Well I'm guessing they share a lot of their intel.
They probably got monolith soft to help with this because how much they'd learnt about optimising open world games on the Wii U while making Xenoblade X.
But Xenoblade X was Wii U only. So working on a similar game that's cross platform, you'd assume they'd develop a good understanding of how that knowledge transfers to the NX. Which they can put to use in their next game. Assuming it's in the vague category of being an open-world NX game.
Well I'm guessing they share a lot of their intel.
They probably got monolith soft to help with this because how much they'd learnt about optimising open world games on the Wii U while making Xenoblade X.
But Xenoblade X was Wii U only. So working on a similar game that's cross platform, you'd assume they'd develop a good understanding of how that knowledge transfers to the NX. Which they can put to use in their next game. Assuming it's in the vague category of being an open-world NX game.
Then I guess the only question I'm left with is, how do you imagine EAD working on Zelda has any affect on Monolith working on Xenoprefix? They're separate teams.
@Dezzy Monolith Soft has two teams; one in Tokyo that does the Xeno games and Project X Zone and a team in Kyoto that helps out Nintendo with games like Pikmin 3, Animal Crossing, Splatoon and Zelda: Breath of the Wild. In short, the team that's helping with Zelda isn't the Xenoblade team.
@Dezzy Nintendo is always working on a new Zelda. They have to be thinking about how they can make the next one easier to produce.
Here's a quote from Shinya Takahashi, Nintendo’s General Manager of Entertainment Planning & Development Division, at the recent shareholder meeting:
By using resources made for Zelda on other software, we can make many compact titles. The last Brain Training sold a lot with small resources. We’re doing lots of things to reduce development times like reusing game engines.
It seems pretty clear. They used the development of Breath of the Wild to prepare for future development. They will reuse the engine, many assets, and other development recourses not just in future Zelda titles, but other games as well, including quickly made “compact” titles. Miyamoto explaining the physics engine being a big reason for Breath of the Wild's delay falls in line with this. I'd be surprised if we don't seen physics in many upcoming Nintendo games, and I'm sure physics is just one of many such examples.
Now it also seems evident that at some point Nintendo decided to put minimal investment into developing Wii U software and focus instead on getting their NX effort down for the future.
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Topic: The Legend of Zelda: Breath of the Wild
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