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Zelda: Breath of the Wild devs knew the open-world pivot was "the right direction to head in" after seeing the "amazing" things players came up with
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Jordan Gerblick
2026-02-12
Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! Breath of the Wild was a massive shakeup for the Zelda series and one of the more successful reinventions in recent memory, but the team at Nintendo didn't fully know it was the right call until they started seeing some of the unexpected ways players were tinkering around with the game's reactive systems. Hidemaro Fujibayashi, director for Zelda: Breath of the Wild and Tears of the Kingdom, and longtime series producer Eiji Aonuma looked back on the open-world pivot in a conversation published in Keza MacDonald's new book Super Nintendo (via Polygon). As Zelda devs tested contraptions now in Tears of the Kingdom, director realized Breath of the Wild still had potential Zelda producer says "hardware evolution" lifts "restrictions" but more importantly, "greatly influences the game design" The Legend of Zelda: Breath of the Wild's success was in part responsible for the open-world section in Metroid Prime 4 "It gave us such confidence," added Fujibayashi. “After we released the game and saw what people were doing with it, we realized that this was the right direction to head in . . . We saw that people were exploring how to play." As it turns out, it was this same kind of experimentation of systems that gave the Zelda leads the idea to expand on that for a sequel, which would ultimately become 2023's Tears of the Kingdom. "We thought there was a lot of potential even just using what was already in Breath of the Wild," Fujibayashi said. "That's where I came up with the idea that we could continue to make Breath of the Wild even better. That's why I thought a sequel would be a good idea." Longtime Zelda producer says "the hardware evolution" lifts "restrictions" but, more importantly, "greatly influences the game design"
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banana_republic
Feb 12, 10:11 PM
I watched it. this is complex.
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broccoliLord
Feb 12, 09:21 PM
Modern vibe. Great UI. 😆
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cactus_lover
Feb 12, 08:21 PM
Great for kids.
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