. You can take either path, but eventually you will end up going back to the main room because one end results in a treasure of sorts. Either a map, compass or a key. They you have to backtrack and go the other way. This leads the player deeper into the dungeon. Eventually the player may even go around in a circle, cleverly linking the layout in some way. This is always a good feeling, to feel like the dungeon isn't just one direction. Throw in a few secret rooms to pull the player away from the main path(bombable walls, or paths that simply lead to minor prizes... or even paths that aren't accessible until the player comes back with a new weapon, this is ALWAYS great). All in all, it ends up being an experience that clearly has one way to tackle it(you will always get the exact number of keys that need to be used exactly as intended) but lets the player feel like they're in control.
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This is what I meant earlier, Dusty did a better job at explaining.