THE LEGEND OF ZELDA
Fantasy, Ludonarrative and Immersion in the franchise's games
Keywords:
Games, Ubiquity, Culture, Narrative, Zelda, NintendoAbstract
The present work aims to understand how relationships between electronic games (videogames), a narrative construction in it, its current influence on the culture of societies and the power to immerse the individual player within the unreal world that belongs. Digital games are a growing medium since the early 1950s, evolving their platforms into more sophisticated equipment, improving their graphics, sound design, gameplay and, therefore, immersion in it. There are nowadays three companies that dominate the global video game market, which are: Sony, Microsoft and Nintendo. However, none of them has a tradition as well built and solid as the Nintendo Corporation. With more than thirty years of gaming market, Nintendo is responsible for several renowned brands in the gaming world, for example: Super Mario Bros., Pokemon, Megaman, Metroid, and the target of this research, The Legend of Zelda, more precisely the game Ocarina of Time, being considered the best adventure game until the beginning of 2017. What else can be behind a huge success? What can all this success affect on the life of the avid players of this franchise?
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