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Transitions in and out of buildings is something that depends a lot on how the game is structured. Games like Fallout/Skyrim, you sometimes want a barrier to keep the experiences from bleeding into one another. For example, you don't want everyone inside a fort to come running when you're fighting everyone already on the outside. Other things you might want to keep isolated are target NPCs, quest givers, and quest items, especially when random dragons or vampires can attack at any moment. Those games also have a ton of items to manage inside RAM, which probably won't be the case with Zelda.