Interactivity and Freedom

an analysis of The Legend of Zelda: Breath of the Wild within the scope of innovation in game development

Authors

DOI:

https://doi.org/10.5433/2237-9126.2025.v19.49759

Keywords:

Interactivity, Nostalgia, Freedom, The Legend of Zelda, Game design

Abstract

Through in-depth analysis of The Legend of Zelda: Breath of the Wild (2017), this article examines how interactivity and freedom can be directly related to storytelling, promoting game design innovation and redefining established concepts. The non-linear narrative and freedom of choice provide a dynamic experience, transcending the barriers of traditional games. The vast kingdom of Hyrule becomes not just an environment but an active participant, challenging players to adapt and explore unique strategies. In conclusion, freedom is not just superficial, it is the difference that transforms the player's experience into an immersive and personalized journey.

Downloads

Download data is not yet available.

Author Biography

Marcony Montini de Oliveira Lima, University of Beira Interior

Mestrado em Design e Desenvolvimento de Jogos Digitais (em andamento) Universidade da Beira Interior (UBI), Covilhã, Castelo Branco, Portugal. Email: marconymol@hotmail.com. ORCID: 0000-0002-2565-759X

References

ADAMS, Ernest. Fundamentals of Game Design. 2nd Edition, New Riders: Berkeley, CA. 2010.

ALBINI-SAINTS, Vinicius. As lembranças de Zelda: a memória afetiva musical como agente narrativo em The Legend of Zelda: Breath of the Wild. 2021. 35 fls. Artigo (Graduação em Publicidade e Propaganda) – Universidade do Sul de Santa Catarina – UNISUL, Santa Catarina, 2021.

BATES, Bob. Game Design. Second Edition. Premier Press, 2004.

CAVALHEIRO, Gabriela Rolim. A PRESENÇA DO XINTOÍSMO E DOS CONCEITOS JAPONESES DE TEMPO E ESPAÇO EM THE LEGEND OF ZELDA: BREATH OF THE WILD. In: DIGRA BRASIL, 2022, Meio Digital, Anais do DIGRA Brasil. Even3, 2022.

CRAWFORD, Chris. Chris Crawford on interactive storytelling. 2nd edition, New Riders, 2012.

GERGEN, Kenneth J. Playland: Technology, self, and cultural transformation. In: FRISSEN, Valerie; LAMMES, Sybille; LANGE, Michiel de; MUL, Jos de; RAESSENS, Joost. Playful Identities. Amsterdam University Press, 2015.

MELLO, Felipe Correa de; MASTROCOLA, Vicente Martin. Identidade, nostalgia e memória afetiva no consumo de videogames retrô. Interin, n. 2; vol. 24; 2019; p. 154-172. Universidade Tuiuti do Paraná, Curitiba, 2019.

MILLER, Carolyn Handler. Digital Storytelling: A Creator’s Guide to Interactive Entertainment. Burlington, MA: Focal Press. 2004.

MUSSA, Ivan. Da exploração à adaptação: fronteiras entre esforço e jogo nos games de mundo aberto. In: 43º CONGRESSO BRASILEIRO DE CIÊNCIAS DA COMUNICAÇÃO, 2020, Modalidade Virtual. Anais da INTERCOM 2020. Portal INTERCOM, 2020.

MYERS, David. Play Redux The Form of Computer Games. University of Michigan Press, 2010.

SCHELL, Jesse. The Art of Game Design: A Book of Lenses. Morgan Kaufmann, 2008.

STEUER, Jonathan. Defining virtual reality: Dimensions determining telepresence. Journal of Communication, v. 42, n. 4, p. 73–93, 1992.

SYLVESTER, Tynan. Designing games. O'Reilly Media, 2013.

WHEELER, Alina. Designing Brand Identity. Third Edition, John Wiley & Sons Inc., 2009.

YAMAKAGE, Motohisa. A Essência do Xintoísmo: a Tradição Espiritual do Japão. Tradução de Wagner Bull. São Paulo: Editora Pensamento, 2010.

SITES ELETRÔNICOS

GAMERANT. Cuccos and Kakariko Village in The Legend of Zelda: Breath of the Wild. Disponível em: https://gamerant.com/zelda-breath-of-the-wild-cuccos-kakariko-village. Acesso em: 06 jan. 2024.

THE GAMER. Legend of Zelda: Breath of the Wild Easter Eggs. Disponível em: https://www.thegamer.com/legend-zelda-breath-wild-easter-eggs/#lord-of-the-mountain. Acesso em: 05 jan. 2024.

SCREENRANT. How to Unlock the Paraglider in Breath of the Wild. Disponível em: https://screenrant.com/unlock-paraglider-shrines-great-plateau-zelda-botw-guide. Acesso em: 07 jan. 2024.

OBRAS AUDIOVISUAIS

COSTIKYAN, Greg. Natural Game Design: How to Birth Games Without Cloning. Casual Connect USA, 2015. Disponível em: https://www.youtube.com/watch?v=FGKPirk5wdQ. Acesso em: 12 jan. 2024.

Published

2025-11-07

How to Cite

Montini de Oliveira Lima, M. (2025). Interactivity and Freedom: an analysis of The Legend of Zelda: Breath of the Wild within the scope of innovation in game development. Domínios Da Imagem, 19, 1–21. https://doi.org/10.5433/2237-9126.2025.v19.49759

Issue

Section

Artigos gerais