The bottom line
Nintendo guided players through Breath of the Wild by scattering many attractive landmarks that lead them, curiosity by curiosity, to the key locations. Players feel free yet still make progress, because a breadcrumb trail of interesting places guides them without a visible line.
Key takeaways
- Guiding players tower to tower made them feel stuck on a rail. 0:41
- Playtesters complained of an invisible but obvious guide rope along the Sheikah Tower routes.
- The heat map split players: about 80 percent followed the tower route and 20 percent wandered randomly.
- Nintendo replaced the single line with many landmarks that each offer a clear benefit. 3:27
- Shrines raise health or stamina, enemy camps hold weapons, and stables gained beds, a shop and quest-giving NPCs.
- Healing hearts were removed and rupees made rare, so players seek mushrooms, game and ore.
- Each landmark is made visible from far away so players can spot it. 4:32
- Shrines glow, campfires send up tall smoke, enemy bases sit around skull-shaped rocks, and stables are marked by a giant wooden horse.
- Triangle-shaped terrain hides most places and reveals new ones as you move. 5:07
- Hills and mountains block the view, so only a few options show at once and the player isn't overwhelmed.
- Climbing or circling a peak reveals two or three new places, which keeps a chain of "ooh, what's that?" going until the player reaches a tower.
- The landmark approach ended the split and sent nearly everyone to key locations. 8:06
- The new heat map showed players exploring freely from landmark to landmark, and almost all still reached the key locations.
- Appeal shifts with need and time: shrines and camps matter when seeking power, and night makes other places stand out.
Instead of following a specific line, they were simply following a breadcrumb trail of interesting landmarks, one that would, eventually, lead players to Breath of the Wild's most important locales.
Mark Brown
Chapter summaries
0:00 A free world that still leads somewhere
Nintendo needed an open world that felt free but still pulled players toward the story.
- Freedom and progress had to coexist in Nintendo's first open-world Zelda. 0:03
- The aim was the freedom of the first NES Zelda, with steady progress toward saving Princess Zelda.
- Nintendo went through false starts and bad playtests first.
- Nintendo explained this at the 2017 Computer Entertainment Developers Conference in Japan.
- The lecture was never uploaded, and the slides were pulled from journalists' reports.
1:52 The first plan, points and lines
Linking towers with routes guided players so well that it removed their sense of choice.
- Nintendo first tried towers as points and the roads between them as lines. 2:03
- Each of the 15 or so towers is visible from afar and reveals a large chunk of map.
- Characters, enemy camps and goodies were placed along the routes.
- The guidance worked too well.
- Players who left the line got lost or found little of interest.
3:24 Landmarks that pull like a flame
| Attribute | Shrine | Enemy camp | Stable |
|---|---|---|---|
| Reward | More health or stamina | Weapons to pick up | Beds, shop, sidequests |
| Seen from afar by | Glowing lit-up look | Skull-shaped rocks, tall smoke | Giant wooden horse statue |
| Replaces | Tower as main draw | Tower as main draw | Horse-only registry |
Making many places worth visiting drew players across the map without a line.
- Nintendo wanted players to gravitate toward landmarks like moths toward a flame. 3:33
- Shrines, stables and enemy camps replaced towers as the main draws.
- Each place needed a clear reason to visit, and the smaller ones had to be seen from a distance.
- Forests offer mushrooms and animals to hunt, since hearts were removed.
- Mountains and quarries offer ore that shopkeepers buy, since rupees became rare.
4:46 The triangle rule shapes what players see
Hyrule's pointed terrain controls what players see and tempts them off their plan.
- Triangle-shaped terrain does more than hide things. 5:12
- Hills, mountains and rocks are mostly pyramids and cones.
- A giant mountain forces a choice: climb it or go around.
- The eye drifts to the tip of a triangle, so Nintendo puts points of interest on peaks.
- Dozens of small landmarks sit near each tower, and seeing them all at once would overwhelm.
- Each new sight can pull players off their plan, and they still return to it. 6:35
- A new landmark may make a player ditch the old plan.
- Later they remember the goal, head back, and get distracted again.
- New sights include a shrine on the horizon, a camp around a corner, an odd rock, or something on a peak.
- The result is an infinite loop of discoveries.
7:12 Why the landmark trail feels organic
| Attribute | Points and lines | Landmark trail |
|---|---|---|
| Guide | ~15 Sheikah towers | Many shrines, camps, stables |
| Feels like | Stuck on a guide rope | Following own curiosity |
| Heat map | 80% route, 20% random | Free roaming, no split |
| Off-path play | Lost, little to find | Something everywhere |
| Reach key places | Only rail-followers | Almost all players |
Landmarks let players choose their own path while still reaching the places that matter.
- Landmarks feel player-driven where towers felt forced. 7:28
- Following towers felt like being made to travel in one specific way.
- With landmarks, players pick places from their own curiosity, goal or mood.
- Players no longer felt forced to follow one goal, yet still ended up where they needed to go.
- The narrator's own playthrough felt unguided, yet the story still moved forward.
- This was Nintendo's first proper open world, and it had much to learn. 8:42
- For scale and density, Link first ran around Kyoto using Google Maps data.
- Link also clambered up Himeji Castle in those tests.
- Nintendo built all-new tools so a large team could work on a single map.
- The result balances guidance and exploration, a freeform feel since seen in Elden Ring.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Explains how Nintendo balanced freedom and guidance in Breath of the Wild's open world, drawing on a 2017 CEDEC talk. The example worth watching is the failed Sheikah tower 'points and lines' system, whose 80/20 heat map split led to the landmark and triangle rule design.
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