To make a game as massive and astounding as The Legend of Zelda: Breath of the Wild, the developers at Nintendo needed to take a lot of experiments. As a result, they left a lot of ideas on Hyruleâs floor.
Unlike other Zelda games, Breath of the Wild wonât give you access to environment-altering items that you gradually acquire as you make progress. Instead, the game offers four core âruneâ skills: bombs, a magnet, a time-freezing stasis ability, and the ability to create a pillar of ice out of any body of water. Youâll obtain all four of these runes during the first two hours, in Breath of the Wildâs opening area, and with them you can solve any puzzle in the game.
But how did Nintendo decide on those four? During an interview at the Game Developers Conference in San Francisco last week, Breath of the Wild director Hidemaro Fujibayashi told me about some of the other ideas theyâd tried over the past few years.
âHookshot was [one] we experimented with and tested, as well as [the] Beetle from Skyward Sword,â Fujibayashi said, referring to the flying mechanical insect that you could use to grab items and drop bombs on enemies. âAfter a lot of experimentation and testing, we weeded out all the ones that had potential to detract from the gameplay and enjoying the game. Whatâs left currently, the four items, were really what would draw out the fun of the game.â
During their original experiments, they played around with allowing Breath of the Wild players to obtain objects within dungeons, as you could in previous Zelda games. They even tried the Link Between Worlds approach, although that was a little limiting.
âWe did at one point test what it would be like to be able to obtain some of these abilities in some point in the story,â Fujibayashi said. âBut when we do that, you are pigeonholed into having a specific order of dungeons. We did have ideas [that] if a certain dungeon needs bombs, for example, we might put a little bomb icon on the dungeon walls or somewhere on the ground.â
https://kotaku.com/when-miyamoto-first-played-zelda-breath-of-the-wild-h-1793017234
And then there were the weirder experiments, the ones that proved to Fujibayashi and his team that some Zelda traditions have lasted 31 years for a reason.
âWe had talked about the idea of maybe â usually the heart gauge decreases from the right, having it decrease from the left,â Fujibayashi said. âOr have it naturally regain over time… We actually did that with a number of things in the game that donât look like they changed in the final product. Actually, during our experimentation we tried to change them, and then realized, âOh, this is actually really well thought out.ââ
Another series tradition they tried to change: treasure chests. âWe thought maybe thereâs something we can do differently with these,â Fujibayashi said. âYouâd find a treasure chest in the game thatâs open. Itâs just open, and thatâs the end of it.â (This concept wound up confusing players too much, so they cut it.)
One of the reasons Fujibayashi and his team tried so many new things with Breath of the Wildâand one of the reasons it took so long, after originally being slated for 2015âis that Nintendo decided mid-development that the new Zelda would come to both Wii U and Switch, then code-named NX. During Fujibayashiâs GDC panel last week, he and the other directors shared a joke e-mail from series producer Eiji Aonuma:
https://twitter.com/embed/status/837028025547943936
âIt wasnât a real email, but our back and forth with him followed a similar pattern,â Fujibayashi said. Having to bring Breath of the Wild to Switch wasnât a huge surpriseââWe knew about the hardware… We thought itâs probably gonna come, oh and here it is.ââbut it was a big undertaking, and it meant that Nintendo had to scrap all of the ideas they had for the Wii Uâs GamePad controller, like a separate map and a different control scheme.
âWhen it was originally just for the Wii U, we had touch controls,â said Fujibayashi. âBut we had to remove them… Although it was not very flashy or exciting work, it was still time-consuming and difficult.â
In Breath of the Wild, one of Linkâs main tools is the Sheikah Slate, a device that resembles the Wii U GamePad and allows Link to interact with the world. Originally, this Sheikah Slate was going to be far more connected to Wii U GamePad, to the point where Fujibayashi and the other developers had to overhaul parts of the story when they decided to bring Breath of the Wild to Switch as well.
âWe felt that the way the Sheikah Slate is represented in the game and how we use the GamePad in real life synced really well,â said Fujibayashi. âSo when we had to remove it, I did feel like, âOh, itâs too bad we had to do that.â And because it was so tied into the scenario, we did have to go back and redesign and rethink the scenario, which was a little bit [of] hard work.â
So whatâs next for Fujibayashi and crew? I told them I thought they had made the best Zelda game yet. I asked how they thought they could surpass it.
âEvery time we put out a Zelda game we feel like weâre at the top of the mountain [and] this is the best Zelda game,â Fujibayashi said. âBut we realize thereâs a taller mountain behind that. And I feel like the minute you feel like this is the tallest mountain there ever will be, then youâre not being a good Zelda director.â
âNow that youâve made the biggest Zelda,â I said, âyou have to make the smallest possible Zelda.â
Fujibayashi laughed. âWeâll make one just within this room.â
https://kotaku.com/the-legend-of-zelda-breath-of-the-wild-the-kotaku-rev-1792885174