The Legend of Zelda: Breath of the Wild is a masterpiece of game design, drawing the player into a massive open world and allowing them to run riot, with secrets to find and challenges to undertake at practically every turn.
It's little wonder that even now, months after release, people are still hopelessly enraptured by the expansive kingdom of Hyrule - and a recent presentation at the Computer Entertainment Developers Conference in Japan has revealed the hard work and planning which goes into creating such an engaging world.
The talk - which featured Breath of the Wild director Fujibayashi Hideyuro and lead artist Makoto Yonezu - has recently been translated into English by Capcom production manager Matt Walker, and offers a fascinating insight into how Nintendo crafted one of the best video games of all time.
Several different topics were discussed, one of which focused on the "Triangle Rule" which has so greatly influenced the game's design. The team behind the game used triangle-shaped objects throughout Hyrule in order to give players options; when you see an object on the horizon, you can either choose to walk around or climb it, both actions which of course lead to further challenges. Furthermore, these triangles serve as the perfect place to hide secrets behind, giving players a sense of reward when they discover something new on the other side.
Map towers are a key part of Breath of the Wild, so it should come as no surprise to learn that their placement was another factor that a lot of thought went into. To begin with, towers were simply slapped down all over the map in the belief that they would attract the player's attention and draw them to other regions, but during testing it was discovered that players were unhappy with such obvious cues. The team therefore used heat maps to see where people had become stuck or bored, and placed the towers accordingly. The placement of smaller structures between each tower was also painstakingly considered, so that players would become side-tracked and drawn deeper into Hyrule - an idea referred to by the team as "gravity".
Nintendo even made sure that important structures could be seen from a distance by making them tall, and came up with a system where the taller the structure, the more important it would be to the player.
It's well worth reading all of Matt's tweets on this topic, as they offer a deep insight into how Nintendo creates such masterpieces.
[source eurogamer.net]
Comments (22)
Well size does matter.
It’s all about the Triforce!
To me the innovation of BotW is the Chemistry engine. Everyone's using Physics engine, Nintendo started the Chemistry engine... which is actually a 3d realisation of Scribblenaut's Text engine. 👌
The towers were nice but I liked the little ponds
Well the Triforce is a triangle after all.
Every body know the only triangle is the love story between Link (AKA Zelda), Zelda and Navi. What? Navi isn't in breath of the wild? Well I guess the 2nd worst evil is Ganon.
EINSTEIN: We have to face facts: the war is lost.
STAN LAUREL: But what are we gonna do?
PYTHAGORAS: I don't know. I still feel there's a solution, probably involving triangles.
EINSTEIN: Pythagoras, what is it with you? Always with the triangles, your solution to everything is triangles! There are problems that can't be solved by triangles.
I know this game was delayed a couple of times but if you really think about it, it's a wonder it came out as quickly as it did. I'll never moan about another delay to a Zelda game ever again (I'll try at least).
The notion of 'gravity' is probably crucial to designing a non-linear game that doesn't feel flabby and aimless.
With a line, the developer is free to add whatever they like at any point in order to create a satisfying sense of rhythm and flow through their adventure. Given a plane however, the developer must create a landscape sufficiently laced with pockets of interest that almost any line traced across it is similarly engaging.
No mean feat, but as Breath has shown, definitely not impossible. The only problem seems to be that it takes half a decade to pull off successfully.
The first thing that came in my mind was "Nintendo illuminati confirmed", but yeah, the Triforce is triangular
@BionicDodo Nice Red Dwarf reference there
I love hearing about the ways they monitored players during development to find strengths and weaknesses - clever stuff.
@Nincompoop Can you advise when in that video that the physics/chemistry/Scribblenauts bit comes up? Looks a really interesting vid but I don't have time for all of it.
@gcunit
25:00 They start talking about Physics engine.
37:30 Chemistry engine.
If you are a Nintendo/Zelda fan, you should watch the whole video, they provide insights about Nintendo like no other video.
The Scribblenauts bit was my idea, because that's what it is: the relationship between elements and material, how they react. In Scribblenauts, they have this built-in as well.
Illuminati confirmed.
I always find game design discussions like this fascinating. I've always patiently waited for this game (in a sense, I'm still waiting), and the wait seems to be paying off.
I see triangles everywhere. If I fold up a ten pound note I see the illuminati triangle, if I take my council tax bill and fold it I see a triangle, if I buy a child sized sandwhich it is a triangle... they're everywhere and now the illuminati have invaded Hyrule. Good thing I wore my tin foil hat and closed both my eyes when playing so they couldn't scan my mind or retina.
My God. This game is a massive Illuminati conspiracy, with all those triangles everywhere. No wonder Nintendo refused to give much of any details about BotW up until release...
@Rudy_Manchego If you've even so much as briefly glimpsed the box art, it's already too late. That box is full of triangles, the game is full of triangles, the devs used the so-called "Triangle Rule." Note the capitalization to denote high importance. Nintendo is aggressively attempting to attain NWO (Nintendo World Order).
Triangles.......
GASP
ILLUMINATI CONFIRMED
@PlywoodStick That wouldn't be a bad NWO.
If you look at the map as a whole it is the bottom right corner of the Triforce. Nintendo's DLC is the first in 2 where it unveils a total map 3x larger then the current one.
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