Because “The Legend of Zelda: Tears of the Kingdom” has too many empty islands, director Fujibayashi was complained by the designer that “the sky has become so messy” ???? | 4Gamers

2023-05-10 16:27:11

The long-awaited Nintendo RPG masterpiece “The Legend of Zelda: Tears of the Kingdom” (The Legend of Zelda: Tears of the Kingdom) will be released soon. In addition to the high-free creation system, the most eye-catching feature of this work is the island in the sky However, according to the disclosure of the Nintendo development team, the setting of the sky island has caused interesting internal debates, because the designer complained that there are too many sky islands.

According to “Ask the Developer” released on Nintendo’s official websiteThe third interviewthe topic mainly discussed that the adventure process of “Tears of the Kingdom” is designed to face the sky, and also explained their logical thinking when developing games in the past.

“Actually, the previous work “Breath of the Wild” was originally developed for the Wii U. At that time, the development performance constraints were even stricter than today. Therefore, there are always many things that I want to achieve during the development process, so when developing the previous work Decide what not to do first.”Director of Planning and Production Department Takuhiro Dotaexpress.

Takuhiro Dota:“As a result, Mr. Aonuma (series producer) kept saying ‘If I can’t fly, then I want to dig a cave! “At that time, we thought, “No, please forgive us for digging holes” (laughs)”

Series producer Eiji Aonuma: “But when I was playing the previous game, this kind of thought naturally came to me. Hey, I really want to dig a hole here ~ like this (laughs).”

Although everyone laughed, Director Tang Tian also emphasized that when making games, they would first consider the details that should not be done. Deputy Director of Planning Department and responsible for artSatoshi TakizawaAlso seconded, the cave that said the cliff is a good example.

Popup_03

Satoshi Takizawa: “I think finding caves on the cliffs in the game makes players start to wonder, ‘Are there caves on the cliffs over there too? “When you are familiar with an environment, and that environment adds new value, the way you see the world will change. Even as game developers, we will see different landscape changes during development. I believe that players explore Hyrule’s ways will change, too.”

delving into this topic,Development Director Hidemaro FujibayashiIt also explains the reason for the design of the sky island in “Tears of the Kingdom”.

Hidemaro Fujibayashi: “In the previous work “Breath of the Mine”, although the walls brought height changes, the gameplay is still mostly flat. But this time “Tears of the Kingdom” we brought a “vertical” vertical height gameplay, from the ground to the air A three-dimensional space world that can be explored seamlessly. Link also added diving action and clothes for the air.”

Hidemaro Fujibayashi: “The mobile gameplay or exploration of the sky island is very interesting! Because the new action system and the sky area are too novel for us, so we have been adding new sky islands for many tests.

Then one day, the designers got angry and said that there were too many empty islands, and the sky was messed up (laughs).

fig_chapter03-01

“It really looks messy… (laughs)” art designer Satoshi Takizawa said helplessly.

Doda said in the interview that this is because when these islands were placed above the sky of the seamless open world, they did not expect that the sky islands were so small when looking up from the ground, and because of this, the sky islands under development at that time Looking up, the island looks like a mess of garbage in the air. Fortunately, the designers have made good adjustments to the vision.

In addition, the vertical seamless world also brings new challenges to the development team, which is even worthy of reference for all game developers, because even the setting of “sound effects” has become one of their headaches. Akira Wakai, the sound coordinator of the planning and production department, conveyed this precious development opinion in an interview.

Wakai: “Speaking of seamlessly connecting the ground and the sky, it is also very hard to produce sound effects.”

Doda: “Ah, that’s right, many sound effects workers often ask tutorial designers” Where is the dividing line between the sky and the ground? “”

Wakai: “Because the transition of sound effects is also seamless, but the background music needs to change according to the situation. Therefore, we need to place a transition trigger to trigger where the music should switch.”

Doda: “”From which position is the sky? “I never thought about this before, and I was troubled at the time. (Everyone laughs)

Wakai: “Moreover, what kind of sound effect is suitable for the “sound of the sky” is also very difficult.”

Takizawa: “I think it’s because everyone only sees the sky from the inside of the plane, right?”

Wakai: “That’s right. The sound of ‘flying in the sky’ sounds like anything, but when it comes to the sound of ‘islands in the sky’… (laughs)”

Aonuma: “After all, no one has ever been to an island in the sky.”

The-Legend-of-Zelda-Tears-of-the-Kingdom

In any case, all Switch players can experience the adventure of the island in the sky in the game “Legend of Zelda: Tears of the Kingdom” and feel the painstaking efforts of the Nintendo development team.

The Legend of Zelda: Tears of the Kingdom is expected to launch exclusively on Nintendo Switch on May 12.

Image Source:I asked the developer: The Legend of Zelda Tears of the Kingdom | Nintendo (nintendo.co.jp)

1683765542
#Legend #Zelda #Tears #Kingdom #empty #islands #director #Fujibayashi #complained #designer #sky #messy #4Gamers

Leave a Comment

This site uses Akismet to reduce spam. Learn how your comment data is processed.