I understand that fans — humans, honestly — have a natural instinct to unify and organize things, especially the things they love. When it comes to stories, we’ve been trained into it by the commercial business of serialized storytelling, on TV, in comics, in movie sequels. We join them together to make new histories populated by our favorite characters.
But this endeavor never made any sense for The Legend of Zelda. Although the series features a few direct sequels (like Breath of the Wild and Tears of the Kingdom), it mostly takes the form of a kind of ritual repetition: endless variations of the same fairy tale, in which a handful of characters appear in new guises and replay their parts.
For whatever reason, some people (including some people at Nintendo) needed all this to link together into a contiguous timeline. This is despite the fact that it makes no sense at all. And, for me, the timeline spoils the effect of a world where every game is a new legend, every Link is a new hero, and within each game’s universe, all the others exist as a single, vaguely remembered myth.
Grand Theft Auto isn’t exactly like this, although it is a little bit like this. Zelda’s timeline diverges into three separate tracks, and Rockstar officially splits the GTA timeline into three unrelated eras: the 2D era (the original Grand Theft Auto and its expansions and sequel); the 3D era (GTA 3, Vice City, San Andreas, and their spinoffs); and the HD era (GTA 4, 5, 6, and Online, plus their various expansions and spinoffs).
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