Open world level design: spatial composition and flow in Breath of the Wild
Open world level design: spatial composition and flow in Breath of the Wild:
Breath of the Wild had a big problem late in its development: players
weren’t really enjoying it. They would go from point A to point B,
always feeling like they were being guided to do so. When players did
diverge from the critical path of objectives, then they would get lost,
in a bad way.[…]
Nintendo’s talk is about how they aimed for dispersed player flow
instead, to get a more even distribution of player routes, and allow for
more individualized traversal. To do so, they agreed on a concept of
“gravity.” Instead of marking out a specific path somewhere, they would
create these sort of bowls / funnels that direct the player to “orbit”
around certain landmarks and points.On level design in Breath of the Wild.