Button Space & Zelda
I’ve talked about the Zelda dungeon design formula before; basically it is that you give the player a new problem, then give them a new item to solve that problem, then give them a boss to kill with that item as a final test of their understanding of that item/mechanic. This formula is a really strong and effective way to give the player new mechanics and get them to use and understand them, but there is a problem with this system: buttons (well a couple of problems, but we are only going to talk about the button space one today).

Real quick though, problems such are predictability (you know the flow of each dungeon before you get to it because it is going to follow the same structure as every other Zelda dungeon and everything happens in dungeons) and repetition (how many mechanically similar dungeons has Zelda made centered around the Bow, Boomerang, Bombs, Hammer, Boots…).
When you find bombs in a dungeon you know you will soon be killing a boss by throwing them in it’s mouth.
When a player wants to tell their avatar to jump, punch, use a bow, or whatever, they have to input that command. They can do this by pressing a button but the problem is that there are only so many buttons they can press, only so much button space. This means that you, the game designer, has to allocate that space very carefully as it is valuable real estate.
A player has to press a button in order to tell the game that they want to use the Hook Shot, but there are far more items the player can use then there are buttons for them to use to input that desire. The game can only give items 2-3 buttons but it needs to let the player have access to all of them so the game lets the player swap up which items those buttons activate at any given time by pausing the game and going through the game’s menu screen.
The ability to pause and change up items is a necessity but that necessity doesn’t make it any less annoying for the player to do. Going through a dungeon is going to require a great deal of item swaps each of which interrupt the game’s flow and have the player scrolling through menus (which is boring): This puzzle needs the bow, boomerang, and bombs; so equip those. This enemy needs the hammer to be killed so pause and swap that in. You need the leaf and the boots now. You need the Bow, do you still have that equipped? Get out the Hook Shot and the boots…

Windwaker has 10 dungeon items, in addition to 4 bottles, 3 bags (each full of more items), and 3 more story based items. You can only equip 3 of these though so a dungeon that regularly asks you to use 5-7 of these items is going to involve stopping the action and going into the menu screen a lot.
This is one time I found that the touch screen was actually super helpful for the remastered HD version of Windwaker on the Wii U. The Wii U touch screen let me more easily swap out what I had equipped without having to pause the game and go through a bunch of menus. It was still a bit annoying and would cause me to get hit a lot as I had to keep looking away from the action to get the correct item out. The biggest problem with the touch screen is that it asks you to look away from the big screen (which is presumably where the action is).



