Ask the Developer Vol. 9, The Legend of Zelda: Tears of the Kingdom—Part 5
Nintendo Powercast - Nintendo Podcast
N64Josh.com
4.5 • 581 Ratings
🗓️ 12 May 2023
⏱️ 16 minutes
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| 0:00.0 | AII is incredible. They can teach you how to fry an egg and even write a poem, pirate style. |
| 0:22.6 | But it knows nothing about your work. Slackbot is different. It doesn't just know the facts. |
| 0:29.6 | It knows your schedule. It can turn a brainstorm into a brief and it doesn't need to be taught. |
| 0:35.6 | Because Slackbot isn't just another AI. |
| 0:38.8 | It's AI that knows your work as well as you do. |
| 0:41.9 | Visit Slack.com forward slash meet Slackbot to learn more. |
| 0:46.0 | Welcome back to the Nintendo Powercast. |
| 0:48.8 | We're doing part five for The Legend of Zelda, Tears of the Kingdom, Ask the Developer. |
| 0:54.3 | And this one I think you guys are going to really enjoy. |
| 0:57.8 | Part 5 starts off by saying, if players think they can do it, they can. |
| 1:03.2 | Starts with you mentioned that every player will have a different experience with the game. |
| 1:06.7 | However, given this degree of freedom, some of the abilities may be used in ways contrary to the |
| 1:10.8 | developers' intentions. Do you have any concerns about that? Fuge Bayashi says, I wouldn't worry too |
| 1:17.3 | much about that. The programmers have made sure these features won't cause issues on the system side. |
| 1:23.7 | And the gameplay is designed so that players can freely create whatever comes to mind, |
| 1:28.3 | just like an experiment. We'd rather our players surprise us by creating something we've never |
| 1:33.0 | even thought of. Dota, this can be said for previous title, but we've placed more importance |
| 1:40.0 | on creating a game that enables players to do exactly what they think they can do, rather than how we want them to play the game. |
| 1:47.3 | Fuji Bayayashi says because once we define how we want players to play the game, it ends up becoming more and more linear. |
| 1:55.1 | We once had a place with stacks of crates that couldn't be moved, but we decided to make them movable because we knew our players would definitely be disappointed if they couldn't move them. Since then, for any objects, we don't want players to move. Our designers have put ropes around them or covered them with a cloth to symbolize they can't be moved. A lot of attention has gone, a lot of attention has been given to details like these. And they show a picture here too if you're only listening and you'll be able to tell what is a movable object and what is not. And it looks like there's like some wood planks and maybe even some wheels. I don't, this gets me, I don't know, it just gets me so excited. And then the immovable one, it just has, it basically has a tarp and ropes over the top of it. And, uh, we'll know at that point it's not made for, it's not made for construction. Uh, Dota says, by the way, we've placed the lid on every single unbreakable jar and laughs. The more you play a game, the faster your brain processes it. So after a while, your brain starts to automatically sort out what's an enemy, what not to touch, and what to take. For parts of the game that require players to look and make decisions, our designers did a good job creating rules and science. So I think players will understand what they should do intuitively, even without an explanation. |
| 3:09.7 | The interviewer then asked, you mentioned that you worked on this game from the perspective of |
| 3:14.4 | enabling players to do exactly what they think they can do. I recall players of the previous |
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