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The Legend of Zelda has always been my favorite video game series. I’ve beaten most of them and couldn’t resist to play the last one: Breath of the Wild. I just finished it (already 😱) and I wanted to highlight two great design philosophies embraced by the game’s developers: design with constraints and validate your ideas quickly with a prototype.
Even 30 years after the first game was released, it’s amazing to see how consistent all the games are. When you start a new adventure, you feel immediately familiar with the environment. Mostly because the series uses the same items in its game design.
The rupee across the ages
All of these elements are sort of requirements all Zelda games must include. Yet even with so many constraints and its 30 years heritage, The Legend of Zelda: Breath of the Wild could possibly be the most singular Zelda game ever. While keeping everything that made the series successful, a lot of things give a whole new taste to the adventure.
Impossible to go further without the hammer in Link to the Past (left). You can go to those very far away mountains if you want to in Breath of the Wild (right).
The game developers have always tried to bring some new ideas to their latest games. They took advantages of new Nintendo system’s features to create innovative gameplay like using a stylus to control Link on the DS or experimenting real sword movement by swinging the Wiimote.
Constraints are very often seen as limitations to creativity, especially by young designers. Although working with hurdles will narrow the number of options you can consider in your project and help avoiding the white page syndrome. Meaning that you can spend more time exploring fewer approaches and thus creating stronger ideas.
Constraints can spur creativity and incite action, as long as you have the confidence to embrace them — Tom Kelley, IDEO
Breath of the Wild’s team hosted a talk at Game Developers Conference 2017 in San Francisco. During this session, game director Hidemaro Fujibayashi showed a surprising version of the very first Zelda game, on NES.
Full video available here
It was actually a prototype, created to present the new game mechanisms conceived for Breath of the Wild. This method has allowed the designers to test and easily communicate their ideas with everybody in their team. It gave a small overview of the new features without involving a lot of tech ressources.
This is exactly what recommends Google Venture’s Design Sprint methodology (which is a must-read by the way) . On days 4 and 5 of that one week sprint, you have to find the fastest and easiest way to prototype and test your assumptions.
Overview of a Design Sprint
I think it’s a great philosophy for many reasons:
While playing The Legend of Zelda’s games, I figured out that game design is not really different from product design. Some of the most popular philosophies can be applied to one or the other (remember that early 2010’s buzzword, “gamification”?).
Here’s some of my favorite ressources on the subject:
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