0:00:00.000,0:00:03.960 How do you make an open world where [br]the player is completely free to 0:00:03.960,0:00:07.800 explore - but is also led towards key [br]locations that will advance the story? 0:00:07.800,0:00:11.340 This was the biggest challenge [br]that Nintendo faced when making 0:00:11.340,0:00:15.240 their very first open-world game, The [br]Legend of Zelda: Breath of the Wild. 0:00:15.240,0:00:18.900 They wanted to give players a [br]sense of freedom and exploration, 0:00:18.900,0:00:22.740 not seen in the franchise since [br]the very first Zelda game on NES. 0:00:22.740,0:00:25.500 But they also wanted to make [br]sure players were always making 0:00:25.500,0:00:29.760 progress towards the overarching [br]goal of saving Princess Zelda. 0:00:29.760,0:00:34.440 This was no easy task to overcome [br]- Nintendo had to go through false 0:00:34.440,0:00:38.640 starts and bad playtests before finally [br]arriving at the game we all know today. 0:00:38.640,0:00:43.320 The one that made us rethink how [br]exploration can work in an open world game. 0:00:43.320,0:00:48.900 And Nintendo actually shared their experience [br]of this difficult development process at the 0:00:48.900,0:00:52.740 'Computer Entertainment Developers [br]Conference' in Japan, back in 2017. 0:00:52.740,0:00:57.060 It was a really interesting lecture [br]- and a rare act of Nintendo openly 0:00:57.060,0:01:01.020 discussing the nitty gritty details [br]of their game design and development. 0:01:01.020,0:01:04.860 But that information is sadly [br]very hard to access today. 0:01:04.860,0:01:07.020 The lecture was never uploaded. 0:01:07.020,0:01:11.340 All of the reports are in Japanese (and [br]the only English translation is a tweet 0:01:11.340,0:01:13.560 thread summary that's been mangled by Twitter). 0:01:13.560,0:01:19.020 And Nintendo actually got journalists to pull [br]down their photos of the original slides. 0:01:19.020,0:01:22.080 So - I thought it was time to right that wrong. 0:01:22.080,0:01:26.100 To mark the imminent release of the [br]next Zelda game, Tears of the Kingdom, 0:01:26.100,0:01:28.800 I decided to resurrect that old talk. 0:01:28.800,0:01:33.180 I gathered different write-ups of the [br]talk, and had them translated into English. 0:01:33.180,0:01:37.020 I used internet archives to [br]rediscover the lost slides, 0:01:37.020,0:01:39.060 and used motion graphics to make them come alive. 0:01:39.060,0:01:42.360 And I used AI upscaling to [br]bring back old screenshots. 0:01:42.360,0:01:47.220 So, without further ado, I'm [br]Mark Brown, this is a GMTK Mini, 0:01:47.220,0:01:51.660 and here's how Nintendo solved the biggest [br]problem in Breath of the Wild's design. 0:01:52.860,0:01:58.740 Okay, so Nintendo had built a humongous world [br]map for Hyrule, and let players explore in any 0:01:58.740,0:02:03.720 direction - but they needed to find some [br]way to lure players towards key locations. 0:02:03.720,0:02:07.620 The initial idea was to use a [br]system of "points and lines". 0:02:07.620,0:02:13.800 The points are the the Sheikah Towers: those [br]giant, neon-lit spires that soar above the ground. 0:02:13.800,0:02:18.540 They're clearly visible from a great distance, [br]and they confer a great benefit to the player: 0:02:18.540,0:02:21.240 they reveal a massive chunk of [br]your map when you get to the top. 0:02:21.780,0:02:24.780 So these 15-or-so towers would be obvious 0:02:24.780,0:02:28.440 waypoints for the player - which should [br]effectively lead them around the map. 0:02:28.980,0:02:32.220 The lines are the routes and [br]roads between the towers. 0:02:32.220,0:02:35.580 And so Nintendo could place [br]various events along those lines. 0:02:35.580,0:02:37.740 As players walked towards the towers, 0:02:37.740,0:02:41.700 they would discover characters, enemy [br]camps and other goodies as they went. 0:02:41.700,0:02:44.400 But this idea... completely flopped. 0:02:44.400,0:02:47.460 The guidance worked - but [br]it actually worked too well. 0:02:47.460,0:02:52.020 Playtesters felt they were stuck on a linear [br]path, and forced to follow the towers. 0:02:52.020,0:02:56.160 Many complained about being trapped on [br]an invisible, but obvious guide rope. 0:02:56.160,0:03:01.560 And those who deviated from the line would just [br]get lost, or find little of interest to explore. 0:03:01.560,0:03:05.820 And the data bore this out: Nintendo [br]tracked the playtesters' movements and 0:03:05.820,0:03:08.520 created a heat map to see [br]where people had explored. 0:03:08.520,0:03:12.120 And they discovered that players were [br]split into two completely different groups: 0:03:12.120,0:03:16.620 about 80 percent dutifully followed [br]the main route from tower to tower, 0:03:16.620,0:03:20.220 and the other 20 percent just [br]sorta randomly wandered around. 0:03:20.220,0:03:23.760 Neither play style was close [br]to what Nintendo was after. 0:03:24.420,0:03:26.948 So they decided to go for a different approach. 0:03:27.000,0:03:30.960 Instead of nudging players to always [br]travel towards Sheikah towers, 0:03:30.960,0:03:33.540 they could get players to move around the map by 0:03:33.540,0:03:37.320 luring them towards a larger variety [br]of landmarks and points of interest. 0:03:37.320,0:03:41.460 Things like shrines, stables, [br]and enemy encampments. 0:03:41.460,0:03:45.240 They just needed to find ways to make [br]players gravitate towards these places, 0:03:45.240,0:03:47.520 like moths flapping towards a flame. 0:03:47.520,0:03:51.600 So, they first made sure each area [br]would confer obvious benefits. 0:03:51.600,0:03:54.660 Completing shrines lets you [br]increase your health or stamina. 0:03:54.660,0:03:57.420 Enemy bases are filled with weapons to pick up. 0:03:57.420,0:04:02.640 And while stables were initially just for [br]registering horses, Nintendo made them much more 0:04:02.640,0:04:08.520 attractive by adding beds for healing, a shop, and [br]NPCs who would hand out rumours and sidequests. 0:04:08.520,0:04:12.420 Other areas would be worth visiting [br]for the resources contained within. 0:04:12.420,0:04:16.260 Nintendo purposefully got rid of [br]simple healing items like hearts, 0:04:16.260,0:04:20.640 so players would have to go into forests [br]to get mushrooms or find animals to hunt. 0:04:20.640,0:04:24.900 And they made rupees extremely rare, [br]so players would need to go towards 0:04:24.900,0:04:28.920 mountains and quarries to mine valuable [br]ore, which can be sold to shopkeepers. 0:04:28.920,0:04:32.160 For this plan to work, they would [br]need to make other adjustments, too. 0:04:32.160,0:04:37.740 You see, the Sheikah towers are enormous and [br]easy to see - the smaller landmarks less so. 0:04:37.740,0:04:42.120 So Nintendo had to make them stick out from [br]a distance, or from a high-up vantage point. 0:04:42.120,0:04:47.280 Shrines were given a distinctive, lit-up [br]look; campfires give off a tall tower of 0:04:47.280,0:04:51.420 smoke; enemy bases are often built [br]around massive skull-shaped rocks; 0:04:51.420,0:04:54.657 and the stable is a gigantic [br]wooden statue of a horse. 0:04:54.657,0:04:54.720 Wherever you look, you should [br]find something interesting to do. 0:04:54.720,0:04:59.580 Also, while there's usually only one or [br]two Sheikah towers on screen at once, 0:04:59.580,0:05:03.660 there could be dozens of other, [br]smaller landmarks nearby - and 0:05:03.660,0:05:07.440 that many options can be completely [br]overwhelming in an open world game. 0:05:07.440,0:05:12.420 And that was partly the reason behind [br]Nintendo creating the "triangle rule". 0:05:12.420,0:05:15.180 You see, Nintendo designed [br]the terrain and landscape 0:05:15.180,0:05:19.500 of Hyrule to be mostly made up [br]of triangles - it's all hills, 0:05:19.500,0:05:23.520 mountains, and rock formations that [br]are shaped like pyramids and cones. 0:05:23.520,0:05:26.700 And this has various benefits [br]for the world design. 0:05:26.700,0:05:31.440 Like, whenever you face a giant mountain, [br]players have to decide whether to scale it, 0:05:31.440,0:05:34.680 or go around it - creating [br]decision making during exploration. 0:05:34.680,0:05:39.300 Also, the player's eye is naturally [br]guided to the tip of the triangle - so 0:05:39.300,0:05:42.540 you can place points of interest at [br]the peek to draw the player closer. 0:05:42.540,0:05:46.740 But most importantly: these triangles [br]simply block whatever's behind - meaning 0:05:46.740,0:05:50.340 that the player is rarely overwhelmed [br]by a massive field of things to do. 0:05:50.340,0:05:53.280 There's usually only a couple [br]attractive places on screen, 0:05:53.280,0:05:56.220 and the rest is hidden behind hills and mountains. 0:05:56.220,0:06:01.560 But as you go towards these mountains, [br]whatever's behind is gradually revealed. 0:06:01.560,0:06:05.220 Whether you climb the hill [br]or try to move along side it, 0:06:05.220,0:06:09.300 more terrain will start to be shown.[br]And this has an interesting outcome: 0:06:09.300,0:06:15.120 it creates a constant source of surprise and [br]curiosity as new locations make themselves known. 0:06:15.120,0:06:17.700 So you might be going towards one landmark, 0:06:17.700,0:06:21.540 but as you travel there - two or [br]three new places are revealed. 0:06:21.540,0:06:25.380 Perhaps a shrine on the horizon, [br]or an enemy camp around a corner, 0:06:25.380,0:06:28.980 or a distinctive-looking rock, or a [br]curious sight on the peek of a mountain. 0:06:28.980,0:06:31.800 Wherever you go and whatever you do, 0:06:31.800,0:06:35.940 you'll be given a few new things [br]to catch your eye and attract you. 0:06:35.940,0:06:38.400 Perhaps that new landmark will distract you, 0:06:38.400,0:06:41.340 and you'll ditch your old plan [br]and go somewhere new instead. 0:06:41.340,0:06:43.680 When you're finished, you'll remember [br]where you were supposed to be going 0:06:43.680,0:06:47.040 and head back there - only to be distracted again. 0:06:47.040,0:06:50.160 Whatever the case, this creates a chain reaction. 0:06:50.160,0:06:52.500 An infinite loop of discoveries. 0:06:52.500,0:06:55.260 A breadcrumb trail of landmarks. 0:06:55.260,0:07:00.573 All of which makes you slowly move across [br]the map - in an addictive quest of "ooh, 0:07:00.573,0:07:03.660 what's that?", "ooh, what's [br]what?", "ooh, what's that?". 0:07:03.660,0:07:08.340 And before you know it... [br]you're at a Sheikah tower! 0:07:08.340,0:07:11.700 Which is exactly where Nintendo [br]wanted you to go in the first place. 0:07:12.240,0:07:15.240 So now, with this system of attractive landmarks, 0:07:15.240,0:07:19.980 players still went from point to point - but, [br]this time, instead of following a specific line, 0:07:19.980,0:07:25.020 they were simply following a breadcrumb trail [br]of interesting landmarks - one that would, 0:07:25.020,0:07:28.620 eventually, lead players to Breath [br]of the Wild's most important locales. 0:07:28.620,0:07:32.820 And where following the towers made players [br]feel like they were being forced to travel in 0:07:32.820,0:07:38.100 a specific way, the littered landmark approach [br]was much more organic, and player-driven. 0:07:38.100,0:07:40.980 Players would naturally pick places to go, 0:07:40.980,0:07:45.060 based on their own curiosity - and [br]depending on their current goal or mood. 0:07:45.060,0:07:49.920 Locations might be more or less attractive based [br]on what you need: if you're looking to increase 0:07:49.920,0:07:55.260 power, then shrines and enemy camps suddenly [br]become more attractive than stables and towers. 0:07:55.260,0:07:59.820 Then when night falls, other locations [br]become more visible and appealing. 0:07:59.820,0:08:03.600 So players no longer felt forced [br]to follow a certain landmark or 0:08:03.600,0:08:06.180 goal - but they still ended [br]up where they needed to go. 0:08:06.180,0:08:09.540 And Nintendo could clearly see [br]this improvement on the heatmap. 0:08:09.540,0:08:12.240 There was no longer that awkward 80/20 split 0:08:12.240,0:08:17.220 in the experiences - instead, all players [br]fell into Nintendo's vision for the game: 0:08:17.220,0:08:21.600 they could see that players freely explored [br]various places, following their curiosity 0:08:21.600,0:08:26.580 from landmark to landmark - but almost all [br]players eventually got to the key locations. 0:08:26.580,0:08:29.520 And I totally found this when [br]playing Breath of the Wild myself. 0:08:29.520,0:08:35.040 I never felt particularly guided or led around [br]the world - I was just following my own curiosity 0:08:35.040,0:08:38.340 and exploring on my own terms.[br]But I still ended up stumbling into 0:08:38.340,0:08:41.640 important locations - and was always [br]making progress through the story. 0:08:42.840,0:08:45.660 So this was Nintendo's first, proper open-world game. 0:08:45.660,0:08:47.820 And the team clearly had a lot to learn. 0:08:47.820,0:08:52.320 In the second half of the talk, Nintendo explained [br]that to get a sense of scale and density, 0:08:52.320,0:08:57.600 it initially used data from Google Maps to have [br]Link run around Nintendo's hometown of Kyoto, 0:08:57.600,0:09:00.060 and clamber up Japan's famous Himeji Castle. 0:09:00.060,0:09:02.340 And they shared how they had to make all new tools 0:09:02.340,0:09:05.160 to allow for a large team to [br]collaborate on a single map. 0:09:05.160,0:09:10.080 But through clever design, driven by a [br]desire to create a specific experience 0:09:10.080,0:09:14.100 for the player - it solved the biggest [br]problem in Breath of the Wild's design. 0:09:14.100,0:09:18.900 Nintendo created an open world game that [br]beautifully balances guidance and exploration. 0:09:18.900,0:09:24.000 A feeling of freeform adventure that I've [br]only really seen since in Elden Ring - and, 0:09:24.000,0:09:26.820 almost certainly, will see [br]in Tears of the Kingdom. 0:09:26.820,0:09:29.580 I look forward to jumping in later this week. 0:09:29.580,0:09:30.600 Thanks for watching,