o.0 but the point is you can't go to Dungeon 7, then do 1, then 3, then 6, then 2, then 4, so on so forth. There's usually like one or two dungeons you can go through by sequence breaking, but it doesn't mean you can complete the game from there. For example, in lttp, you can get the heavy gloves and get the tempered sword before beating dungeon 1 by grabbing the hammer first, but you still *need* the hammer from dungeon 1 to sequence break. It's not truly non linear due to sequential limitations. I suppose it involves how you perceive a non-linear game should be. I see Zelda as an exploration game; they want you to enter the wrong dungeon and say "!@#$% I need to do something else to get further", as apposed to "!@#$% yeah I found a dungeon randomly so I'll complete it and go to the next", whereas in games like GTA they sandbox you entirely with multiple paths from the start.