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Development of The Legend of Zelda: Difference between revisions

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This had already influenced {{ALBW|-}}, which was designed to be non-linear in structure and afford the player a great deal of freedom. The goal of {{ALBW|-}} was to "rethink the conventions of ''Zelda''" and prove to players that Nintendo was capable of reinventing the series to remain current with modern trends. As development on the Nintendo 3DS game—led by {{TP|-}} sub-director Hiromasa Shikata—was ongoing, a separate team led by {{SS|-}} director Hidemaro Fujibayashi was also planning the next console ''Zelda'', meant for release on the Wii U.
This had already influenced {{ALBW|-}}, which was designed to be non-linear in structure and afford the player a great deal of freedom. The goal of {{ALBW|-}} was to "rethink the conventions of ''Zelda''" and prove to players that Nintendo was capable of reinventing the series to remain current with modern trends. As development on the Nintendo 3DS game—led by {{TP|-}} sub-director Hiromasa Shikata—was ongoing, a separate team led by {{SS|-}} director Hidemaro Fujibayashi was also planning the next console ''Zelda'', meant for release on the Wii U.


;'''EARLY CONCEPTS AND DEVELOPMENT'''
;'''EARLY CONCEPTS AND DEVELOPMENT'''
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Upon experiencing the game's world and wildlife setting, Nintendo of America dubbed this new ''Zelda'' an "open-air adventure," and gave it its title: {{BotW|-}}.<ref>{{Cite person|quote= |name= |url= https://www.ign.com/articles/2016/06/22/why-miyamoto-didnt-want-to-call-zelda-breath-of-the-wild-an-open-world-game |title= Why Miyamoto Didn’t Want to Call Zelda: Breath of the Wild An Open World Game}}</ref>
Upon experiencing the game's world and wildlife setting, Nintendo of America dubbed this new ''Zelda'' an "open-air adventure," and gave it its title: {{BotW|-}}.<ref>{{Cite person|quote= |name= |url= https://www.ign.com/articles/2016/06/22/why-miyamoto-didnt-want-to-call-zelda-breath-of-the-wild-an-open-world-game |title= Why Miyamoto Didn’t Want to Call Zelda: Breath of the Wild An Open World Game}}</ref>


;'''MULTIPLICATIVE GAMEPLAY'''
;'''MULTIPLICATIVE GAMEPLAY'''
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{{BotW|-}} was originally meant for release in 2015; however, in March 2015 producer Eiji Aonuma posted a video to Nintendo's social media channels, announcing that the game had been delayed. Aonuma would go on to clarify that this was because the development team had "experienced firsthand the freedom of exploration that hasn't existed in any ''Zelda'' game to date" and that they had discovered several new possibilities for the game that they wanted to flesh out.<ref>{{Cite person|quote= In these last three months, as the team has experienced firsthand the freedom of exploration that hasn't existed in any Zelda game to date, we have discovered several new possibilities for this game. As we have worked to turn these possibilities into reality, new ideas have continued to spring forth, it now feels like we have the potential to create something that exceeds even my own expectations. As I have watched our development progress, I have come to think that rather than work with meeting a specific schedule as our main objective, and releasing a game that reflects only what we can create within that scheduled time, I feel strongly that our focus should be to bring all these ideas to life in a way that will make The Legend of Zelda on Wii U the best game it can possibly be. |name= Eiji Aonuma |url= https://www.youtube.com/watch?v=7y1VKSVeGD0 |title= Wii U - The Legend of Zelda Development Update – 3/27/2015}}</ref> Additional comments from Miyamoto would suggest that the advent of the game's complex physics system had led to its delay.<ref>{{Cite person|quote= I think there’s different reasons for delays. One could be that the direction just hasn’t been decided, which is probably the worst kind of delay. And the other is that the direction has been decided but putting that into reality—implementing that—is taking time. So it might have taken us six months to do this much. It’ll take us a year to do that much. In terms of Breath of the Wild, we implemented many things like the physics engine and the AI and the type of graphics that we use. We had to make sure that design has enough time to create that. It just dawned on us that we’re not able to do that in this schedule. That’s what we realized about two years ago. In this instance, we never really experienced this, so that’s why we had to delay it. |name= Shigeru Miyamoto |url= https://kotaku.com/the-makers-of-zelda-on-why-their-games-are-usually-late-1782514185 |title= The Makers of Zelda On Why Their Games Are Usually Late}}</ref>
{{BotW|-}} was originally meant for release in 2015; however, in March 2015 producer Eiji Aonuma posted a video to Nintendo's social media channels, announcing that the game had been delayed. Aonuma would go on to clarify that this was because the development team had "experienced firsthand the freedom of exploration that hasn't existed in any ''Zelda'' game to date" and that they had discovered several new possibilities for the game that they wanted to flesh out.<ref>{{Cite person|quote= In these last three months, as the team has experienced firsthand the freedom of exploration that hasn't existed in any Zelda game to date, we have discovered several new possibilities for this game. As we have worked to turn these possibilities into reality, new ideas have continued to spring forth, it now feels like we have the potential to create something that exceeds even my own expectations. As I have watched our development progress, I have come to think that rather than work with meeting a specific schedule as our main objective, and releasing a game that reflects only what we can create within that scheduled time, I feel strongly that our focus should be to bring all these ideas to life in a way that will make The Legend of Zelda on Wii U the best game it can possibly be. |name= Eiji Aonuma |url= https://www.youtube.com/watch?v=7y1VKSVeGD0 |title= Wii U - The Legend of Zelda Development Update – 3/27/2015}}</ref> Additional comments from Miyamoto would suggest that the advent of the game's complex physics system had led to its delay.<ref>{{Cite person|quote= I think there’s different reasons for delays. One could be that the direction just hasn’t been decided, which is probably the worst kind of delay. And the other is that the direction has been decided but putting that into reality—implementing that—is taking time. So it might have taken us six months to do this much. It’ll take us a year to do that much. In terms of Breath of the Wild, we implemented many things like the physics engine and the AI and the type of graphics that we use. We had to make sure that design has enough time to create that. It just dawned on us that we’re not able to do that in this schedule. That’s what we realized about two years ago. In this instance, we never really experienced this, so that’s why we had to delay it. |name= Shigeru Miyamoto |url= https://kotaku.com/the-makers-of-zelda-on-why-their-games-are-usually-late-1782514185 |title= The Makers of Zelda On Why Their Games Are Usually Late}}</ref>


 
;'''STORY & CHARACTERS'''
'''STORY & CHARACTERS'''


As part of creating the final designs for Link and Zelda, the team re-examined the way Link's eyes looked at the request of producer Eiji Aonuma. Aonuma felt that, in prior games, Link's eyes always appeared as though they were strained and narrowed, even when the player wasn't doing anything particularly strenuous. As a result, art director Satoru Takizawa opted to make Link's eyes more rounded, in order to give them a more melancholic appearance.<ref>{{Cite person|quote= すべては青沼の「リンクがいつも力んでいる目をしているのはなんでなんだ」という言葉からはじまりました。そこで、これまでリンクは平行四辺形の釣り目が多かったと思うんですが、今回はそれを止めるところからスタートしています。青沼の中で、「プレイヤーが別に力んでないときでも、リンクは常にキリッと力んでるように見えるのがなんか変」というのがあったと思うんですが、そのキーワードでだいぶ悩みました。今回のリンクの目が歴代よりも丸みを帯びた印象になっている理由はこれです。|name= Satoru Takizawa |url= https://web.archive.org/web/20220110061657/https://www.ndw.jp/post-1433/ |title= 発売直後の『BotW』開発者インタビュー「プレイしているすべての人へ」</ref> This look was finalized prior to the game's debut trailer at E3 2014.<ref>{{Cite person|quote= 哀愁の目についてはE3 2014のPVをつくったのが大きいです。あの映像の最後で、リンクがガーディアンに向けて矢を撃ちますよね。通常、ああいう魅せカットって画面を見るとか、目力を出したりとかするんですけど、青沼からそこにもリテイクが入ったんです。「遥か未来なのか、遠い地平の彼方なのか、大切な人を見ているのかっていう、切ない目にしてほしい」と。|name= Satoru Takizawa |url= https://web.archive.org/web/20220110061657/https://www.ndw.jp/post-1433/ |title= 発売直後の『BotW』開発者インタビュー「プレイしているすべての人へ」</ref>
As part of creating the final designs for Link and Zelda, the team re-examined the way Link's eyes looked at the request of producer Eiji Aonuma. Aonuma felt that, in prior games, Link's eyes always appeared as though they were strained and narrowed, even when the player wasn't doing anything particularly strenuous. As a result, art director Satoru Takizawa opted to make Link's eyes more rounded, in order to give them a more melancholic appearance.<ref>{{Cite person|quote= すべては青沼の「リンクがいつも力んでいる目をしているのはなんでなんだ」という言葉からはじまりました。そこで、これまでリンクは平行四辺形の釣り目が多かったと思うんですが、今回はそれを止めるところからスタートしています。青沼の中で、「プレイヤーが別に力んでないときでも、リンクは常にキリッと力んでるように見えるのがなんか変」というのがあったと思うんですが、そのキーワードでだいぶ悩みました。今回のリンクの目が歴代よりも丸みを帯びた印象になっている理由はこれです。|name= Satoru Takizawa |url= https://web.archive.org/web/20220110061657/https://www.ndw.jp/post-1433/ |title= 発売直後の『BotW』開発者インタビュー「プレイしているすべての人へ」</ref> This look was finalized prior to the game's debut trailer at E3 2014.<ref>{{Cite person|quote= 哀愁の目についてはE3 2014のPVをつくったのが大きいです。あの映像の最後で、リンクがガーディアンに向けて矢を撃ちますよね。通常、ああいう魅せカットって画面を見るとか、目力を出したりとかするんですけど、青沼からそこにもリテイクが入ったんです。「遥か未来なのか、遠い地平の彼方なのか、大切な人を見ているのかっていう、切ない目にしてほしい」と。|name= Satoru Takizawa |url= https://web.archive.org/web/20220110061657/https://www.ndw.jp/post-1433/ |title= 発売直後の『BotW』開発者インタビュー「プレイしているすべての人へ」</ref>
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Calamity Ganon was envisaged as one of the three "main scenarios" of Breath of the Wild's story, with the game's end goals being to learn about the past, acquire the Master Sword, and defeat Ganon. However, since telling a linear story was at odds with the goal of Breath of the Wild as an exploratory, non-linear game, the Master Sword quest was turned into a separate optional event and the quest to uncover the past designed as a series of fragmented, optional discoveries.<ref>{{Cite person|quote= 当然シナリオ順に見せていくストーリーだと相性が悪いですよね。そこで、どこからでも楽しめるメインシナリオは、3本柱にする方向で最初は考えていきました。ひとつはガノンを倒す話、ひとつはマスターソードを探す話。ひとつは過去を知るお話というように。ただ、マスターソードの話はどのタイミングで抜きに行くのかがわからないということがネックになったので、世界のどこかにある大きなイベントのひとつにすることになったんです。ガノンについては倒しに行くだけなので、どこからでも良い話になりますよね。ですが、過去を知るという話については、どんな仕組みだったらどこから見てもわかるメインシナリオになるのかを模索しました。それを突き詰めた結果が、断片的にして散らすというものだったんです。|name= Hidemaro Fujibayashi |url= https://web.archive.org/web/20220110061657/https://www.ndw.jp/post-1433/ |title= 発売直後の『BotW』開発者インタビュー「プレイしているすべての人へ」</ref>
Calamity Ganon was envisaged as one of the three "main scenarios" of Breath of the Wild's story, with the game's end goals being to learn about the past, acquire the Master Sword, and defeat Ganon. However, since telling a linear story was at odds with the goal of Breath of the Wild as an exploratory, non-linear game, the Master Sword quest was turned into a separate optional event and the quest to uncover the past designed as a series of fragmented, optional discoveries.<ref>{{Cite person|quote= 当然シナリオ順に見せていくストーリーだと相性が悪いですよね。そこで、どこからでも楽しめるメインシナリオは、3本柱にする方向で最初は考えていきました。ひとつはガノンを倒す話、ひとつはマスターソードを探す話。ひとつは過去を知るお話というように。ただ、マスターソードの話はどのタイミングで抜きに行くのかがわからないということがネックになったので、世界のどこかにある大きなイベントのひとつにすることになったんです。ガノンについては倒しに行くだけなので、どこからでも良い話になりますよね。ですが、過去を知るという話については、どんな仕組みだったらどこから見てもわかるメインシナリオになるのかを模索しました。それを突き詰めた結果が、断片的にして散らすというものだったんです。|name= Hidemaro Fujibayashi |url= https://web.archive.org/web/20220110061657/https://www.ndw.jp/post-1433/ |title= 発売直後の『BotW』開発者インタビュー「プレイしているすべての人へ」</ref>


;'''WORLD AND VISUAL DESIGN:'''
;'''WORLD AND VISUAL DESIGN:'''
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To signify a return to ''Zelda''{{'}}s exploratory nature, the Japanese logo for {{BotW|-}} reverted to the style used in the original {{TLoZ|-}} for the Nintendo Entertainment System, with the North American and European logo remaining the same but recolored Zelda White.
To signify a return to ''Zelda''{{'}}s exploratory nature, the Japanese logo for {{BotW|-}} reverted to the style used in the original {{TLoZ|-}} for the Nintendo Entertainment System, with the North American and European logo remaining the same but recolored Zelda White.


;'''MISCELLANEOUS DEVELOPMENT NOTES'''
;'''MISCELLANEOUS DEVELOPMENT NOTES'''
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