The bottom line
Breath of the Wild uses its open world for one purpose, adventure, so it keeps only the design choices that serve exploring, surviving and conquering Hyrule. Each choice supports the others, which is why the game feels adventurous where most open worlds feel like checklists.
Key takeaways
- The player carves their own path, because only a tutorial and the final fight are required. 0:59
- Dungeons can be done out of order or skipped, and you can face Ganon with a wooden mop.
- Ganon can be fought at any time, but you will likely die, so every heart piece and upgrade is training for that fight.
- Little information is given, so curiosity leads the player instead of icons. 2:56
- Towers fill in the map but do not litter it with activity icons, unlike Assassin's Creed and Far Cry.
- Finds are worth the trip: useful items, unique shrine puzzles and environmental storytelling.
- A dangerous world makes the trip feel like a real adventure. 4:26
- An early Lynel fight turned the world from a playground into something to survive, and the same Lynel was beaten 50 hours later.
- Harsh climates, rain that makes walls slippery and tough enemies also keep players from seeing everything at once, so surprises last.
- Side content is found through clues instead of waypoints. 6:55
- Only the main dungeon quests get yellow map dots, with no dotted route line, and these can be turned off.
- Rumours, songs, paintings and riddles send players to read the landscape, as in the twin bridge treasure clue.
- Nintendo borrowed from old and new games, but kept only what fits the experience. 8:30
- It echoes the freedom and mystery of the first Zelda, and the creators researched The Witcher and Minecraft.
- Cooking recalls Witcher alchemy and ore smashing recalls Minecraft.
An open world isn't just an excuse to chuck in loads of random features and hope they all stick together. Like any good game, everything should work together to contribute to a specific experience.
Game Maker's Toolkit
Chapter summaries
0:00 Intro
Every open world game uses its big map for a different purpose, and Breath of the Wild's purpose is adventure.
- Open worlds serve different goals 0:08
- A map can give players options in how they approach objectives.
- It can be a stage for a shifting political drama.
- It can be a sandbox to blow off steam between missions.
- Sometimes it is just a way to dump a big checklist of content on the player.
0:59 Freedom
Letting the player choose their own order makes every action part of the story.
- Zelda removes the split between the story and side activities 1:48
- Most open worlds have mandatory main quests, so the only choice is to follow them or delay them.
- That leaves a disjointed story, like a kidnapped son who waits while you explore all of Boston.
- Link's story is your story, defined by what you do and don't do in Hyrule.
- Shrines and memories can be done as many or as few as you like.
2:56 Information
| Assassin's Creed / Far Cry | Breath of the Wild | |
|---|---|---|
| Tower reveals | Map plus activity icons | Map terrain only |
| What guides you | Icons and waypoints | Your own curiosity |
| Marking places | Pre-placed by game | Your pins and stamps |
| Side content | Copy-and-paste | Unique shrine puzzles |
Withholding information makes the player's own curiosity the guide.
- Players choose their own ways to find things 3:32
- You can hike up to something spotted on a mountain.
- You can survey from a tower and drop pins and stamps on the map.
- You can scour the map screen for interesting place names and structures.
- Collectibles really help, especially after your 325th sword breaks.
- Shrines offer unique puzzles instead of copy-and-paste side content.
4:26 Survival
Free movement and real danger make exploring feel like an adventure.
- Nothing blocks the player's curiosity 4:31
- In Horizon Zero Dawn, robot bones on a mountain sat behind a steep cliff and an invisible wall.
- In Zelda, you can climb any wall if you have stamina or places to rest.
- Climbing, horses, paragliding and shield surfing make moving around fun.
- Exploration is always encouraged when it's fun to move around.
- Overcoming hardship feels good 6:07
- Fire areas burn wooden weapons, and deserts swing between hot and cold.
- Returning with better gear, more hearts and sharper combat skill shows real growth.
- Zelda has often explored growing up and becoming a hero, but never like this.
- Hidden parts of the map keep surprises coming, including whole towns and biomes, long after other open worlds feel predictable.
6:55 Navigation
Zelda guides the main quest lightly and leaves every side quest to clues, so finding things is part of the play.
- The game stays playable without the main quest markers. 7:15
- Characters give directions, the map names places, and most forks have signposts.
- The four yellow dots show a destination only. The player picks the route and gets lost on the way.
- Turning the markers off is the recommended way to play.
- Side content works like a puzzle, and solving it feels better than following a waypoint. 7:28
- Secrets, side quests and shrine quests have no navigational aids at all.
- The clue reads: The little twin steps over the little river. My cave rests above that river's source.
- The steps are a signpost to the little brother bridge, then the river to its source, then a climb beside the waterfall to the hidden stash.
8:30 Zelda's Inspiration
Nintendo blended the first Zelda's spirit with ideas from other open world games.
- The first Zelda's freedom and mystery live on once the HUD is off. 8:30
- Old men, Spectacle Rock and centaurs all return.
- The objective markers must be turned off to get that experience.
- Other open world games supplied features too. 9:05
- Korok puzzles feel like the Riddler trophies in the Arkham games.
- The game also captures Skyrim's wanderlust, and its horse bugs.
9:27 Conclusion
Freedom, exploration, cryptic clues, daunting enemies and constant surprises add up to an adventurous spark.
- Each borrowed idea was chosen to serve one experience. 9:27
- Nintendo decided which bits of design to use and which to forgo.
- The five parts named are the level of freedom, the focus on exploration, the cryptic clues, the daunting enemies and the consistent surprises.
10:09 Patreon Credits
A big world works when it is full of meaningful content and when its size suits the experience.
- Size is fine when the world is filled with unique things. 10:17
- Nintendo, Rockstar and sometimes Bethesda can fill a massive world.
- The earlier view, about Batman: Arkham Asylum, was that environments should be measured by how much meaningful content is inside, rather than in square metres.
- Zelda's space makes treks more epic and gives moments of quiet and introspection during travel.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. An open world should be built around one specific experience, and Breath of the Wild picks adventure and cuts or keeps open world conventions to serve it. The worth-watching example is how it drops map icons, lets you challenge Ganon at once, and hides side content behind riddles, so curiosity does the guiding.
More from Game Maker's Toolkit · The whole library, and ask it anything