Great Deku Tree OoT Level(re)design
I played through Ocarina of Time recently and it reminded me of some thoughts I have about the first dungeon of the game namely the Great Deku Tree
The dungeon starts with the player entering a big round room.
The room doesnt contain much, A few enemies and the only way forward a ladder.
When the player climb the ladder. The player encounter this wall.
The player can climb it but will be attacked by some spiders.
What the player should do is continue until the player reaches a door leading to the item needed to combat the spiders namely the slingshot.
Right before the climbable wall there is a treasure chest. It contains the dungeon map.
Its all fine and dandy but I think it would be better suited to place something the player could use to climb the wall in a situation like this. So the player can focus on the wall and later get a proper map tutorial.
I do however have a better solution.
This is the room where the player finds the slingshot on the second level.
But if we placed the room on the first level instead and placed a spider on the first ladder. We would be improving the onboarding process and the flow.
Since there is a small area (ladder) and just one spider it would be easier for the player to understand what should be done.
When the player reaches the second level and is greeted by the massive web. It would serve as a test and repetition of what the player just learned.
To make it even more clear. I would also move the treasure chest to the end of the web. To serve as a reward and not interfering with the onboarding.
Well thats just my thoughts I might be wrong but thanks for reading