
I'm playing The Legend of Zelda: Ocarina of Time on my 3DS and enjoying the many improvements that bring the game into the present. There's the updated graphics, optimized controls, and swell hint system. And then there's Navi, your fairy guide to this adventure, who has a new helpful hint for you: stop playing the game.
Navi's history of annoying players of this game is well deserved, since her help mostly consists of yelling “Hey!” before a text balloon pops up. In this new iteration of the game, someone at Nintendo decided to use her to reinforce their most frustrating habit, telling you to take a break from playing the game. It really is commendable that a company that wants my entertainment money also wants me to enjoy it responsibly, but this use of a nagging Navi is completely unnecessary, for reasons that are obvious to any fan of the Zelda franchise.
Zelda game worlds are generally divided into two parts, the surface of Hyrule and the dungeons beneath. The dungeons are not only full of enemies, but they are puzzles of navigation, requiring you to utilize an ever-expanding assortment of tools that are constantly put to new uses. This creates the tension of frustration when you hit a mental road block, followed by the release of that tension when you figure it all out.
I think it's accurate to say that most players will get stuck somewhere in a dungeon, or will at least get frustrated by repeatedly falling for a new trap (like invisible holes in the floor). When this happens, the best response is to stop playing. Within hours the game will be crawling back into your brain, demanding you solve its mysteries, or you may even solve it by not thinking about it. A return to the game will almost always provide a sensation familiar to players of this series: fresh eyes looking over a troublesome room, finding the solution as if it were written on the wall. Even if you don't know the solution, you now have the stamina to try every item on the puzzle.
That's why Navi's suggestion of a break every 60 minutes is unnecessary. The dungeon design creates lots of places for breaks, whether it's reaching your frustration limit or the natural chapter break of finishing the boss. The puzzles are a difficulty I consider just-hard-enough, making a break very effective. I'm not sure if Navi's suggestions are successful with other people, but they are making me think about having one more marathon session out of spite.
















