How Nintendo Solved Zelda's Open World Problem

How Nintendo Solved Zelda's Open World Problem


How Nintendo Solved Zelda's Open World Problem

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To mark the release of The Legend of Zelda: Tears of the Kingdom, let’s look back at the making of Breath of the Wild’s open world.

Sources

How the “Open Air” world was created… | Gamer.Ne
https://www.gamer.ne.jp/news/20170901

Legend of Zelda: Breath of the Wild has become a game… | IGN Japan
https://jp.ign.com/cedec-2017/16928/n

The Perfect Game World Born under Nintendo’s New Development Approach… | GNN Gamer
https://gnn.gamer.com.tw/detail.php?s

The perfect game world of The Legend of Zelda: Breath of the Wild… | 4Gamer
https://www.4gamer.net/games/341/G034

Did the map for “Zelda” start in Kyoto!? | Game.Watch.Impress
https://game.watch.impress.co.jp/docs

The Making of The Legend of Zelda: Breath of the Wild Video – Open-Air Concept | Nintendo
   • The Making of The Legend of Zelda: Br…  

The Legend of Zelda: Breath of the Wild’s map is based on Kyoto | Polygon
https://www.theverge.com/2017/3/6/148

=== Credits ===

Music provided by Epidemic Sound - https://www.epidemicsound.com/referra… (Referral Link)

=== Subtitles ===

Contribute translated subtitles - https://amara.org/videos/eB3GnQWpxx4M/


Content

0 -> How do you make an open world where  the player is completely free to  
3.96 -> explore - but is also led towards key  locations that will advance the story?
7.8 -> This was the biggest challenge  that Nintendo faced when making  
11.34 -> their very first open-world game, The  Legend of Zelda: Breath of the Wild.
15.24 -> They wanted to give players a  sense of freedom and exploration,  
18.9 -> not seen in the franchise since  the very first Zelda game on NES.
22.74 -> But they also wanted to make  sure players were always making  
25.5 -> progress towards the overarching  goal of saving Princess Zelda.
29.76 -> This was no easy task to overcome  - Nintendo had to go through false  
34.44 -> starts and bad playtests before finally  arriving at the game we all know today.
38.64 -> The one that made us rethink how  exploration can work in an open world game.
43.32 -> And Nintendo actually shared their experience  of this difficult development process at the  
48.9 -> 'Computer Entertainment Developers  Conference' in Japan, back in 2017.
52.74 -> It was a really interesting lecture  - and a rare act of Nintendo openly  
57.06 -> discussing the nitty gritty details  of their game design and development.
61.02 -> But that information is sadly  very hard to access today. 
64.86 -> The lecture was never uploaded.
67.02 -> All of the reports are in Japanese (and  the only English translation is a tweet  
71.34 -> thread summary that's been mangled by Twitter).
73.56 -> And Nintendo actually got journalists to pull  down their photos of the original slides.
79.02 -> So - I thought it was time to right that wrong.
82.08 -> To mark the imminent release of the  next Zelda game, Tears of the Kingdom,  
86.1 -> I decided to resurrect that old talk.
88.8 -> I gathered different write-ups of the  talk, and had them translated into English.
93.18 -> I used internet archives to  rediscover the lost slides,  
97.02 -> and used motion graphics to make them come alive.
99.06 -> And I used AI upscaling to  bring back old screenshots.
102.36 -> So, without further ado, I'm  Mark Brown, this is a GMTK Mini,  
107.22 -> and here's how Nintendo solved the biggest  problem in Breath of the Wild's design.
112.86 -> Okay, so Nintendo had built a humongous world  map for Hyrule, and let players explore in any  
118.74 -> direction - but they needed to find some  way to lure players towards key locations.
123.72 -> The initial idea was to use a  system of "points and lines".
127.62 -> The points are the the Sheikah Towers: those  giant, neon-lit spires that soar above the ground. 
133.8 -> They're clearly visible from a great distance,  and they confer a great benefit to the player:  
138.54 -> they reveal a massive chunk of  your map when you get to the top.
141.78 -> So these 15-or-so towers would be obvious  
144.78 -> waypoints for the player - which should  effectively lead them around the map.
148.98 -> The lines are the routes and  roads between the towers.
152.22 -> And so Nintendo could place  various events along those lines.
155.58 -> As players walked towards the towers,  
157.74 -> they would discover characters, enemy  camps and other goodies as they went.
161.7 -> But this idea... completely flopped.
164.4 -> The guidance worked - but  it actually worked too well.
167.46 -> Playtesters felt they were stuck on a linear  path, and forced to follow the towers.
172.02 -> Many complained about being trapped on  an invisible, but obvious guide rope.
176.16 -> And those who deviated from the line would just  get lost, or find little of interest to explore.
181.56 -> And the data bore this out: Nintendo  tracked the playtesters' movements and  
185.82 -> created a heat map to see  where people had explored.
188.52 -> And they discovered that players were  split into two completely different groups:  
192.12 -> about 80 percent dutifully followed  the main route from tower to tower,  
196.62 -> and the other 20 percent just  sorta randomly wandered around.
200.22 -> Neither play style was close  to what Nintendo was after.
204.42 -> So they decided to go for a different approach.
207 -> Instead of nudging players to always  travel towards Sheikah towers,  
210.96 -> they could get players to move around the map by  
213.54 -> luring them towards a larger variety  of landmarks and points of interest.
217.32 -> Things like shrines, stables,  and enemy encampments.
221.46 -> They just needed to find ways to make  players gravitate towards these places,  
225.24 -> like moths flapping towards a flame.
227.52 -> So, they first made sure each area  would confer obvious benefits.
231.6 -> Completing shrines lets you  increase your health or stamina.
234.66 -> Enemy bases are filled with weapons to pick up.
237.42 -> And while stables were initially just for  registering horses, Nintendo made them much more  
242.64 -> attractive by adding beds for healing, a shop, and  NPCs who would hand out rumours and sidequests.
248.52 -> Other areas would be worth visiting  for the resources contained within.
252.42 -> Nintendo purposefully got rid of  simple healing items like hearts,  
256.26 -> so players would have to go into forests  to get mushrooms or find animals to hunt.
260.64 -> And they made rupees extremely rare,  so players would need to go towards  
264.9 -> mountains and quarries to mine valuable  ore, which can be sold to shopkeepers.
268.92 -> For this plan to work, they would  need to make other adjustments, too.
272.16 -> You see, the Sheikah towers are enormous and  easy to see - the smaller landmarks less so.
277.74 -> So Nintendo had to make them stick out from  a distance, or from a high-up vantage point.
282.12 -> Shrines were given a distinctive, lit-up  look; campfires give off a tall tower of  
287.28 -> smoke; enemy bases are often built  around massive skull-shaped rocks;  
291.42 -> and the stable is a gigantic  wooden statue of a horse.
294.657 -> Wherever you look, you should  find something interesting to do.
294.72 -> Also, while there's usually only one or  two Sheikah towers on screen at once,  
299.58 -> there could be dozens of other,  smaller landmarks nearby - and  
303.66 -> that many options can be completely  overwhelming in an open world game.
307.44 -> And that was partly the reason behind  Nintendo creating the "triangle rule".
312.42 -> You see, Nintendo designed  the terrain and landscape  
315.18 -> of Hyrule to be mostly made up  of triangles - it's all hills,  
319.5 -> mountains, and rock formations that  are shaped like pyramids and cones.
323.52 -> And this has various benefits  for the world design.
326.7 -> Like, whenever you face a giant mountain,  players have to decide whether to scale it,  
331.44 -> or go around it - creating  decision making during exploration.
334.68 -> Also, the player's eye is naturally  guided to the tip of the triangle - so  
339.3 -> you can place points of interest at  the peek to draw the player closer.
342.54 -> But most importantly: these triangles  simply block whatever's behind - meaning  
346.74 -> that the player is rarely overwhelmed  by a massive field of things to do.
350.34 -> There's usually only a couple  attractive places on screen,  
353.28 -> and the rest is hidden behind hills and mountains.
356.22 -> But as you go towards these mountains,  whatever's behind is gradually revealed.
361.56 -> Whether you climb the hill  or try to move along side it,  
365.22 -> more terrain will start to be shown. And this has an interesting outcome:  
369.3 -> it creates a constant source of surprise and  curiosity as new locations make themselves known.
375.12 -> So you might be going towards one landmark,  
377.7 -> but as you travel there - two or  three new places are revealed.
381.54 -> Perhaps a shrine on the horizon,  or an enemy camp around a corner,  
385.38 -> or a distinctive-looking rock, or a  curious sight on the peak of a mountain.
388.98 -> Wherever you go and whatever you do,  
391.8 -> you'll be given a few new things  to catch your eye and attract you.
395.94 -> Perhaps that new landmark will distract you,  
398.4 -> and you'll ditch your old plan  and go somewhere new instead.
401.34 -> When you're finished, you'll remember  where you were supposed to be going  
403.68 -> and head back there - only to be distracted again.
407.04 -> Whatever the case, this creates a chain reaction.
410.16 -> An infinite loop of discoveries.
412.5 -> A breadcrumb trail of landmarks.
415.26 -> All of which makes you slowly move across  the map - in an addictive quest of "ooh,  
420.573 -> what's that?", "ooh, what's  what?", "ooh, what's that?".
423.66 -> And before you know it...  you're at a Sheikah tower!
428.34 -> Which is exactly where Nintendo  wanted you to go in the first place.
432.24 -> So now, with this system of attractive landmarks,  
435.24 -> players still went from point to point - but,  this time, instead of following a specific line,  
439.98 -> they were simply following a breadcrumb trail  of interesting landmarks - one that would,  
445.02 -> eventually, lead players to Breath  of the Wild's most important locales.
448.62 -> And where following the towers made players  feel like they were being forced to travel in  
452.82 -> a specific way, the littered landmark approach  was much more organic, and player-driven.
458.1 -> Players would naturally pick places to go,  
460.98 -> based on their own curiosity - and  depending on their current goal or mood.
465.06 -> Locations might be more or less attractive based  on what you need: if you're looking to increase  
469.92 -> power, then shrines and enemy camps suddenly  become more attractive than stables and towers.
475.26 -> Then when night falls, other locations  become more visible and appealing.
479.82 -> So players no longer felt forced  to follow a certain landmark or  
483.6 -> goal - but they still ended  up where they needed to go.
486.18 -> And Nintendo could clearly see  this improvement on the heatmap.
489.54 -> There was no longer that awkward 80/20 split  
492.24 -> in the experiences - instead, all players  fell into Nintendo's vision for the game:  
497.22 -> they could see that players freely explored  various places, following their curiosity  
501.6 -> from landmark to landmark - but almost all  players eventually got to the key locations.
506.58 -> And I totally found this when  playing Breath of the Wild myself.
509.52 -> I never felt particularly guided or led around  the world - I was just following my own curiosity  
515.04 -> and exploring on my own terms. But I still ended up stumbling into  
518.34 -> important locations - and was always  making progress through the story.
522.84 -> So this was Nintendo's first, proper open-world game.
525.66 -> And the team clearly had a lot to learn.
527.82 -> In the second half of the talk, Nintendo explained  that to get a sense of scale and density,  
532.32 -> it initially used data from Google Maps to have  Link run around Nintendo's hometown of Kyoto,  
537.6 -> and clamber up Japan's famous Himeji Castle.
540.06 -> And they shared how they had to make all new tools  
542.34 -> to allow for a large team to  collaborate on a single map.
545.16 -> But through clever design, driven by a  desire to create a specific experience  
550.08 -> for the player - it solved the biggest  problem in Breath of the Wild's design.
554.1 -> Nintendo created an open world game that  beautifully balances guidance and exploration.
558.9 -> A feeling of freeform adventure that I've  only really seen since in Elden Ring - and,  
564 -> almost certainly, will see  in Tears of the Kingdom.
566.82 -> I look forward to jumping in later this week.
569.58 -> Thanks for watching,

Source: https://www.youtube.com/watch?v=CZzcVs8tNfE