Many people know how Super Mario Brothers level 1-1 ingeniously guides players towards intuitively understanding its rules with no explicit tutorial. I find the first area of Ocarina of Time does something similar but for 3D movement and its genius is rarely recognized (THREAD)
All of this is taken from this video, which is the result of quarantine isolation getting to me and needing something different to put my creativity into. I go into way more detail there:
For context: Ocarina of Time was the first 3D Zelda game and comes from a time before 3D movement, camera control or even analog sticks where the standards. And things like auto jumping or Z-Targeting were brand new, or just very rare. Kokiri Forest is designed around this:
The very first time the player is given control the camera is stuck on a perspective that is reminiscent of 2D Zelda games to ease players into the controls:
And you can tell this is intentional because this camera angle is never reused. When you enter Link's house any other time the camera angle is different. Since backgrounds for that were prerendered in the N64 version they had to add a new asset just for those few initial seconds!
The area right outside Link's house changes the camera angle, but allows the player to get used to the idea of 3D movement without having to deal with a camera that is also moving:
And once you head to your objective you have to cross this small pond. At the time of OoT release Auto jumping (which is dependent on the speed you approach a ledge from) was a weird concept, and there is almost NO way to approach this pond that does not trigger an auto jump!
I would not be surprised if the entire purpose of that pond is having a safe and simple area for the player to discover that autojumping exists and how it works.
There is also how the Kokiri Forest constantly uses Blue Rupees (Blue being visible against the green forest AND that you need to buy the shield) as a way to funnel you into places specifically designed to teach you control skills, like this bridge.
When you walk into the start of the bridge the camera ALWAYS auto positions itself in a weird angle to force the player to either carefully cross it using the analog controls or recenter the camera manually (which is a more advanced skill).
There are LOTS of moments like this Kokiri Forest. I am always surprised when no one talks about this. If you want more details there is the video, which is the result of me desperately needing a new project when the quarantine isolation was getting to me

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