Work of fiction · video game

The Legend of Zelda: Ocarina of Time

Does a life others have mapped out for you become yours if you accept it?

Version analyzed : The original Nintendo 64 game (1998), whose story the Nintendo 3DS version (2011) retells. Lines are quoted from the 1998 English release.

A boy raised in the forest, the only one without a fairy, learns that a legend awaits him. A princess dreamed of him before they ever met; the forest's guardian has called him. Ocarina of Time tells of a life that others have mapped out, and puts an ocarina in the player's hands. What we did not choose: should we accept it as our life, or try to break free of it?

Spoiler-free by default: whatever gives the plot away stays hidden until you choose to show it.

The problem

The common belief put to the test

A good life is a life one has chosen; and if we could go back to recover what we missed, we would be right to do so.

The problem

We want our life to be our own, and yet being called, having a task that only we can accomplish, gives a life a weight that a mere choice does not. And what we receive this way does not come in pieces: the mission brings losses with it, which we did not choose either. The game ties the two together: everything that happens to its hero, a mission, a role, a place, is given to him by others, and time itself becomes what is at stake.

Being expected gives a life a meaning no choice could give it, but that meaning comes from elsewhere. At the start of the game, Link lives among the Kokiri, a people of forest children who each have a fairy, and he is the only one without one. Then everything comes to him at once: the Great Deku Tree, guardian of the forest, sends him a fairy, Navi, and sees in him a child whose destiny is to lead Hyrule; his friend Saria is glad he is a real Kokiri at last; Princess Zelda tells him she dreamed of a figure coming out of the forest, followed by a fairy, and confides her plan: to get ahead of Ganondorf, a king from the desert who covets the sacred power hidden in the Sacred Realm. Link asks for nothing: he is told who he is and what he must do. The saw wisdom in a considered consent to the order of things: "the fates lead the willing and drag the unwilling," writes , in the line he draws from a hymn by Cleanthes. But a mission never comes alone: it brings losses that were not chosen either, and one will have to decide whether to accept them as part of one's life, or to refuse them.

Should you become what you are told you are, and accept what it costs?
Refusing what happenedLink (Ocarina of Time)SariaThe Great Deku Tree Consenting to what happened
Becoming what one is called to beEssence and existenceMaking oneself

Hidden so as not to give anything away: Zelda. They will be placed on the map once you show spoilers.Show spoilers to see how the characters change through the story.

  • Character, placed by their acts
  • Main character

Click a character to see the scenes their position rests on.

Spoiler passage
Spoiler passage
Spoiler passage

And you?

0/4 answered

Answer these questions: your point appears on the map, among the characters. Your answers add to your profile, which stays on your device; only each answer on its own is counted anonymously, to show how readers split.

Ever since you were a child, everyone around you has known what you would become. You have been told so often that you no longer know whether you want it. When the day comes, you accept.

Is this life now yours?

You are the eldest. In your family, the eldest takes over the farm, as your father and grandfather did before you. You have always known it, and you love this land.

If you take it over, is it because that is what you are?

A mistake that was not yours cost you ten years. You are offered the chance to go back to the day everything changed and finally live them; but you would lose what you have built since, people you love, and you alone would remember it.

Do you go back, or stay?

A decision you made long ago went wrong and cost you years.

When you think back on it today, what do you do?

Answer on both axes to appear on the map.

The characters

  • Main character

    Link (Ocarina of Time)

    A forest child the legend awaits

    What they embody

    He never says what he thinks: he accepts every role he is given.

    Key action

    He leaves the forest with Navi to meet Princess Zelda.

    Main positions

  • Spoiler passage
  • Saria

    Link's childhood friend in the forest

    What they embody

    Everyone has their own world, and one must accept being parted from it.

    Key action

    She gives Link the Fairy Ocarina as he leaves the forest.

    Main positions

  • The Great Deku Tree

    Guardian of the forest

    What they embody

    Every being has its destiny, and Link has his.

    Key action

    He sends Navi to fetch Link and tells him a task awaits him.

    Main positions

How the work answers, in its own way

The game does not say whether one should love the life one did not choose, or leave it. It shows a hero who receives everything from others, a mission, a role, a place, in a world where everyone has theirs, and leaves it to the player, who has played that destiny as their own, to judge.

With the plot's turns

Where the narrative leans, axis by axis

Distinct from what the characters think: where the narrative seems to lean, judging by what it confirms or refutes, what it stages and what it values. This is an inferred, debatable reading, not its authors' opinion. On each axis, the diamond ◆ marks where the narrative appears to lean.

  • Inferred reading on “Essence and existence” (reveals plot turns)
  • Inferred reading on “Relation to the past” (reveals plot turns)

What it leaves open

The hero almost never states a conviction: his positions are read in his acts, and the game does not have him say what he thinks of them. The legend's world presupposes prophecy; the game presupposes assigned places more than it defends them.

Other problems in the work

Questions the work raises in passing, over an episode or a subplot: they do not carry the whole work, but they are worth a pause.

  • Zelda's dream; the Song of Storms

    Does knowing the future fix it?

    Zelda saw in a dream the one who would come, and her whole plan rests on that vision. If the future can be seen in advance, or close in on itself, is it still open? answered that a knowledge that sees the future does not force it, any more than seeing someone walk makes them walk.

    All decided, and yet free?

  • Kokiri Forest

    Never growing up

    The Kokiri are children who never grow up, and one of them claims that a Kokiri who leaves the forest will die. When Link finally gets his fairy, Saria is glad he is a real Kokiri.

    Finding oneself, or inventing oneself?

  • The ocarina's songs

    Playing with time

    In the game, music is, alongside the sword, the main way to act on time: the Sun's Song turns day into night, the Song of Time opens the temple door, and Zelda's Lullaby is handed down in the royal family like a memory. If a melody can act on time, perhaps it is because it is made of time: it exists only by holding together what has just passed and what is about to come. took the example of reciting a psalm to pose an old riddle: the present has no thickness, and yet we hear a whole phrase in it, because the mind holds memory and expectation there.

    Is there a present to stand in?

  • The Triforce

    Power without the rest

    Spoiler passage
  • After the game: Hyrule Historia (2011)

    What becomes of the world one leaves?

    Spoiler passage

The concepts at play

Alongside the sword, music is the game's main way of acting on time; and a melody is the very example of lived time, which exists only by lasting.
The game lets the player experience a loop in which what the hero does in the past was already there.
Willing one's life as it was, losses included: the other possible answer to the ending, one that would need no repair.
The pole the game leaves empty: in this world of assigned places, no one claims to make themselves, and the one who wants more than his place, Ganondorf, merely takes.

Going further

On Philoscopia

The question the work raises, and what philosophy brings to it: the problems, thought experiments, arguments and thinkers that shed light on it.

The question

Does a life others have mapped out for you become yours if you accept it?

The philosophical problems at stake

Thought experiments

Close thinkers

Readings

  • Seneca, , Letter 107 : The formula of the fates that lead the willing, and the art of accepting what happens.
  • Nietzsche, , § 341, "The heaviest weight" : The eternal return: would you live your life again, every loss included?
  • Augustine, Confessions, Book XI : The recited psalm: how the present holds memory and expectation.
  • Henri Bergson, Time and Free Will : Lived duration, set against clock time, with the image of the melody.

Other works

  • The Legend of Zelda: Majora's Mask (video game, 2000) extends : The direct sequel: the same Link, a child again, relives three days in a loop to prevent a catastrophe.
  • Groundhog Day (film, 1993) extends : Time that repeats itself, and what one ends up making of it.
  • Peter Pan (novel, 1911) contests : The refusal to grow up, presented as a choice, where the Kokiri undergo it and Link has no claim to it.
  • Arrival (film, 2016) extends : Knowing one's life in advance, losses included, and choosing it anyway.