Zelda (NES) gets a lot of credit as the inspiration for Breath of the Wild, but people don't realize how much of an impact Skyward Sword has on this entry.
Sources (in order):
"Where [climbing everything] started was wanting to expand on the [stamina gauge] from Skyward Sword.”
“There was a sense that we made Twilight Princess too big..."
“I thought we could discover a new pleasure if, instead of just stretching [the land] out, we made fields with height and depth [...]”
[listening to fan feedback]
...He recounted fans describing their desire to ride on horseback through an open field...
"But the reason we decided to include smaller shrines [...was to...] break up the huge world into smaller explorable chunks."
“[Shrines] are very different from those of previous Zelda, though some are much larger and have a boss at the end [...]”
“Challenging something in a way that ‘I think this is going to work’..."
"After we released Twilight Princess, I really started to sit and wonder whether or not we really should move forward [with the same] processes [...] maybe we can make some field areas that operate sort of like dungeons."
Changing the basic flow
Goal with SS: take the franchise to new places
"It was claimed that the entire game is like a dungeon [...] in that there are puzzles everywhere including the enemy fights."
“We had actually worked on [changing these conventions] with Skyward Sword but we weren’t able to [...change...] the linear structure of the game.”
[physics underpins the game]
"We quickly realized that a lot of the fun was actually in getting to the dungeon, and so we focused on getting to the dungeon in this game..."
“When I say I’m tired, I’m not talking about making Zelda, but rather, the same constituent that has been used to make Zelda up until now...”
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