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Forums - Nintendo Discussion - Aonuma on how Nintendo approaches the open world in Zelda U

Aonuma on how Nintendo approaches the open world in Zelda Wii U

This comes from an EDGE interview with Eiji Aonuma...


About the challenge to adapt to an open world
''In the original Legend of Zelda, there was no clear way to lead the main character to his goal. It was something that we entrusted to the players to find by themselves. As the game later expanded into a franchise, the structure of the game worlds became more and more complex – especially with the introduction of 3D – making it necessary for us to point the player in the right direction. Consequently, progression in the games became more linear.

To recreate a similar experience to the original, we have to give the game world a simple structure that players can understand intuitively. In doing so, it’s very important that we make every aspect of the world feel real and physically connected, so that it’s doesn’t look fake.

We can achieve this thanks to the hardware features of Wii U, but to truly get a deep understanding of the game world, we also need a real map that depicts the world as it is. The GamePad is very effective for displaying this, and thus also [for] providing players with a constant hint on where to head to. I think we can safely say that the innovations in this new game are only possible thanks to the Wii U hardware.''

To ensure Zelda Wii U is regarded the same ways as Ocarina of Time
''The innovation of a vast open world could in one sense be seen as a return to the roots of the series. But in returning to these roots, we are also bringing with us all the things we have learned and ways the series has developed over all this time, which will help to create new and exciting gameplay possibilities.''

http://www.gonintendo.com/s/236032-aonuma-on-how-nintendo-approaches-the-open-world-in-zelda-wii-u



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sounds like an adventure.



Tsubasa Ozora

Keiner kann ihn bremsen, keiner macht ihm was vor. Immer der richtige Schuss, immer zur richtigen Zeit. Superfussball, Fairer Fussball. Er ist unser Torschützenkönig und Held.

Yay. Finally we have even in Zelda quest arrows that are pointing to the goal so we don't have to think anymore and can stare a t a red pointer instead of enjoying the scenery or exploring the world.



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vivster said:
Yay. Finally we have even in Zelda quest arrows that are pointing to the goal so we don't have to think anymore and can stare a t a red pointer instead of enjoying the scenery or exploring the world.


Aonuma is literally just referring to markers for where dungeons are on the map. You know, the ones that have been in literally every Zelda game since ALttP?



vivster said:
Yay. Finally we have even in Zelda quest arrows that are pointing to the goal so we don't have to think anymore and can stare a t a red pointer instead of enjoying the scenery or exploring the world.

Is this a Slowpoke joke post at Skyward Sword's expense?



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spemanig said:
vivster said:
Yay. Finally we have even in Zelda quest arrows that are pointing to the goal so we don't have to think anymore and can stare a t a red pointer instead of enjoying the scenery or exploring the world.


Aonuma is literally just referring to markers for where dungeons are on the map. You know, the ones that have been in literally every Zelda game since ALttP?

"and thus also [for] providing players with a constant hint on where to head to."

 A constant hint on where to go doesn't sound like a simple sights on a map. It's a single point of reference. Meaning a clear pointer of where to go next. If that pointer is now on a compass or a minimap or on the tablet is semantics.

Of course this is just interpretation. You might want to interpret it differently for yourself.

BTW, there was nothing literal in the entire post. All just theoretical ramblings.



If you demand respect or gratitude for your volunteer work, you're doing volunteering wrong.

the_dengle said:
vivster said:
Yay. Finally we have even in Zelda quest arrows that are pointing to the goal so we don't have to think anymore and can stare a t a red pointer instead of enjoying the scenery or exploring the world.

Is this a Slowpoke joke post at Skyward Sword's expense?

SS already had this? Sorry, one of the few I didn't play.

Then it makes even more sense to do it in an open world :)



If you demand respect or gratitude for your volunteer work, you're doing volunteering wrong.

vivster said:

"and thus also [for] providing players with a constant hint on where to head to."

 A constant hint on where to go doesn't sound like a simple sights on a map. It's a single point of reference. Meaning a clear pointer of where to go next. If that pointer is now on a compass or a minimap or on the tablet is semantics.

Of course this is just interpretation. You might want to interpret it differently for yourself.

BTW, there was nothing literal in the entire post. All just theoretical ramblings.


You didn't constantly have the map open for most Zelda games. Also, he was clearly referencing the gamepad and the map in this. Seeing how ALBW and WW handled it, I don't think you'll be seeing and giant arrows pointing you where to go anytime soon. And Aonuma is pretty revealing with what he says. It sounds vague to us, but in retrospect, it'll probably make more sense exactly what he's talking about, and here, it sounds like just map beacons.



TheKingofRedLions said:

Aonuma on how Nintendo approaches the open world in Zelda Wii U

This comes from an EDGE interview with Eiji Aonuma...


About the challenge to adapt to an open world
''In the original Legend of Zelda, there was no clear way to lead the main character to his goal. It was something that we entrusted to the players to find by themselves. As the game later expanded into a franchise, the structure of the game worlds became more and more complex – especially with the introduction of 3D – making it necessary for us to point the player in the right direction. Consequently, progression in the games became more linear.

To recreate a similar experience to the original, we have to give the game world a simple structure that players can understand intuitively. In doing so, it’s very important that we make every aspect of the world feel real and physically connected, so that it’s doesn’t look fake.

We can achieve this thanks to the hardware features of Wii U, but to truly get a deep understanding of the game world, we also need a real map that depicts the world as it is. The GamePad is very effective for displaying this, and thus also [for] providing players with a constant hint on where to head to. I think we can safely say that the innovations in this new game are only possible thanks to the Wii U hardware.''

To ensure Zelda Wii U is regarded the same ways as Ocarina of Time
''The innovation of a vast open world could in one sense be seen as a return to the roots of the series. But in returning to these roots, we are also bringing with us all the things we have learned and ways the series has developed over all this time, which will help to create new and exciting gameplay possibilities.''

http://www.gonintendo.com/s/236032-aonuma-on-how-nintendo-approaches-the-open-world-in-zelda-wii-u

I sure hope that I can still play the game with the pro controller for which I am entirely in love with.



prayformojo said:

I sure hope that I can still play the game with the pro controller for which I am entirely in love with.


It's taking obvious notes from Wind Waker, so I wouldn't doubt it.

 

Also, the pro controller is the single greatest controller ever crafted.