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How Nintendo Solved Zelda's Open World Problem

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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 
    - and a rare act of Nintendo openly
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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,
Title:
How Nintendo Solved Zelda's Open World Problem
Description:

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Video Language:
English
Duration:
09:31

English subtitles

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