Breaking Conventions with The Legend of Zelda: Breath of the Wild
In this 2017 GDC session, Nintendo's Hidemaro Fujibayashi,
Satoru Takizawa, and Takuhiro Dohta provide an in-depth look at how some of the convention-breaking mechanics were implemented in The Legend of Zelda: Breath of the Wild.
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In this 2017 GDC session, Nintendo’s Hidemaro Fujibayashi,
Satoru Takizawa, and Takuhiro Dohta provide an in-depth look at how some of the convention-breaking mechanics were implemented in The Legend of Zelda: Breath of the Wild.
GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
Follow us on Twitter
https://twitter.com/Official_GDC
Check out our Facebook page for GDC exclusives
https://www.facebook.com/GameDevelopersConference
Visit our site: http://ubm.io/2ctNvqZ
53:30 that explains why Switch ports are so good.
I wish I could experience this game for the first time again
58:56 is that TOTK inspiration come from?
28:00 信頼
Comprehensive insights into the development process of The Legend of Zelda: Breath of the Wild, provided by the development team themselves.
game sucks hard, TLOZ is dead
"When The Legend of Zelda released on NES…"
Starts playing FDS version
And the internet is still populated with primates who wish this was a hack and slash.
I really appreciate that they took the time to explain and share their art. They have created one of the greatest games of all time, and personally my favourite. I know it's difficult speaking to an audience that doesn't speak Japanese and you need the translation which creates a bit of a disconnect, but I'm so glad that they, for lack of a better word, exposed themselves and made themselves vulnerable, sharing with everyone openly. Thank you!
"chemistory engine"
Don't forget to praise these translators! Spectacular job, all of them.
God Tier game design. What can one say.
I hope they know how many people love this game, my personal favorite!
Zelda's success shows that good games don't necessarily require top-notch graphics, but rather core gameplay and deep experiences that players engage with and continue to enjoy. For developers, this provides a design path worth learning from: focus on what really excites players, not just technical or visual pursuits.
19:40: This (shooting arrows through fires to light the target on fire) reminds me of one of the most mind-blowing moments I had in BOTW: I was shooting arrows at some enemy who was shooting fire arrows at me, and then all of a sudden, that enemy was on fire. It took me a second to realize that my normal arrow must've passed their fire arrow in the air, ignited, and then lit them on fire.
I was astounded that they developed a system where that could happen. I still remember where it was: just underneath the leviathan bones by Death Mountain
Interesting he spoke about caves and floating islands and those would be end up in TotK years later
42:45 it's quite funny, he says "are" in Japanese when there are english "are" in presentation
I would like for Ganon to stir my soul again and again pls