Video id : CZzcVs8tNfE
ImmersiveAmbientModecolor: #d75732 (color 2)
Video Format : 22 (720p) openh264 ( https://github.com/cisco/openh264) mp4a.40.2 | 44100Hz
Audio Format: Opus - Normalized audio
PokeTubeEncryptID: 933ad67e6997c127a9889b5fe7cbf4cad3d92e3017a03fadf3fa5c2c8c3c7790649917a155235e033641c7159e366fdb
Proxy : eu-proxy.poketube.fun - refresh the page to change the proxy location
Date : 1713997760730 - unknown on Apple WebKit
Mystery text : Q1p6Y1ZzOHROZkUgaSAgbG92ICB1IGV1LXByb3h5LnBva2V0dWJlLmZ1bg==
143 : true

How Nintendo Solved Zelda's Open World Problem
Jump to Connections
2,487,777 Views • May 9, 2023 • Click to toggle off description
🔴 Get bonus content by supporting Game Maker’s Toolkit - gamemakerstoolkit.com/support/ 🔴

To mark the release of The Legend of Zelda: Tears of the Kingdom, let's look back at the making of Breath of the Wild's open world.

=== Sources ===

How the "Open Air" world was created... | Gamer.Ne
www.gamer.ne.jp/news/201709010048/

Legend of Zelda: Breath of the Wild has become a game... | IGN Japan
jp.ign.com/cedec-2017/16928/news/botw

The Perfect Game World Born under Nintendo's New Development Approach... | GNN Gamer
gnn.gamer.com.tw/detail.php?sn=152054

The perfect game world of The Legend of Zelda: Breath of the Wild... | 4Gamer
www.4gamer.net/games/341/G034168/20170901120/

Did the map for "Zelda" start in Kyoto!? | Game.Watch.Impress
game.watch.impress.co.jp/docs/news/1078569.html

The Making of The Legend of Zelda: Breath of the Wild Video – Open-Air Concept | Nintendo
   • The Making of The Legend of Zelda: Br...  

The Legend of Zelda: Breath of the Wild’s map is based on Kyoto | Polygon
www.theverge.com/2017/3/6/14827832/the-legend-of-z…

=== Credits ===

Music provided by Epidemic Sound - www.epidemicsound.com/referral/vtdu5y (Referral Link)

=== Subtitles ===

Contribute translated subtitles - amara.org/videos/eB3GnQWpxx4M/
Metadata And Engagement

Views : 2,487,777
Genre: Gaming
Date of upload: May 9, 2023 ^^


Rating : 4.942 (1,482/100,274 LTDR)
RYD date created : 2024-04-24T20:44:53.486904Z
See in json
Tags
Connections
Nyo connections found on the description ;_; report a issue lol

YouTube Comments - 3,312 Comments

Top Comments of this video!! :3

@GMTK

2 months ago

So what about the sequel, Tears of the Kingdom? Here's how Nintendo designed the incredible new mechanic, Ultrahand - https://www.youtube.com/watch?v=pvOqTunOQB8

32 |

@ineffabletryx6528

11 months ago

One of my favorite memories was when I purposefully avoided going to any of the divine beasts, and instead decided to just wander around starting from Kakariko village. Eventually I stumbled upon a bridge, and Sidon popped out and said hi. I thought they were just another NPC for a side quest, and I went to follow them. After arriving at the Zora Kingdom, I realized that I had stumbled upon the main quest completely by accident.

7K |

@Default78334

11 months ago

The big thing that stood out to me in BoTW was that exploring required you to actually...explore. It kinda blew my mind when they introduced the first tower and basically told you "Yes, you actually need to look around, find the thing yourself and mark it yourself" instead of just filling your map automatically with a bunch of points of interest.

2.5K |

@SandisPsychGrind

11 months ago

Also, having the endgoal of the entire game obviously in the center and almost always in sight, I think, helped mitigate concerns of "not knowing what to do." The point is to explore and power up so you can eventually go to the middle. Once I understood this, the game became more enjoyable. It's why I immediately jumped into the fun with totk.

672 |

@k2cr

11 months ago

You can definitely see how they've even, somehow, improved upon these concepts in TOTK: Stables now have pillars of smoke rising into the sky from the horse's mouths, The towers quite literally have spotlights lighting them up A green aura radiates upwards from the shrines and even when diving from a sky island I've never spotted much more than 3 shrines at once, plus some other points of interest.

401 |

@H4MM-R

11 months ago

The triangle rule is seriously blowing my mind right now. It might not seem like it at first but it really is a genius solution to such an obscure and difficult problem.

4.1K |

@PasCorrect

11 months ago

I love how you can completely miss less important landmarks until you're hundreds of hours into the game. For example, I was astonished at how late I discovered the snowbowling minigame, the fairy fountain right next to Tarry Town, the horseback archery course, and lots of random little named locations (e.g. Shadow Hamlet Ruins) only found by scouring for Koroks. I also have to give props to whoever composed the little musical sting when you find a new location. It's so satisfying.

1.1K |

@AnotherCraig

11 months ago

I'd love it if you talked about BotW's weather. Because I love the climbing mechanic so much, my approach was generally to climb over anything in the way between me and my goal. I eventually realized that, as annoying as rainstorms first seemed, they forced me to change up my approach, and explore in a different way (if only temporarily)!

733 |

@KarlRock

11 months ago

Epic! I wondered how this worked. I never take the roads. Sometimes I wondered if I should've. I'm playing Tears of the Kingdom right now and I feel like the level design has been improved even more because after finishing one point of interest, there's usually a next one nearby. It's hard to stop playing TOTK.

2K |

@NakeyJakey

11 months ago

mark you are an absolute treasure and such an amazing resource for all things game design. thank you for putting this together <3

7.1K |

@arbo6850

11 months ago

It’ll be fun to see how/if the triangle paradigm is used in Tears of the Kingdom. Hard to hide a hundred floating islands behind a mountain

1.9K |

@robdood2

11 months ago

I think one of the things that also feels really rewarding about this kind of exploration is the fact that you really 'take in' the map into your memory. At times you spin the camera and spot somewhere you were 10 hours ago from a different angle and it's kinda nostalgic and awesome! <3

200 |

@CalebCheek

10 months ago

One of the coolest things about TOTK is how NPC dialogue naturally directs you to other locations,quests, items, lore etc. In other open world games, NPC’s usually just exist for a singular purpose but in this game, they might suggest checking out a village you may or may not have been to already and will give you details, even after finishing their quest line

56 |

@Platitudinous9000

11 months ago

World design is so important to any type of game, and it can be hard to analyze when it's meant to be naturalistic like in Zelda, but no matter the setting, everything is there for a reason.

1.8K |

@Mutericator

11 months ago

Nintendo wanted players to move in the right direction, but wanted the world to be open, so their solution was to make every direction the right direction. Thank you for compiling this and restoring it, it's rare enough that Nintendo shares scenes from behind the curtain, so it's very, very valuable to make sure that information is shared far and wide.

834 |

@confusedzebra3161

10 months ago

I remember first starting this game thinking there were no friendly NPCs other than the old man. It took me far too long to come across anybody but when I did I was shocked to see someone walking down the road and right after that I found all sorts of people and it really opened up.

29 |

@mattsonofjens

10 months ago

I love how TOTK manages to completely upend and expand upon this design by adding so much freedom in the sky, land, and depths. TBH the depths feel like they are their own game.

404 |

@irvine5732

11 months ago

One major issue I had was only having Hestu only available at a single location. My buddy was 10 hours into the game and had no idea what Korok seeds were for. He's not one to look things up online or watch videos, so he just thought they were a random collectible in the game. I had to explain to him they were a currency and would greatly help him get more gear. He's a nomad in adventuring/open world games, so he immediately starts exploring off the beaten path. So he never even came close to Hestu's initial spawning location. Special NPC's like that should be in many places or spawn according to finding your first few of the resource they are associated with.

725 |

@Nursesaids

11 months ago

What I appreciated about Breath so much was discovery for its own sake. Your push to explore wasnt based off of video game-y stuff like numbers going up or some secret op weapon, it was pure, almost childlike.

86 |

@catfish552

11 months ago

I think something that really helps this style of exploration is the scope, pins, and stamps. You can mark interesting locations, and the scope and pins make it very easy to relate a spot in the game world to a spot on the map. If you climb a mountain or a tower and see half a dozen interesting things, you can mark them all down for later. It really helps with keeping your bearings in such an open world where you can go anywhere at any time.

60 |

Go To Top