While playing A Link Between Worlds it becomes very obvious that the quick travel system is supposed to be used to fix other awkwardly implemented systems in the game. So, why should those systems exist in the first place?
The Legend of Zelda is in a lot of ways the Platonic form of the action-adventure game. It features a courageous hero, a lot of different dungeons, a vast world to explore, a multitude of enemies, various puzzles, unique items, and interesting boss fights. Almost all of these tropes are present in subsequent games within the genre, and because of this, the game is remembered extremely fondly both by people who have and haven’t played it. One thing gamers have always remarked about the original Legend of Zelda is the incredible amount of secrets within the game just waiting to be discovered. Whether it be placing bombs in peculiar places or deciphering the words of cryptic old men, the Zelda series has always done a great job at emphasizing exploration and discovery as a main tenet of its gameplay.
I’ve recently gotten around to playing The Legend of Zelda: A Link Between Worlds, and it is quite a wonderful game. The painting mechanic is well implemented and never overused, and the game follows a lot of traditional Zelda tropes while never feeling overbearing. But one thing has irked me the entire time that I’ve been playing it, the quick travel system. Unfortunately, the ability to just click a few times and instantly teleport to an area on the map that you have already been inevitably undermines one of the greatest things about a good Zelda or action-adventure game, exploration.