1 00:00:00,000 --> 00:00:03,960 How do you make an open world where  the player is completely free to 2 00:00:03,960 --> 00:00:07,800 explore - but is also led towards key  locations that will advance the story? 3 00:00:07,800 --> 00:00:11,340 This was the biggest challenge  that Nintendo faced when making 4 00:00:11,340 --> 00:00:15,240 their very first open-world game, The  Legend of Zelda: Breath of the Wild. 5 00:00:15,240 --> 00:00:18,900 They wanted to give players a  sense of freedom and exploration, 6 00:00:18,900 --> 00:00:22,740 not seen in the franchise since  the very first Zelda game on NES. 7 00:00:22,740 --> 00:00:25,500 But they also wanted to make  sure players were always making 8 00:00:25,500 --> 00:00:29,760 progress towards the overarching  goal of saving Princess Zelda. 9 00:00:29,760 --> 00:00:34,440 This was no easy task to overcome  - Nintendo had to go through false 10 00:00:34,440 --> 00:00:38,640 starts and bad playtests before finally  arriving at the game we all know today. 11 00:00:38,640 --> 00:00:43,320 The one that made us rethink how  exploration can work in an open world game. 12 00:00:43,320 --> 00:00:48,900 And Nintendo actually shared their experience  of this difficult development process at the 13 00:00:48,900 --> 00:00:52,740 'Computer Entertainment Developers  Conference' in Japan, back in 2017. 14 00:00:52,740 --> 00:00:57,060 It was a really interesting lecture  - and a rare act of Nintendo openly 15 00:00:57,060 --> 00:01:01,020 discussing the nitty gritty details  of their game design and development. 16 00:01:01,020 --> 00:01:04,860 But that information is sadly  very hard to access today. 17 00:01:04,860 --> 00:01:07,020 The lecture was never uploaded. 18 00:01:07,020 --> 00:01:11,340 All of the reports are in Japanese (and  the only English translation is a tweet 19 00:01:11,340 --> 00:01:13,560 thread summary that's been mangled by Twitter). 20 00:01:13,560 --> 00:01:19,020 And Nintendo actually got journalists to pull  down their photos of the original slides. 21 00:01:19,020 --> 00:01:22,080 So - I thought it was time to right that wrong. 22 00:01:22,080 --> 00:01:26,100 To mark the imminent release of the  next Zelda game, Tears of the Kingdom, 23 00:01:26,100 --> 00:01:28,800 I decided to resurrect that old talk. 24 00:01:28,800 --> 00:01:33,180 I gathered different write-ups of the  talk, and had them translated into English. 25 00:01:33,180 --> 00:01:37,020 I used internet archives to  rediscover the lost slides, 26 00:01:37,020 --> 00:01:39,060 and used motion graphics to make them come alive. 27 00:01:39,060 --> 00:01:42,360 And I used AI upscaling to  bring back old screenshots. 28 00:01:42,360 --> 00:01:47,220 So, without further ado, I'm  Mark Brown, this is a GMTK Mini, 29 00:01:47,220 --> 00:01:51,660 and here's how Nintendo solved the biggest  problem in Breath of the Wild's design. 30 00:01:52,860 --> 00:01:58,740 Okay, so Nintendo had built a humongous world  map for Hyrule, and let players explore in any 31 00:01:58,740 --> 00:02:03,720 direction - but they needed to find some  way to lure players towards key locations. 32 00:02:03,720 --> 00:02:07,620 The initial idea was to use a  system of "points and lines". 33 00:02:07,620 --> 00:02:13,800 The points are the the Sheikah Towers: those  giant, neon-lit spires that soar above the ground. 34 00:02:13,800 --> 00:02:18,540 They're clearly visible from a great distance,  and they confer a great benefit to the player: 35 00:02:18,540 --> 00:02:21,240 they reveal a massive chunk of  your map when you get to the top. 36 00:02:21,780 --> 00:02:24,780 So these 15-or-so towers would be obvious 37 00:02:24,780 --> 00:02:28,440 waypoints for the player - which should  effectively lead them around the map. 38 00:02:28,980 --> 00:02:32,220 The lines are the routes and  roads between the towers. 39 00:02:32,220 --> 00:02:35,580 And so Nintendo could place  various events along those lines. 40 00:02:35,580 --> 00:02:37,740 As players walked towards the towers, 41 00:02:37,740 --> 00:02:41,700 they would discover characters, enemy  camps and other goodies as they went. 42 00:02:41,700 --> 00:02:44,400 But this idea... completely flopped. 43 00:02:44,400 --> 00:02:47,460 The guidance worked - but  it actually worked too well. 44 00:02:47,460 --> 00:02:52,020 Playtesters felt they were stuck on a linear  path, and forced to follow the towers. 45 00:02:52,020 --> 00:02:56,160 Many complained about being trapped on  an invisible, but obvious guide rope. 46 00:02:56,160 --> 00:03:01,560 And those who deviated from the line would just  get lost, or find little of interest to explore. 47 00:03:01,560 --> 00:03:05,820 And the data bore this out: Nintendo  tracked the playtesters' movements and 48 00:03:05,820 --> 00:03:08,520 created a heat map to see  where people had explored. 49 00:03:08,520 --> 00:03:12,120 And they discovered that players were  split into two completely different groups: 50 00:03:12,120 --> 00:03:16,620 about 80 percent dutifully followed  the main route from tower to tower, 51 00:03:16,620 --> 00:03:20,220 and the other 20 percent just  sorta randomly wandered around. 52 00:03:20,220 --> 00:03:23,760 Neither play style was close  to what Nintendo was after. 53 00:03:24,420 --> 00:03:26,948 So they decided to go for a different approach. 54 00:03:27,000 --> 00:03:30,960 Instead of nudging players to always  travel towards Sheikah towers, 55 00:03:30,960 --> 00:03:33,540 they could get players to move around the map by 56 00:03:33,540 --> 00:03:37,320 luring them towards a larger variety  of landmarks and points of interest. 57 00:03:37,320 --> 00:03:41,460 Things like shrines, stables,  and enemy encampments. 58 00:03:41,460 --> 00:03:45,240 They just needed to find ways to make  players gravitate towards these places, 59 00:03:45,240 --> 00:03:47,520 like moths flapping towards a flame. 60 00:03:47,520 --> 00:03:51,600 So, they first made sure each area  would confer obvious benefits. 61 00:03:51,600 --> 00:03:54,660 Completing shrines lets you  increase your health or stamina. 62 00:03:54,660 --> 00:03:57,420 Enemy bases are filled with weapons to pick up. 63 00:03:57,420 --> 00:04:02,640 And while stables were initially just for  registering horses, Nintendo made them much more 64 00:04:02,640 --> 00:04:08,520 attractive by adding beds for healing, a shop, and  NPCs who would hand out rumours and sidequests. 65 00:04:08,520 --> 00:04:12,420 Other areas would be worth visiting  for the resources contained within. 66 00:04:12,420 --> 00:04:16,260 Nintendo purposefully got rid of  simple healing items like hearts, 67 00:04:16,260 --> 00:04:20,640 so players would have to go into forests  to get mushrooms or find animals to hunt. 68 00:04:20,640 --> 00:04:24,900 And they made rupees extremely rare,  so players would need to go towards 69 00:04:24,900 --> 00:04:28,920 mountains and quarries to mine valuable  ore, which can be sold to shopkeepers. 70 00:04:28,920 --> 00:04:32,160 For this plan to work, they would  need to make other adjustments, too. 71 00:04:32,160 --> 00:04:37,740 You see, the Sheikah towers are enormous and  easy to see - the smaller landmarks less so. 72 00:04:37,740 --> 00:04:42,120 So Nintendo had to make them stick out from  a distance, or from a high-up vantage point. 73 00:04:42,120 --> 00:04:47,280 Shrines were given a distinctive, lit-up  look; campfires give off a tall tower of 74 00:04:47,280 --> 00:04:51,420 smoke; enemy bases are often built  around massive skull-shaped rocks; 75 00:04:51,420 --> 00:04:54,657 and the stable is a gigantic  wooden statue of a horse. 76 00:04:54,657 --> 00:04:54,720 Wherever you look, you should  find something interesting to do. 77 00:04:54,720 --> 00:04:59,580 Also, while there's usually only one or  two Sheikah towers on screen at once, 78 00:04:59,580 --> 00:05:03,660 there could be dozens of other,  smaller landmarks nearby - and 79 00:05:03,660 --> 00:05:07,440 that many options can be completely  overwhelming in an open world game. 80 00:05:07,440 --> 00:05:12,420 And that was partly the reason behind  Nintendo creating the "triangle rule". 81 00:05:12,420 --> 00:05:15,180 You see, Nintendo designed  the terrain and landscape 82 00:05:15,180 --> 00:05:19,500 of Hyrule to be mostly made up  of triangles - it's all hills, 83 00:05:19,500 --> 00:05:23,520 mountains, and rock formations that  are shaped like pyramids and cones. 84 00:05:23,520 --> 00:05:26,700 And this has various benefits  for the world design. 85 00:05:26,700 --> 00:05:31,440 Like, whenever you face a giant mountain,  players have to decide whether to scale it, 86 00:05:31,440 --> 00:05:34,680 or go around it - creating  decision making during exploration. 87 00:05:34,680 --> 00:05:39,300 Also, the player's eye is naturally  guided to the tip of the triangle - so 88 00:05:39,300 --> 00:05:42,540 you can place points of interest at  the peek to draw the player closer. 89 00:05:42,540 --> 00:05:46,740 But most importantly: these triangles  simply block whatever's behind - meaning 90 00:05:46,740 --> 00:05:50,340 that the player is rarely overwhelmed  by a massive field of things to do. 91 00:05:50,340 --> 00:05:53,280 There's usually only a couple  attractive places on screen, 92 00:05:53,280 --> 00:05:56,220 and the rest is hidden behind hills and mountains. 93 00:05:56,220 --> 00:06:01,560 But as you go towards these mountains,  whatever's behind is gradually revealed. 94 00:06:01,560 --> 00:06:05,220 Whether you climb the hill  or try to move along side it, 95 00:06:05,220 --> 00:06:09,300 more terrain will start to be shown. And this has an interesting outcome: 96 00:06:09,300 --> 00:06:15,120 it creates a constant source of surprise and  curiosity as new locations make themselves known. 97 00:06:15,120 --> 00:06:17,700 So you might be going towards one landmark, 98 00:06:17,700 --> 00:06:21,540 but as you travel there - two or  three new places are revealed. 99 00:06:21,540 --> 00:06:25,380 Perhaps a shrine on the horizon,  or an enemy camp around a corner, 100 00:06:25,380 --> 00:06:28,980 or a distinctive-looking rock, or a  curious sight on the peek of a mountain. 101 00:06:28,980 --> 00:06:31,800 Wherever you go and whatever you do, 102 00:06:31,800 --> 00:06:35,940 you'll be given a few new things  to catch your eye and attract you. 103 00:06:35,940 --> 00:06:38,400 Perhaps that new landmark will distract you, 104 00:06:38,400 --> 00:06:41,340 and you'll ditch your old plan  and go somewhere new instead. 105 00:06:41,340 --> 00:06:43,680 When you're finished, you'll remember  where you were supposed to be going 106 00:06:43,680 --> 00:06:47,040 and head back there - only to be distracted again. 107 00:06:47,040 --> 00:06:50,160 Whatever the case, this creates a chain reaction. 108 00:06:50,160 --> 00:06:52,500 An infinite loop of discoveries. 109 00:06:52,500 --> 00:06:55,260 A breadcrumb trail of landmarks. 110 00:06:55,260 --> 00:07:00,573 All of which makes you slowly move across  the map - in an addictive quest of "ooh, 111 00:07:00,573 --> 00:07:03,660 what's that?", "ooh, what's  what?", "ooh, what's that?". 112 00:07:03,660 --> 00:07:08,340 And before you know it...  you're at a Sheikah tower! 113 00:07:08,340 --> 00:07:11,700 Which is exactly where Nintendo  wanted you to go in the first place. 114 00:07:12,240 --> 00:07:15,240 So now, with this system of attractive landmarks, 115 00:07:15,240 --> 00:07:19,980 players still went from point to point - but,  this time, instead of following a specific line, 116 00:07:19,980 --> 00:07:25,020 they were simply following a breadcrumb trail  of interesting landmarks - one that would, 117 00:07:25,020 --> 00:07:28,620 eventually, lead players to Breath  of the Wild's most important locales. 118 00:07:28,620 --> 00:07:32,820 And where following the towers made players  feel like they were being forced to travel in 119 00:07:32,820 --> 00:07:38,100 a specific way, the littered landmark approach  was much more organic, and player-driven. 120 00:07:38,100 --> 00:07:40,980 Players would naturally pick places to go, 121 00:07:40,980 --> 00:07:45,060 based on their own curiosity - and  depending on their current goal or mood. 122 00:07:45,060 --> 00:07:49,920 Locations might be more or less attractive based  on what you need: if you're looking to increase 123 00:07:49,920 --> 00:07:55,260 power, then shrines and enemy camps suddenly  become more attractive than stables and towers. 124 00:07:55,260 --> 00:07:59,820 Then when night falls, other locations  become more visible and appealing. 125 00:07:59,820 --> 00:08:03,600 So players no longer felt forced  to follow a certain landmark or 126 00:08:03,600 --> 00:08:06,180 goal - but they still ended  up where they needed to go. 127 00:08:06,180 --> 00:08:09,540 And Nintendo could clearly see  this improvement on the heatmap. 128 00:08:09,540 --> 00:08:12,240 There was no longer that awkward 80/20 split 129 00:08:12,240 --> 00:08:17,220 in the experiences - instead, all players  fell into Nintendo's vision for the game: 130 00:08:17,220 --> 00:08:21,600 they could see that players freely explored  various places, following their curiosity 131 00:08:21,600 --> 00:08:26,580 from landmark to landmark - but almost all  players eventually got to the key locations. 132 00:08:26,580 --> 00:08:29,520 And I totally found this when  playing Breath of the Wild myself. 133 00:08:29,520 --> 00:08:35,040 I never felt particularly guided or led around  the world - I was just following my own curiosity 134 00:08:35,040 --> 00:08:38,340 and exploring on my own terms. But I still ended up stumbling into 135 00:08:38,340 --> 00:08:41,640 important locations - and was always  making progress through the story. 136 00:08:42,840 --> 00:08:45,660 So this was Nintendo's first, proper open-world game. 137 00:08:45,660 --> 00:08:47,820 And the team clearly had a lot to learn. 138 00:08:47,820 --> 00:08:52,320 In the second half of the talk, Nintendo explained  that to get a sense of scale and density, 139 00:08:52,320 --> 00:08:57,600 it initially used data from Google Maps to have  Link run around Nintendo's hometown of Kyoto, 140 00:08:57,600 --> 00:09:00,060 and clamber up Japan's famous Himeji Castle. 141 00:09:00,060 --> 00:09:02,340 And they shared how they had to make all new tools 142 00:09:02,340 --> 00:09:05,160 to allow for a large team to  collaborate on a single map. 143 00:09:05,160 --> 00:09:10,080 But through clever design, driven by a  desire to create a specific experience 144 00:09:10,080 --> 00:09:14,100 for the player - it solved the biggest  problem in Breath of the Wild's design. 145 00:09:14,100 --> 00:09:18,900 Nintendo created an open world game that  beautifully balances guidance and exploration. 146 00:09:18,900 --> 00:09:24,000 A feeling of freeform adventure that I've  only really seen since in Elden Ring - and, 147 00:09:24,000 --> 00:09:26,820 almost certainly, will see  in Tears of the Kingdom. 148 00:09:26,820 --> 00:09:29,580 I look forward to jumping in later this week. 149 00:09:29,580 --> 00:09:30,600 Thanks for watching,