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daredevil.shark said:


Aonuma: "We had to design small bounded areas with defined entrance and exit. And putting them togeather made you feel like playing in a large world. But you still couldnt cut through the boundries where ever you like to explore that world." + With Wind waker gameplay at background. These are noy my words.

 

 

 

Source: https://www.youtube.com/watch?v=VH597UtHAwI#t=21m00s


Aonuma: I think the most open-world Zelda we've had so far has been Wind Waker, just because you were able to sail the ocean and go all over the islands. When creating a game, we look at what is the core, kernel gameplay. You try to construct the game around that, and making that core mechanic the easiest to access.

His words, not mine. We can do this all day.

http://mashable.com/2013/10/14/legend-of-zelda-aonuma/