Advertisement
othello

Untitled

Jun 25th, 2016
165
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 10.51 KB | None | 0 0
  1. http://m.ign.com/articles/2016/06/24/6-cool-things-we-learned-about-zelda-breath-of-the-wild-at-e3-2016?page=1
  2.  
  3.  
  4. Last week at E3 2016, Nintendo finally gave the world a deeper look at The Legend of Zelda: Breath of the Wild. While we learned a lot over the course of the show, IGN had a chance to interview some key people involved in making the new Zelda game that's coming to Wii U and NX in 2017. We spoke to series producer Eiji Aonuma, executive producer Shigeru Miyamoto, and senior product marketing manager Bill Trinen (in separate interviews) to see what else we could learn about Nintendo’s new open world game.
  5. ADVERTISEMENT
  6.  
  7. Nintendo Learned Getting Lost is Fun
  8. “After Skyward Sword we really needed to develop a bigger world,” Aonuma told IGN, “but we've actually never done that. A lot of it was trial and error, and we had to feel things out.”
  9. The Legend of Zelda: Breath of the Wild Reveal Trailer - E3 2016
  10.  
  11. “We talked a little bit about the idea of density, how dense do we make this big world,” he explained, “as we were developing it, we realized that filling [Hyrule] with things to do and explore is going to be a lot of work. It's going to take a lot of people and a lot of time. But when we actually started doing it and experienced things like moving around on the horse or climbing up to a high place and paragliding down, we realized that our desire to see what's ahead was more than just wanting to see what's in the world. So in that sense, we realized that it's kind of OK if there are pockets of emptiness.”
  12. “During development I noticed this idea of actually getting lost is fun,” Aonuma admitted. In previous Zelda games, the team thought getting lost in a 3D world was a bad thing, so Nintendo typically made environments where there was only one direction to travel, one entrance, and an exit. “Getting lost in those small worlds, it's not a loss of what to do but it's more of a directional loss. I see the exit but I can't figure out how to get there. That can lead to frustration, but when everything in the world is connected, [you end up] challenging something in a way that ‘I think this is going to work’ and then discover that ‘Oh, this isn't going to work.’"
  13. Legend of Zelda: Breath of the Wild - Taking On a Giant Rock Boss - E3 2016
  14.  
  15. "It's not actually a painful experience." It's actually fun,” he said. “It's a sense of discovery and, as we're developing this, I thought to myself, ‘Maybe this is what it means to create a big world.’I learned that getting lost is OK.”
  16. Elixirs Impact the Way You Play
  17. Nintendo showed off how mixing different ingredients will create potions and food for Link to consume. And some of these items have specific benefits, like extending Link’s stamina, but there’s a lot of special brews we haven’t seen yet. “So there's definitely different types of medicine,” Aonuma said. “For example, as you saw there's elixirs to make you walk faster, and there's an elixir that will nullify any sound you make. There's all these different effects, there's many different effects that will help you accomplish your goal. There's many great different types of that.”
  18. “If you're going to a cold area,” he said, “if you drink the right type of elixir you can go there half-naked and you'll be fine.”
  19. Rupees, Towns, and the Upgrade System Are Still Secret
  20. The Legend of Zelda: Breath of the Wild Rewind Theater - E3 2016
  21.  
  22. Playing Zelda: Breath of the Wild, we were surprised to learn you typically won’t find rupees out in the open world, so we asked a series of questions about it (and a few other things we didn't see in the E3 demo).
  23. “Rupees do exist,” Aonuma said, “but the reason for their existence is a little different this time around. As you saw it's not about going to cut down grass and collect rupees or find them in treasure chests but it's about collecting things and going to sell them and then using the rupees you get to buy new things. The rupees are there but they serve a different purpose.” (Editor's note: A pair of IGN staff members found a single rupee while looting the rusty remains of a Guardian, but we didn’t find it until after this interview.)
  24. IGN: We didn't see a town during our hands on time either. Could you talk about how towns function and what has changed?
  25. Aonuma: “I can't share too much about villages because the way they work is interconnected to the story and overall world. It would be spoilers, so I wouldn't want to do that now. I think that in adventure games the idea of meeting people and saying farewell to them is an important aspect. So that's definitely in there.”
  26. IGN: In preparation for this interview we started re-playing Majora's Mask. That has to be the best town of any Zelda game.
  27. Become Magneto With This Legend of Zelda: Breath of the Wild Magnet Upgrade - E3 2016
  28.  
  29. Aonuma: “[Termina] is one of the most important aspects of that game. But to say that we took that thing and just plopped it into Breath of the Wild would be incorrect. Of course, I mean, it took about a year to make that town [for Majora's Mask].”
  30. IGN: Does this Zelda also have upgradeable gear? Skyward Sword and several other games have had systems where you can upgrade the tools Link has.
  31. Aonuma: Yes, so the upgrade path is very Zelda-like.
  32. IGN: Can we assume it takes place within towns and leave it at that?
  33. Aonuma: Not quite. [laughter]
  34. This Arrow Is Really Important...
  35. arrow-2
  36. “Yes, you're right that arrow is definitely an important part of the game,” Aonuma said, “and actually getting that arrow is very important to navigating the game. To reveal it now would be a spoiler so I don't want to say too much.”
  37. ADVERTISEMENT
  38. What Happened to Link's Green Tunic?
  39. The Legend of Zelda Wii U Trailer - E3 2014
  40.  
  41. Ever since Aonuma unveiled the Legend of Zelda for the first time at E3 2014, Link has not been shown wearing his signature green tunic. So we asked Aonuma what’s up with that! “The blue clothing that you see here actually has an important role in the story itself,” he said. “Every time we make a Zelda, we think about the story and then we adapt Link to that story. So we've obviously used the green tunic a lot in the previous Zelda titles, but yeah the current blue one plays an important role in the story.”
  42. IGN: Will we eventually see Link don his more traditional outfit?
  43. Aonuma: "I don't know... I wonder. [laughter]"
  44. IGN: Are there any conventions left not to challenge?
  45. Aonuma: "One convention we haven't challenged, as you probably saw in the second demo, is that again Link awakens from slumber. So, you know, the green tunic maybe, maybe not."
  46. IGN: Would you say, in going with a different outfit, you’re trying to give players a way to customize how Link looks?
  47. Legend of Zelda: Breath of the Wild - Scaling the Temple of Time - E3 2016
  48.  
  49. Aonuma: "The clothes he's wearing right now is actually the same clothes that he was wearing in the trailer that we've shown previously. We thought that having him wear this tunic for this demo would make it a little more familiar to people watching the game demo and trailer this time around. Link gets that blue suit at a very important juncture in the storyline, and we also showed suit of armor you can get too. There's also times when Link will venture out into the cold and he'll need to appropriately equip himself, so there's definitely a lot of variation types of clothes he can wear.”
  50. A Few More Details About Zelda's Open World
  51. Aside from the main quest, side missions and other distractions play a major part in any open world game. Since Nintendo’s chose to focus its E3 demo around a piece of the overall experience, we asked Shigeru Miyamoto and Bill Trinen how the story will unfold and if players will find narrative-driven side-quests during their time in Hyrule.
  52. “Sandbox games is what they’re typically called here,” Miyamoto said. “But before anybody called them sandbox games, I always described Nintendo games as being a garden in a box. Zelda is a garden in a box game where the player can freely go around and experience [the world].”
  53. hyrule-grass
  54. “There are quests. Sometimes we call them little chores that we need to do, but there are missions. On the systems side, you get a list of missions that’s easy to look into and check on.”
  55. “Those missions are, obviously, optional,” Trinen added. “And even the way the story is set up, once you get off the plateau you’ll get to a point where you’re given some options of things you can pursue. You might want to pursue the story. You may want to try to learn more about Link’s background, or you might want to go and try to solve all of the Shrines.”
  56. 31 Minutes of Zelda: Breath of the Wild Gameplay - E3 2016
  57.  
  58. “You get to this point where you’re able to choose which one of these directions you want to do first, and then you’ll get missions that are layered on top,” Trinen explained.
  59. IGN: Asking about narrative structure. What can we expect from the story give the Open Air format of this game?
  60. Miyamoto: “This game has a heavy focus on experience and also freedom. It’s not really story heavy. You can choose to do all of the tasks and all of the missions and you’ll still get to the end, or you could choose not to do all of them, and you can still get to the end.”
  61. “The story isn’t as clear cut as it was in the past with the existence of Ganon, Link, and Zelda. With this one it’s a little bit more vague. You’ll kind of feel what Ganon is, and you’re going to feel maybe this is what Zelda is like, or this is what Link is like. It’s really Link’s adventure in discovering all of that.”
  62. The Legend of Zelda: Breath of the Wild Gameplay Showcase - IGN Live: E3 2016
  63.  
  64. Trinen: “They’ve done a really good job of weaving the story into the world, giving you just enough direction to know, generally, where you need to go to pursue it. If you’re off doing other things and you decide you want to go complete the Shrines, or you want to go climb mountains, or you want to go look at deer in the field, or find that pond that had all the ducks in the trailer, you can do that.”
  65. “I get into the game and then go off to do random things. Then, maybe after a couple days of playing, I’ll think that maybe I should actually go to that place [someone I met in the story] talked about. Then, you go there and get enough clues to point you in [the next] direction. It’s does a really good job of guiding you to where the story is, but it still feels like a sort of chance encounter out in the world when you come across somebody who has a role to move the story forward.”
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement