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