[ALL][Other] The advantages of backtracking in video games, specifically Zelda
I’ve been getting really tired of the rhetoric going around in some gaming spaces that backtracking is inherently "bad" or "lazy game design." Somewhere along the line, people started equating backtracking with padding, and I think that’s a massive misunderstanding of what makes world design click.
To me, good backtracking is the lifeblood of a memorable game. It’s the mechanism that actually makes you form an attachment to a location.
Zelda was always a series that exemplified this point, mastering the use of backtracking to make locations stick and feel lived in. It usually happens in two ways:
The Progression Gate: Finding a location you can't access yet because of a roadblock. Think of the Hookshot target for the Forest Temple in Ocarina of Time, the path towards Lake Hylia in A Link to the Past blocked by moles, a door in the Temple of the Ocean King requiring a new emblem pattern, or trees in the Oracle games that you have to return to and burn. You backtrack to these locations with new tools, turning a dead-end into a rewarding breakthrough.
Familiarity and the Hub: Think of how often you return to Kakariko Village or Clock Town. As you progress, these hubs change. New side quests open up, mini-games unlock, and NPCs react to your achievements. This is backtracking, and it’s what makes a digital town feel like a real home.
Zelda is hardly the only series that mastered this.
Banjo-Tooie is an absolute masterclass. It interconnects its worlds in a genius way. It takes the concept of the OOT Goron City to Lost Woods shortcut and applies it to the entire game. This game not only feels like a Zelda game because of this but really makes the world feel real.
Resident Evil has you retread through familiar hallways with new equipment. The tension changes completely because an area that used to terrify you is now easier to navigate because you have better gear and the right keys, perhaps even shortcut doors open as well.
Paper Mario: TTYD utilizes its hub world brilliantly, constantly pulling you back to Rogueport to find Star Pieces and open new paths. (And yes, I’ll admit the General White quest was awful—but that was a failure of reward and pacing, not a failure of the backtracking mechanic itself).
Many more games use the backtracking to success as well. Most RPG's (kingdom hearts, Dragon quest, etc), Pokemon, Metroid, other metroidvania's (Castlevania, Hollowknight, etc).
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With that background out of the way, I want to discuss how modern Zelda has completely moved away from backtracking as a form of world-building.
In Breath of the Wild, Tears of the Kingdom, and to a lesser extent, Echoes of Wisdom, the philosophy flipped. The "Wild Era" games make it a point that almost any problem can be solved the absolute first time you encounter it. Because you have all your core tools (or total physics freedom) from the absolute beginning, the narrative and mechanical reason to return to a previously visited location is practically non-existent.
Once you clear a shrine, a tower, or a camp, you are usually done with it forever. You teleport away and keep moving outward. The world is massive and beautiful, but by eliminating the need to ever say, "I need to remember this spot and come back later," I feel like we lost that deep, intimate attachment to the geography that the older games gave us.
What do you all think? Has the shift toward total open-air freedom robbed modern Zelda games of that classic, interconnected world-building? Or was the elimination of backtracking a net positive for you? Do you think the open-air philosophy can be married to the old backtracking for a more memorable experience?