https://www.gamespot.com/articles/n...th-of-the-w/1100-6449174/?ftag=GSS-05-10aaa0b
Hidemaro Fujibayashi is the director of Breath of the Wild, but he got his start working on Zelda games back at Capcom during the Game Boy Color days, directing both The Legend of Zelda: Oracle of Ages and Oracle of Seasons. During our chat, though he did most of the talking, Fujibayashi sat between technical director Takuhiro Dohta and art director Satoru Takizawa--cohorts that have worked closely on Zelda games like Twilight Princess and Wind Waker HD. Though Aonuma and Shigeru Miyamoto are the names most people associate with Zelda, the three developers that sat across from us arguably deserve a lion's share of the credit that's been laid at the feet of Nintendo's more prominent personalities.
"We tried to avoid [creating scenarios] where there's only one possible outcome," he continued. "We tried to remove those as much as possible, and this ideal was really well understood by all of the designers and artists that design terrains and landscapes."
The game that resulted from this concept no doubt thrives because of it, and even a month after its release, players around the world continue to make and share their discoveries. What about the people responsible for crafting the game's collection of cause-and-effect mechanics? Even among Nintendo's staff, occasional surprises delighted the team despite their unrivaled familiarity with the game. According to Takizawa: "one thing we saw at E3 was one of the NOA demonstrating staff, just in their downtime figured out a way to use magnesis to make themselves fly in a way, and we're like, 'Okay, we hadn't thought of that.' We all had to go back and try it ourselves."
He tried to explain the trick, which we were unfortunately unable to replicate. "If you laid two of the metal platforms on top of each other, and got them just in the right position, you could use one of them to lift the other and kind of make yourself float." He relayed another surprise, this time from watching a new player tinker with the game. "We also saw, and I think this was just an E3 attendee," he recalled, that used objects to fashion their own catapult and then fling themselves across the landscape. That also looked pretty fun. And that made me feel, 'Yeah, this freedom we wanted to give players is really coming through here.'"
More at the link.Breath of the Wild isn't short on challenges or solutions to overcome them, but it wasn't surprising to hear that some ideas were left by the wayside. Takizawa chimed in with one such example that lasted far into development, and the reasoning behind its ultimate disappearance.
"Until about halfway through the development, we had a spec where you could take your weapon and stab it into a wall. When your stamina gauge was dwindling you could stab the weapon and kind of hang out and rest there." Given the emphasis on climbing in the game, it was surprising to hear this option was removed. The reason? Miyamoto's disapproval.
"So the answer," according to Fujibayashi," is that Mr. Miyamoto heard of the concept he said, 'You can't stand on the tip of a sword. This is strange.' And then we explained, "No no no, you stab it in." Then he's like, 'No, it's not going to work.' Another idea is that it's very hard to actually stab a sword into a big piece of rock. We considered that you can stab them into cracks or crevices in the wall, but then you can't freely use that feature anywhere you want, so I decided not to implement it."