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The Kins
Oct 2, 2004

FactsAreUseless posted:

In Breath of the Wild if you just go from one shrine to the next visible one you always end up somewhere important. I found the Zora area by accident doing this.
the developers devised a "heirarchy of goals" when designing the world, so that while going from one important goal to another you'd keep getting tempted to go off course



there's a real cool translated summary of a talk the botw team did at a dev conference if you wanna know more about the design philosophy stuff and how the sausage was made.

Chumbawumba4ever97 posted:

I also liked it in A Link to the Past when you could tap your sword against a wall and if it sounded hollow it meant you could bomb it.
another fun similar one was in illusion of gaia, where when you were in front of something you could smash through, your hair would start animating like you were outside, from the breeze blowing through the cracks in the wall

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