[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:00.00,0:00:03.96,Default,,0000,0000,0000,,How do you make an open world where \Nthe player is completely free to Dialogue: 0,0:00:03.96,0:00:07.80,Default,,0000,0000,0000,,explore - but is also led towards key \Nlocations that will advance the story? Dialogue: 0,0:00:07.80,0:00:11.34,Default,,0000,0000,0000,,This was the biggest challenge \Nthat Nintendo faced when making Dialogue: 0,0:00:11.34,0:00:15.24,Default,,0000,0000,0000,,their very first open-world game, The \NLegend of Zelda: Breath of the Wild. Dialogue: 0,0:00:15.24,0:00:18.90,Default,,0000,0000,0000,,They wanted to give players a \Nsense of freedom and exploration, Dialogue: 0,0:00:18.90,0:00:22.74,Default,,0000,0000,0000,,not seen in the franchise since \Nthe very first Zelda game on NES. Dialogue: 0,0:00:22.74,0:00:25.50,Default,,0000,0000,0000,,But they also wanted to make \Nsure players were always making Dialogue: 0,0:00:25.50,0:00:29.76,Default,,0000,0000,0000,,progress towards the overarching \Ngoal of saving Princess Zelda. Dialogue: 0,0:00:29.76,0:00:34.44,Default,,0000,0000,0000,,This was no easy task to overcome \N- Nintendo had to go through false Dialogue: 0,0:00:34.44,0:00:38.64,Default,,0000,0000,0000,,starts and bad playtests before finally \Narriving at the game we all know today. Dialogue: 0,0:00:38.64,0:00:43.32,Default,,0000,0000,0000,,The one that made us rethink how \Nexploration can work in an open world game. Dialogue: 0,0:00:43.32,0:00:48.90,Default,,0000,0000,0000,,And Nintendo actually shared their experience \Nof this difficult development process at the Dialogue: 0,0:00:48.90,0:00:52.74,Default,,0000,0000,0000,,'Computer Entertainment Developers \NConference' in Japan, back in 2017. Dialogue: 0,0:00:52.74,0:00:57.06,Default,,0000,0000,0000,,It was a really interesting lecture \N- and a rare act of Nintendo openly Dialogue: 0,0:00:57.06,0:01:01.02,Default,,0000,0000,0000,,discussing the nitty gritty details \Nof their game design and development. Dialogue: 0,0:01:01.02,0:01:04.86,Default,,0000,0000,0000,,But that information is sadly \Nvery hard to access today. Dialogue: 0,0:01:04.86,0:01:07.02,Default,,0000,0000,0000,,The lecture was never uploaded. Dialogue: 0,0:01:07.02,0:01:11.34,Default,,0000,0000,0000,,All of the reports are in Japanese (and \Nthe only English translation is a tweet Dialogue: 0,0:01:11.34,0:01:13.56,Default,,0000,0000,0000,,thread summary that's been mangled by Twitter). Dialogue: 0,0:01:13.56,0:01:19.02,Default,,0000,0000,0000,,And Nintendo actually got journalists to pull \Ndown their photos of the original slides. Dialogue: 0,0:01:19.02,0:01:22.08,Default,,0000,0000,0000,,So - I thought it was time to right that wrong. Dialogue: 0,0:01:22.08,0:01:26.10,Default,,0000,0000,0000,,To mark the imminent release of the \Nnext Zelda game, Tears of the Kingdom, Dialogue: 0,0:01:26.10,0:01:28.80,Default,,0000,0000,0000,,I decided to resurrect that old talk. Dialogue: 0,0:01:28.80,0:01:33.18,Default,,0000,0000,0000,,I gathered different write-ups of the \Ntalk, and had them translated into English. Dialogue: 0,0:01:33.18,0:01:37.02,Default,,0000,0000,0000,,I used internet archives to \Nrediscover the lost slides, Dialogue: 0,0:01:37.02,0:01:39.06,Default,,0000,0000,0000,,and used motion graphics to make them come alive. Dialogue: 0,0:01:39.06,0:01:42.36,Default,,0000,0000,0000,,And I used AI upscaling to \Nbring back old screenshots. Dialogue: 0,0:01:42.36,0:01:47.22,Default,,0000,0000,0000,,So, without further ado, I'm \NMark Brown, this is a GMTK Mini, Dialogue: 0,0:01:47.22,0:01:51.66,Default,,0000,0000,0000,,and here's how Nintendo solved the biggest \Nproblem in Breath of the Wild's design. Dialogue: 0,0:01:52.86,0:01:58.74,Default,,0000,0000,0000,,Okay, so Nintendo had built a humongous world \Nmap for Hyrule, and let players explore in any Dialogue: 0,0:01:58.74,0:02:03.72,Default,,0000,0000,0000,,direction - but they needed to find some \Nway to lure players towards key locations. Dialogue: 0,0:02:03.72,0:02:07.62,Default,,0000,0000,0000,,The initial idea was to use a \Nsystem of "points and lines". Dialogue: 0,0:02:07.62,0:02:13.80,Default,,0000,0000,0000,,The points are the the Sheikah Towers: those \Ngiant, neon-lit spires that soar above the ground. Dialogue: 0,0:02:13.80,0:02:18.54,Default,,0000,0000,0000,,They're clearly visible from a great distance, \Nand they confer a great benefit to the player: Dialogue: 0,0:02:18.54,0:02:21.24,Default,,0000,0000,0000,,they reveal a massive chunk of \Nyour map when you get to the top. Dialogue: 0,0:02:21.78,0:02:24.78,Default,,0000,0000,0000,,So these 15-or-so towers would be obvious Dialogue: 0,0:02:24.78,0:02:28.44,Default,,0000,0000,0000,,waypoints for the player - which should \Neffectively lead them around the map. Dialogue: 0,0:02:28.98,0:02:32.22,Default,,0000,0000,0000,,The lines are the routes and \Nroads between the towers. Dialogue: 0,0:02:32.22,0:02:35.58,Default,,0000,0000,0000,,And so Nintendo could place \Nvarious events along those lines. Dialogue: 0,0:02:35.58,0:02:37.74,Default,,0000,0000,0000,,As players walked towards the towers, Dialogue: 0,0:02:37.74,0:02:41.70,Default,,0000,0000,0000,,they would discover characters, enemy \Ncamps and other goodies as they went. Dialogue: 0,0:02:41.70,0:02:44.40,Default,,0000,0000,0000,,But this idea... completely flopped. Dialogue: 0,0:02:44.40,0:02:47.46,Default,,0000,0000,0000,,The guidance worked - but \Nit actually worked too well. Dialogue: 0,0:02:47.46,0:02:52.02,Default,,0000,0000,0000,,Playtesters felt they were stuck on a linear \Npath, and forced to follow the towers. Dialogue: 0,0:02:52.02,0:02:56.16,Default,,0000,0000,0000,,Many complained about being trapped on \Nan invisible, but obvious guide rope. Dialogue: 0,0:02:56.16,0:03:01.56,Default,,0000,0000,0000,,And those who deviated from the line would just \Nget lost, or find little of interest to explore. Dialogue: 0,0:03:01.56,0:03:05.82,Default,,0000,0000,0000,,And the data bore this out: Nintendo \Ntracked the playtesters' movements and Dialogue: 0,0:03:05.82,0:03:08.52,Default,,0000,0000,0000,,created a heat map to see \Nwhere people had explored. Dialogue: 0,0:03:08.52,0:03:12.12,Default,,0000,0000,0000,,And they discovered that players were \Nsplit into two completely different groups: Dialogue: 0,0:03:12.12,0:03:16.62,Default,,0000,0000,0000,,about 80 percent dutifully followed \Nthe main route from tower to tower, Dialogue: 0,0:03:16.62,0:03:20.22,Default,,0000,0000,0000,,and the other 20 percent just \Nsorta randomly wandered around. Dialogue: 0,0:03:20.22,0:03:23.76,Default,,0000,0000,0000,,Neither play style was close \Nto what Nintendo was after. Dialogue: 0,0:03:24.42,0:03:26.95,Default,,0000,0000,0000,,So they decided to go for a different approach. Dialogue: 0,0:03:27.00,0:03:30.96,Default,,0000,0000,0000,,Instead of nudging players to always \Ntravel towards Sheikah towers, Dialogue: 0,0:03:30.96,0:03:33.54,Default,,0000,0000,0000,,they could get players to move around the map by Dialogue: 0,0:03:33.54,0:03:37.32,Default,,0000,0000,0000,,luring them towards a larger variety \Nof landmarks and points of interest. Dialogue: 0,0:03:37.32,0:03:41.46,Default,,0000,0000,0000,,Things like shrines, stables, \Nand enemy encampments. Dialogue: 0,0:03:41.46,0:03:45.24,Default,,0000,0000,0000,,They just needed to find ways to make \Nplayers gravitate towards these places, Dialogue: 0,0:03:45.24,0:03:47.52,Default,,0000,0000,0000,,like moths flapping towards a flame. Dialogue: 0,0:03:47.52,0:03:51.60,Default,,0000,0000,0000,,So, they first made sure each area \Nwould confer obvious benefits. Dialogue: 0,0:03:51.60,0:03:54.66,Default,,0000,0000,0000,,Completing shrines lets you \Nincrease your health or stamina. Dialogue: 0,0:03:54.66,0:03:57.42,Default,,0000,0000,0000,,Enemy bases are filled with weapons to pick up. Dialogue: 0,0:03:57.42,0:04:02.64,Default,,0000,0000,0000,,And while stables were initially just for \Nregistering horses, Nintendo made them much more Dialogue: 0,0:04:02.64,0:04:08.52,Default,,0000,0000,0000,,attractive by adding beds for healing, a shop, and \NNPCs who would hand out rumours and sidequests. Dialogue: 0,0:04:08.52,0:04:12.42,Default,,0000,0000,0000,,Other areas would be worth visiting \Nfor the resources contained within. Dialogue: 0,0:04:12.42,0:04:16.26,Default,,0000,0000,0000,,Nintendo purposefully got rid of \Nsimple healing items like hearts, Dialogue: 0,0:04:16.26,0:04:20.64,Default,,0000,0000,0000,,so players would have to go into forests \Nto get mushrooms or find animals to hunt. Dialogue: 0,0:04:20.64,0:04:24.90,Default,,0000,0000,0000,,And they made rupees extremely rare, \Nso players would need to go towards Dialogue: 0,0:04:24.90,0:04:28.92,Default,,0000,0000,0000,,mountains and quarries to mine valuable \Nore, which can be sold to shopkeepers. Dialogue: 0,0:04:28.92,0:04:32.16,Default,,0000,0000,0000,,For this plan to work, they would \Nneed to make other adjustments, too. Dialogue: 0,0:04:32.16,0:04:37.74,Default,,0000,0000,0000,,You see, the Sheikah towers are enormous and \Neasy to see - the smaller landmarks less so. Dialogue: 0,0:04:37.74,0:04:42.12,Default,,0000,0000,0000,,So Nintendo had to make them stick out from \Na distance, or from a high-up vantage point. Dialogue: 0,0:04:42.12,0:04:47.28,Default,,0000,0000,0000,,Shrines were given a distinctive, lit-up \Nlook; campfires give off a tall tower of Dialogue: 0,0:04:47.28,0:04:51.42,Default,,0000,0000,0000,,smoke; enemy bases are often built \Naround massive skull-shaped rocks; Dialogue: 0,0:04:51.42,0:04:54.66,Default,,0000,0000,0000,,and the stable is a gigantic \Nwooden statue of a horse. Dialogue: 0,0:04:54.66,0:04:54.72,Default,,0000,0000,0000,,Wherever you look, you should \Nfind something interesting to do. Dialogue: 0,0:04:54.72,0:04:59.58,Default,,0000,0000,0000,,Also, while there's usually only one or \Ntwo Sheikah towers on screen at once, Dialogue: 0,0:04:59.58,0:05:03.66,Default,,0000,0000,0000,,there could be dozens of other, \Nsmaller landmarks nearby - and Dialogue: 0,0:05:03.66,0:05:07.44,Default,,0000,0000,0000,,that many options can be completely \Noverwhelming in an open world game. Dialogue: 0,0:05:07.44,0:05:12.42,Default,,0000,0000,0000,,And that was partly the reason behind \NNintendo creating the "triangle rule". Dialogue: 0,0:05:12.42,0:05:15.18,Default,,0000,0000,0000,,You see, Nintendo designed \Nthe terrain and landscape Dialogue: 0,0:05:15.18,0:05:19.50,Default,,0000,0000,0000,,of Hyrule to be mostly made up \Nof triangles - it's all hills, Dialogue: 0,0:05:19.50,0:05:23.52,Default,,0000,0000,0000,,mountains, and rock formations that \Nare shaped like pyramids and cones. Dialogue: 0,0:05:23.52,0:05:26.70,Default,,0000,0000,0000,,And this has various benefits \Nfor the world design. Dialogue: 0,0:05:26.70,0:05:31.44,Default,,0000,0000,0000,,Like, whenever you face a giant mountain, \Nplayers have to decide whether to scale it, Dialogue: 0,0:05:31.44,0:05:34.68,Default,,0000,0000,0000,,or go around it - creating \Ndecision making during exploration. Dialogue: 0,0:05:34.68,0:05:39.30,Default,,0000,0000,0000,,Also, the player's eye is naturally \Nguided to the tip of the triangle - so Dialogue: 0,0:05:39.30,0:05:42.54,Default,,0000,0000,0000,,you can place points of interest at \Nthe peek to draw the player closer. Dialogue: 0,0:05:42.54,0:05:46.74,Default,,0000,0000,0000,,But most importantly: these triangles \Nsimply block whatever's behind - meaning Dialogue: 0,0:05:46.74,0:05:50.34,Default,,0000,0000,0000,,that the player is rarely overwhelmed \Nby a massive field of things to do. Dialogue: 0,0:05:50.34,0:05:53.28,Default,,0000,0000,0000,,There's usually only a couple \Nattractive places on screen, Dialogue: 0,0:05:53.28,0:05:56.22,Default,,0000,0000,0000,,and the rest is hidden behind hills and mountains. Dialogue: 0,0:05:56.22,0:06:01.56,Default,,0000,0000,0000,,But as you go towards these mountains, \Nwhatever's behind is gradually revealed. Dialogue: 0,0:06:01.56,0:06:05.22,Default,,0000,0000,0000,,Whether you climb the hill \Nor try to move along side it, Dialogue: 0,0:06:05.22,0:06:09.30,Default,,0000,0000,0000,,more terrain will start to be shown.\NAnd this has an interesting outcome: Dialogue: 0,0:06:09.30,0:06:15.12,Default,,0000,0000,0000,,it creates a constant source of surprise and \Ncuriosity as new locations make themselves known. Dialogue: 0,0:06:15.12,0:06:17.70,Default,,0000,0000,0000,,So you might be going towards one landmark, Dialogue: 0,0:06:17.70,0:06:21.54,Default,,0000,0000,0000,,but as you travel there - two or \Nthree new places are revealed. Dialogue: 0,0:06:21.54,0:06:25.38,Default,,0000,0000,0000,,Perhaps a shrine on the horizon, \Nor an enemy camp around a corner, Dialogue: 0,0:06:25.38,0:06:28.98,Default,,0000,0000,0000,,or a distinctive-looking rock, or a \Ncurious sight on the peek of a mountain. Dialogue: 0,0:06:28.98,0:06:31.80,Default,,0000,0000,0000,,Wherever you go and whatever you do, Dialogue: 0,0:06:31.80,0:06:35.94,Default,,0000,0000,0000,,you'll be given a few new things \Nto catch your eye and attract you. Dialogue: 0,0:06:35.94,0:06:38.40,Default,,0000,0000,0000,,Perhaps that new landmark will distract you, Dialogue: 0,0:06:38.40,0:06:41.34,Default,,0000,0000,0000,,and you'll ditch your old plan \Nand go somewhere new instead. Dialogue: 0,0:06:41.34,0:06:43.68,Default,,0000,0000,0000,,When you're finished, you'll remember \Nwhere you were supposed to be going Dialogue: 0,0:06:43.68,0:06:47.04,Default,,0000,0000,0000,,and head back there - only to be distracted again. Dialogue: 0,0:06:47.04,0:06:50.16,Default,,0000,0000,0000,,Whatever the case, this creates a chain reaction. Dialogue: 0,0:06:50.16,0:06:52.50,Default,,0000,0000,0000,,An infinite loop of discoveries. Dialogue: 0,0:06:52.50,0:06:55.26,Default,,0000,0000,0000,,A breadcrumb trail of landmarks. Dialogue: 0,0:06:55.26,0:07:00.57,Default,,0000,0000,0000,,All of which makes you slowly move across \Nthe map - in an addictive quest of "ooh, Dialogue: 0,0:07:00.57,0:07:03.66,Default,,0000,0000,0000,,what's that?", "ooh, what's \Nwhat?", "ooh, what's that?". Dialogue: 0,0:07:03.66,0:07:08.34,Default,,0000,0000,0000,,And before you know it... \Nyou're at a Sheikah tower! Dialogue: 0,0:07:08.34,0:07:11.70,Default,,0000,0000,0000,,Which is exactly where Nintendo \Nwanted you to go in the first place. Dialogue: 0,0:07:12.24,0:07:15.24,Default,,0000,0000,0000,,So now, with this system of attractive landmarks, Dialogue: 0,0:07:15.24,0:07:19.98,Default,,0000,0000,0000,,players still went from point to point - but, \Nthis time, instead of following a specific line, Dialogue: 0,0:07:19.98,0:07:25.02,Default,,0000,0000,0000,,they were simply following a breadcrumb trail \Nof interesting landmarks - one that would, Dialogue: 0,0:07:25.02,0:07:28.62,Default,,0000,0000,0000,,eventually, lead players to Breath \Nof the Wild's most important locales. Dialogue: 0,0:07:28.62,0:07:32.82,Default,,0000,0000,0000,,And where following the towers made players \Nfeel like they were being forced to travel in Dialogue: 0,0:07:32.82,0:07:38.10,Default,,0000,0000,0000,,a specific way, the littered landmark approach \Nwas much more organic, and player-driven. Dialogue: 0,0:07:38.10,0:07:40.98,Default,,0000,0000,0000,,Players would naturally pick places to go, Dialogue: 0,0:07:40.98,0:07:45.06,Default,,0000,0000,0000,,based on their own curiosity - and \Ndepending on their current goal or mood. Dialogue: 0,0:07:45.06,0:07:49.92,Default,,0000,0000,0000,,Locations might be more or less attractive based \Non what you need: if you're looking to increase Dialogue: 0,0:07:49.92,0:07:55.26,Default,,0000,0000,0000,,power, then shrines and enemy camps suddenly \Nbecome more attractive than stables and towers. Dialogue: 0,0:07:55.26,0:07:59.82,Default,,0000,0000,0000,,Then when night falls, other locations \Nbecome more visible and appealing. Dialogue: 0,0:07:59.82,0:08:03.60,Default,,0000,0000,0000,,So players no longer felt forced \Nto follow a certain landmark or Dialogue: 0,0:08:03.60,0:08:06.18,Default,,0000,0000,0000,,goal - but they still ended \Nup where they needed to go. Dialogue: 0,0:08:06.18,0:08:09.54,Default,,0000,0000,0000,,And Nintendo could clearly see \Nthis improvement on the heatmap. Dialogue: 0,0:08:09.54,0:08:12.24,Default,,0000,0000,0000,,There was no longer that awkward 80/20 split Dialogue: 0,0:08:12.24,0:08:17.22,Default,,0000,0000,0000,,in the experiences - instead, all players \Nfell into Nintendo's vision for the game: Dialogue: 0,0:08:17.22,0:08:21.60,Default,,0000,0000,0000,,they could see that players freely explored \Nvarious places, following their curiosity Dialogue: 0,0:08:21.60,0:08:26.58,Default,,0000,0000,0000,,from landmark to landmark - but almost all \Nplayers eventually got to the key locations. Dialogue: 0,0:08:26.58,0:08:29.52,Default,,0000,0000,0000,,And I totally found this when \Nplaying Breath of the Wild myself. Dialogue: 0,0:08:29.52,0:08:35.04,Default,,0000,0000,0000,,I never felt particularly guided or led around \Nthe world - I was just following my own curiosity Dialogue: 0,0:08:35.04,0:08:38.34,Default,,0000,0000,0000,,and exploring on my own terms.\NBut I still ended up stumbling into Dialogue: 0,0:08:38.34,0:08:41.64,Default,,0000,0000,0000,,important locations - and was always \Nmaking progress through the story. Dialogue: 0,0:08:42.84,0:08:45.66,Default,,0000,0000,0000,,So this was Nintendo's first, proper open-world game. Dialogue: 0,0:08:45.66,0:08:47.82,Default,,0000,0000,0000,,And the team clearly had a lot to learn. Dialogue: 0,0:08:47.82,0:08:52.32,Default,,0000,0000,0000,,In the second half of the talk, Nintendo explained \Nthat to get a sense of scale and density, Dialogue: 0,0:08:52.32,0:08:57.60,Default,,0000,0000,0000,,it initially used data from Google Maps to have \NLink run around Nintendo's hometown of Kyoto, Dialogue: 0,0:08:57.60,0:09:00.06,Default,,0000,0000,0000,,and clamber up Japan's famous Himeji Castle. Dialogue: 0,0:09:00.06,0:09:02.34,Default,,0000,0000,0000,,And they shared how they had to make all new tools Dialogue: 0,0:09:02.34,0:09:05.16,Default,,0000,0000,0000,,to allow for a large team to \Ncollaborate on a single map. Dialogue: 0,0:09:05.16,0:09:10.08,Default,,0000,0000,0000,,But through clever design, driven by a \Ndesire to create a specific experience Dialogue: 0,0:09:10.08,0:09:14.10,Default,,0000,0000,0000,,for the player - it solved the biggest \Nproblem in Breath of the Wild's design. Dialogue: 0,0:09:14.10,0:09:18.90,Default,,0000,0000,0000,,Nintendo created an open world game that \Nbeautifully balances guidance and exploration. Dialogue: 0,0:09:18.90,0:09:24.00,Default,,0000,0000,0000,,A feeling of freeform adventure that I've \Nonly really seen since in Elden Ring - and, Dialogue: 0,0:09:24.00,0:09:26.82,Default,,0000,0000,0000,,almost certainly, will see \Nin Tears of the Kingdom. Dialogue: 0,0:09:26.82,0:09:29.58,Default,,0000,0000,0000,,I look forward to jumping in later this week. Dialogue: 0,0:09:29.58,0:09:30.60,Default,,0000,0000,0000,,Thanks for watching,