“I get excited at the
sight of my blood, you're in a fight with a nut
Cause I'mma fight 'til I
die or win, biting the dust
It'll just make me
angrier, wait, let me remind you of what
Got me this far, picture
me quitting, now draw a circle around it and put a line through it, slut
It's survival of what?”
The Legend of Zelda: Ocarina of Time (OOT) is a hero’s
journey through destiny. The game opens
with a prophecy; the Great Deku tree puts this prophecy into action when he
commands the fairy Navi to get the boy.
You are the boy and Navi is your first ally. You are not chosen coincidentally or randomly,
you have been earmarked by a prophecy and the fulfillment of that prophecy
starts now.
After speaking with the Deku Tree you leave your
hometown to find the princess. Before
leaving you are approached by your hometown friend, Saria, she gives you her
Ocarina, Saria is your second ally. After
finding the princess you are introduced to her care taker, Impa, they become
your third and fourth allies. The care
taker sends you up Death Mountain where you befriend the Gorons. There you make a fifth powerful friend,
Darunia. Darunia sends you to Lake
Hylia, where you find a message in a bottle.
This message leads you into the belly of Lord Jabu Jabu, and there you
make a sixth ally, Princess Ruto.
At this point you are a young boy marked by destiny to
be a hero and surrounded by friends who will fight with you to fulfill your
destiny. Then you grow up. Suddenly you are the hero of time. Characters in the game look at you and say “it’s
you”, or “are you really here?” They all recognize you as the hero. You meet a new friend, Sheikh.
She is there to help you through this quest, and she checks in on you
every step of the way. The amount of
people there to fight with and support you increases every day. Although they aren’t physically there to help
you, they have laid plans to aid you in your quest. They have prepared the next generation to aid
you, or left clues to help you navigate this new world. Every non player character believes in the
prophecy and they believe it is your destiny to fulfill it. They offer you all the help you need to be
successful.
Right before the final showdown, it is revealed to you
that you possess the Triforce of courage.
Your right to this piece of the Triforce is sealed in a prophecy. At this point it is clear that you are the
one the prophecy spoke about. There is
now nothing that can stop you from fulfilling that destiny, with the help of
your friends you have become as powerful as you can be and all that is left is
to step into the ring.
It is unavoidable to feel a sense of destiny when
entering college ultimate. When you
arrive at a program and start to get to know your classmates it is exciting, it
is fun to day dream about what you could do with that group. With these brothers you could be great. These guys become your allies; they are the
people who are with you throughout the entire quest, the people who check in on
you every step of the way.
Obviously, in ultimate no one is marked by destiny,
but this feel that “I will be the one to make a difference on this team” is
pervasive. I strongly believe everyone
feels this at some point. At my first
tournament, Western Illinois Classic, I remember looking at three other guys
and thinking, these guys are pretty good.
I believed strongly that we would have the potential to be really
good. I thought the four of us could be
the future cutters of this team. I was
very wrong. All three of them would quit
during our freshman year, only one of them would return the next year. Despite them quitting I never stop believing
that we were going to be the one. We
were the destined class to bring this team into greatness.
You believe in this destiny until the fat lady
sings. Her song can either be the sweetest
sound, are a gut wrenching tragedy.
Majora’s Mask (MM) is no hero’s journey. It is a personal journey. In MM you are wandering through
the forest, when a lonely skull kid jumps you. He curses you, and flees leaving behind one of
his fairies, Tatl. Your connection to
the rest of the plot is through Tatl.
You are working to reunite Tatl with the other fairy Tael. There is no destiny at play here; there are
no gods or prophecies pushing this story forward. You don’t make any powerful allies who will be there working to help you. The only reason you are sticking around is to get your horse back, and because Tatl has asked you for your help.
One of the first things to do in ClockTown is to
become a member of the bombers, they welcome you into their club and announce
that you are their brother. The moment
you travel back in time, they don’t recognize you anymore. This veil, preventing you from becoming truly
a part of the world around you, pervades the entirety of the game. You can pierce this veil for a time, you can
become deeply attached to a part of the story and completely immerse yourself
in this, but eventually you will need to shift back in time putting yourself again
on the outside of this story.
You yourself are not the hero of this journey. At each stage of the game, you put on a mask
which breathes life into the true hero of that arc of the game. When you don the Goron mask, you become a
Goron hero. When you put on the Zora’s
mask, you become a hero of the Zora’s.
You are not this hero, you have not worked hard to develop the skills or
the power that this hero wields, and you are simply giving your life and some
guidance to them so that they may complete their own work. If you play the game correctly you aren’t
even the one to bring down Majora, you bring to life the Fierce Deity and take
on Majora Spirit v. Spirit.
The true beauty of MM lies in the tangential
stories. Every character in ClockTown
has a story. As you float through time
you are given the opportunity to hear and experience the story of
everyone. You can have a profound impact
on their life and you can help them in great ways, but due to the nature of the
game you are never truly a part of it.
During all of these quests, you spend days helping someone work out a
personal issue or battle their inner demons.
At the end of these quests, you slide back to a time where all that you
have done for them has not happened.
As a coach of ultimate, I rarely feel the call of
destiny. I see a team of guys going
through their own personal journeys. I
feel a great desire to help them along these journeys, but I am not a part of
this journey. I am not on the field with
them, I am not in the weight room with them or living in the house with
them. I spend 6 hours a week with them;
they spend 80 hours a week together.
They are the heroes that must take the field, and
battle their own battles. I can breathe
a little life into them, I can help them be prepared for those battles but
ultimately it is they who step into the dungeon and defeat the evil.
You can pierce the veil that separates you from them
you can develop a close relationship with your team and you can be there for
them as much as you can, but you cannot go into battle with them. You cannot bleed with them on the field, and
experience the immense joy and pain that comes from going to war with your
teammates. (When coaching I feel relieved after a big win, when playing I am all hopped up on mountain dew). This bond that they are able
to forge shifts you back again, puts you in your place out of the focus of the story. The story is not about you, and never will be about you. All I can do is believe in them even when
they don’t believe in themselves, and that makes it beautiful.
I like Majora’s
Mask a lot more than I like Ocarina of Time.
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