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