Products
Features
YouTube Video Summarizer
Summarize YouTube videos
Web & PDF Highlighter
Highlight web pages & PDFs
Chat with PDF
Ask any PDF questions with AI
Ask AI Clone
Chat with your highlights & memories
Audio Transcriber
Transcribe audio files to text
Glasp Reader
Read and highlight articles
Kindle Highlight Export
Export your Kindle highlights
Idea Hatch
Hatch ideas from your highlights
Integrations
Obsidian Plugin
Notion Integration
Pocket Integration
Instapaper Integration
Medium Integration
Readwise Integration
Snipd Integration
Hypothesis Integration
Apps & Extensions
Chrome Extension
Safari Extension
Edge Add-ons
Firefox Add-ons
iOS App
Android App
Discover
Discover
Ideas
Discover new ideas and insights
Articles
Curated articles and insights
Books
Book recommendations by great minds
Posts
Essays and notes from readers
Quotes
Inspiring quotes collection
Videos
Curated videos and summaries
Explore Glasp
Glasp Newsletter
Weekly insights and updates
Glasp Talk
Interview series with great minds
Glasp Blog
Latest news and articles
Glasp Use Cases
Learn how others use Glasp
Build & Support
Glasp API
Access Glasp's API for developers
MCP Connector
Connect Glasp to Claude & ChatGPT
Community
Glasp Reddit Community
Students
Student discount and benefits
FAQs
Frequently Asked Questions
AboutPricing
DashboardLog inSign up

How Nintendo Solved Zelda's Open World Problem

2.3M views
•
May 9, 2023
by
Game Maker's Toolkit
YouTube video player
How Nintendo Solved Zelda's Open World Problem

TL;DR

Nintendo faced the challenge of balancing player freedom and exploration with guiding them towards key locations in Breath of the Wild, which they achieved by creating attractive landmarks and using the triangle rule to reveal new locations.

Transcript

How do you make an open world where  the player is completely free to   explore - but is also led towards key  locations that will advance the story? This was the biggest challenge  that Nintendo faced when making   their very first open-world game, The  Legend of Zelda: Breath of the Wild. They wanted to give players a  sense of freedom and explor... Read More

Key Insights

  • 🔍 Nintendo faced a challenge in developing The Legend of Zelda: Breath of the Wild, where players are free to explore but also led to key locations for the story's advancement.
  • 🌍 The initial idea of using Sheikah Towers as waypoints for players to follow a linear path in exploration failed as it felt too restrictive.
  • 🏰 To overcome this, Nintendo introduced a variety of landmarks and points of interest to attract players, such as shrines, stables, and enemy encampments.
  • 🗺️ The use of triangles in the terrain design helped guide players' attention and prevented overwhelming options by gradually revealing new locations.
  • 🌟 The system of attractive landmarks created an addictive breadcrumb trail of discoveries, leading players to important locales while still allowing for player-driven exploration.
  • 📈 Heatmap data showed that this approach improved the overall player experience, with players freely exploring and making progress through the story.
  • 🌳 Nintendo aimed to balance guidance and exploration, resulting in a freeform adventure experience that was a significant achievement in open-world game design. ⏳ The development process of Breath of the Wild involved learning from Google Maps data and creating new tools for collaboration on the large game map.

Install to Summarize YouTube Videos and Get Transcripts

Explore YouTube Video Summarizer or Get YouTube Transcript Extractor

Questions & Answers

Q: How did Nintendo's initial approach of using Sheikah Towers as waypoints in Breath of the Wild impact player experience?

The initial approach of using Sheikah Towers as waypoints made players feel trapped on a linear path, which was not the desired experience. Many players complained about feeling like they were being forced to follow the towers and lacked the freedom to explore on their own terms.

Q: What changes did Nintendo make to guide players while still allowing for exploration in Breath of the Wild?

Nintendo shifted their approach by creating a variety of attractive landmarks, such as shrines, stables, and enemy encampments. They ensured that each area offered obvious benefits or resources that players would be interested in, making them gravitate towards these locations and explore the world organically.

Q: How did the triangle rule contribute to Nintendo's solution in game design?

The triangle rule was implemented by designing the landscape in Hyrule using triangles, such as hills, mountains, and rock formations. This allowed for decision-making during exploration, guided the player's eye towards points of interest, and prevented players from feeling overwhelmed by too many options. The rule created a sense of surprise and curiosity as new locations were gradually revealed, leading to a chain reaction of discoveries.

Q: How did Nintendo ensure that players still made progress towards key locations in Breath of the Wild?

Despite the freedom to explore, Nintendo observed that players still naturally gravitated towards the game's important locales. By creating a system of attractive landmarks and a breadcrumb trail of interesting points of interest, players followed their own curiosity and goals while ultimately reaching the key locations. Players no longer felt forced or guided but made progress through the story.

Summary & Key Takeaways

  • Nintendo struggled to find a balance between player freedom and guiding them towards key locations in Breath of the Wild.

  • Their initial approach, using Sheikah Towers as waypoints, made players feel stuck on a linear path.

  • They solved the problem by creating attractive landmarks and using the triangle rule to reveal new locations, leading players towards their goals while still allowing for exploration.


Read in Other Languages (beta)

English

Share This Summary 📚

Summarize YouTube Videos and Get Video Transcripts with 1-Click

Download browser extensions on:

Try YouTube Summary with ChatGPT & Claude or YouTube Transcript Generator

Explore More Summaries from Game Maker's Toolkit 📚

The Best Games from GMTK Game Jam 2023 thumbnail
The Best Games from GMTK Game Jam 2023
Game Maker's Toolkit
The Unity Tutorial For Complete Beginners thumbnail
The Unity Tutorial For Complete Beginners
Game Maker's Toolkit
The World Design of Elden Ring thumbnail
The World Design of Elden Ring
Game Maker's Toolkit
Building Better Skill Trees thumbnail
Building Better Skill Trees
Game Maker's Toolkit
How To Think Like A Game Designer thumbnail
How To Think Like A Game Designer
Game Maker's Toolkit
How to Become a Game Designer: Key Steps and Skills thumbnail
How to Become a Game Designer: Key Steps and Skills
Game Maker's Toolkit

Summarize YouTube Videos and Get Video Transcripts with 1-Click

Download browser extensions on:

Try YouTube Summary with ChatGPT & Claude or YouTube Transcript Generator

Apps & Extensions

  • Chrome Extension
  • Safari Extension
  • Edge Add-ons
  • Firefox Add-ons
  • iOS App
  • Android App

Key Features

  • YouTube Video Summarizer
  • Web & PDF Summarizer
  • Web & PDF Highlighter
  • Chat with PDF
  • Ask AI Clone
  • Audio Transcriber
  • Glasp Reader
  • Kindle Highlight Export
  • Idea Hatch

Integrations

  • Obsidian Plugin
  • Notion Integration
  • Pocket Integration
  • Instapaper Integration
  • Medium Integration
  • Readwise Integration
  • Snipd Integration
  • Hypothesis Integration

More Features

  • APIs
  • MCP Connector
  • Blog & Post
  • Embed Links
  • Image Highlight
  • Personality Test
  • Quote Shots

Company

  • About us
  • Blog
  • Community
  • FAQs
  • Job Board
  • Newsletter
  • Pricing
Terms

•

Privacy

•

Guidelines

© 2026 Glasp Inc. All rights reserved.