As it turns out, developing a physics-driven world where the player can glue together anything they want was incredibly difficult, and Nintendo is finally pulling back the curtain on some of the reasons why. During Nintendo's Tears of the Kingdom panel at GDC, Senior Director Takuhiro Dohta, Sound Programmer Junya Osada, and Physics Programmer Takahiro Takayama explained how Tears of the Kingdom's impressive world came to be.
The developers explained that the philosophy behind both Breath of the Wild and Tears of the Kingdom is something they call "multiplicative gameplay", where action and objects come together to create countless possibilities. When it came time to begin development on Tears of the Kingdom, the Zelda team felt there was potential to enhance that philosophy by allowing players to stick multiple objects to each other. This idea would eventually be finalized as Link's Ultrahand ability, but it was a long road to get there.
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Just like the design philosophy for the rest of the game, sounds in Tears of the Kingdom play in a system without dedicated implemenation, and in some cases abstract sounds combine to create something entirely new. For example, there is no dedicated wagon sound or paddle boat sound, these sounds are created by the wheels rolling or rotating on the water, with the quality changing based on the size, shape, and material. Osada said, "It’s making sounds that I have no memory of creating! Even the director told us, 'This is basically a physics engine for sound, isn’t it?'”[/quote]
Full article here. Some pretty cool stuff, Tears of the Kingdom felt insane with how open ended it was so it's pretty awesome to get a peek behind the curtain