Coming from an IGN interview with director Hidemaro Fujibayashi, technical director Takuhiro Dohta, and art director Satoru Takizawa...
- Breath of the Wild development started with less than 10 people
- a small team can work on early ideas to make a game for roughly a year or possibly longer
- first phase is spent figuring out the game idea the team wants to make
- once the initial prototype is completed, the findings are presented to Nintendo’s senior staff
- if that team proves the ideas will work, the team begins staffing up
- after the first phase was completed, technical director Takuhiro Dohta joined the team along with art director Satoru Takizawa
- the developers knew they wanted to create a large field full of player-driven actions that could result in lots of possibilities
- the 2D prototype that was made was a great way to explain core goals/ideas to the biggest dev team
- the 2D prototype was presented to Miyamoto, which was somewhat of a surprise for him
- after viewing, he said it will be the collection of all these objects that makes the game world work
- the team came up with some very "out there" ideas to break with series conventions
- the art team used an online bulletin board where staff could freely upload their ideas
- the team could give an idea they liked a rupee on this board, with great ideas getting multiple rupees
- this is how the team decided on what elements should be included in the game
- the game's unique sense of discovery manifested toward the end of the game’s experimentation phase
- ideas were removed that made the game hard to play the game or that it didn't break the convention in certain ways
- the Great Plateau ended up being a culmination of what the dev team was trying to do
- different cultures within the game and the NPCs were added in later
- Guardians were based off of Octoroks in the original game
from GoNintendo
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