Zelda: Breath of the Wild's first playtests failed miserably

The Legend of Zelda: Breath of the Wild
(Image credit: Nintendo)

The Legend of Zelda: Breath of the Wild was a failure for Nintendo when it was in the playtest phase.

Nintendo's developers rarely give interviews or presentations, but the latter happened a few years ago at the Computer Entertainment Developer's Conference in Japan. Unfortunately, the presentation on Breath of the Wild's development was never put online, or translated out of Japanese for a worldwide audience, but now Game Maker's Toolkit on YouTube has successfully pulled new information from that talk, right before The Legend of Zelda: Tears of the Kingdom's launch.

You can see the fruits of the channel's labor just below, as they've spent months cultivating and translating documents and writeups from the event. Game Maker's Toolkit can now reveal Breath of the Wild actually flopped in its playtesting phase at first, when Nintendo was prototyping its open-world design to take the series in a new direction.

The playtests were a disaster because the vast majority of players stuck to a rigid route. Around 80% of players saw a Sheikah Tower in the distance, and stuck to a road leading directly to the destination, never veering away from the well-trodden path. Nintendo was aiming for the exact opposite of this - an open world that encouraged exploration and experimentation.

Nintendo deemed this a serious problem, and set about fixing it. What they came up with was the 'triangles' theory - blocking the player's line of sight to the horizon with smaller barriers and obstacles like hills or trees, to entice the player to explore around the obstacles to see what they were hiding, gradually getting a better view of what they were obscuring.

The playtesting results from this ideology were fantastic, and Breath of the Wild's open-world formula was born. It's fascinating to know that Breath of the Wild, arguably one of the most influential games from the past decade, completely fell flat during its first phase of playtesting, and forced its development team to adapt and come up with a workaround that would end up making it beloved for millions.

As for The Legend of Zelda: Tears of the Kingdom, the sequel finally launches tomorrow on May 12 around the world.

You can head over to our The Legend of Zelda: Tears of the Kingdom pre-order guide if you're looking to put down a last-minute reservation for Nintendo's latest.

TOPICS
Hirun Cryer

Hirun Cryer is a freelance reporter and writer with Gamesradar+ based out of U.K. After earning a degree in American History specializing in journalism, cinema, literature, and history, he stepped into the games writing world, with a focus on shooters, indie games, and RPGs, and has since been the recipient of the MCV 30 Under 30 award for 2021. In his spare time he freelances with other outlets around the industry, practices Japanese, and enjoys contemporary manga and anime.

Read more
Challenging The Manacle in Balatro, which limits hand size by -1 and playing two Jacks
From "I stopped working on the project entirely" to "we are so back," Balatro creator says the roguelike's development was always about passion and taking breaks was essential
The Legend of Zelda: Tears of the Kingdom screenshot of Link riding a horse across a vast field.
The best Zelda games of all time
The Legend of Zelda: Tears of the Kingdom
Zelda: Tears of the Kingdom is at the front line of the debate over the Nintendo Switch 2's computing power, because if the Switch 1 can load three worlds at once, imagine what its sequel can do
Sephiroth in the first Kingdom Hearts game
The original Kingdom Hearts was initially "more hardcore" until Square Enix toned it down: "We had some puzzles in there that would make you go, 'what is this, Takeshi's Challenge?'"
Botw
Legendary Zelda dev "wasn't too pleased" about working on A Link to the Past as it robbed his enjoyment of playing the finished game: "I still really don't want to play that game"
Hyper Light Breaker
Hyper Light Breaker devs were "caught off guard a bit by how oppressive the difficulty was for players," even if some people are "very upset that we’ve made it easier"
Latest in Action
Tomb Raider
5 years after Avengers, 2 years after its last layoffs, and who knows how long before Perfect Dark and Tomb Raider return, Crystal Dynamics announces another round of layoffs
Naoe looks over at a dense, lush, green forest in Assassin's Creed Shadows from a viewpoint
Getting Assassin's Creed Shadows on PS5 and Xbox Series X was all about adding "dynamism" to the open world, but the devs seem most proud about the trees
Naoe and Yasuke walk in the sunset in a screenshot from Assassin's Creed Shadows
Following Assassin's Creed Shadows controversy, Baldur's Gate 3 publishing director says "every big AAA game could be better," but players shouldn't be mad "just because some dude told you to"
Assassin's Creed Shadows Wanted Status
How to remove Wanted status in Assassin's Creed Shadows
Naoe kills a target with a black and white filter over the camera highlighting the red of blood spray in Assassin's Creed Shadows, with an On The Radar orange frame
Assassin's Creed Shadows "has a little bit of Tarantino flavor", but its real secret ingredient is intrigue: "It's almost like you're watching an episode of Shogun"
God of War
20 years later, God of War's original monster art has been revealed: behold this army of stick figures slapped on a whiteboard, no clue Kratos is coming for them
Latest in News
Pillars of Eternity
10 years later, in a post-Baldur's Gate 3 and Avowed world, Obsidian is giving its own throwback CRPG Pillars of Eternity a turn-based combat mode
Destiny 2 Lightfall
When Destiny 2 "weekly active users dropped lower and faster than we'd seen since 2018," Bungie assembled an A-Team to put out some fires: "We needed to do something"
Velma, Daphne, Fred, Shaggy, and Scooby-Doo looking at a giant key which is also a clue
Netflix is rebooting Scooby-Doo as a live-action series from the producer of Supergirl and The Flash centered around a "supernatural murder" at a summer camp
Astro Bot
Astro Bot went through 23 pitch iterations before its director promised PlayStation "happy gameplay" and "overflowing charm," though it did once end with robot decapitation that made "some people really upset"
Tomb Raider
5 years after Avengers, 2 years after its last layoffs, and who knows how long before Perfect Dark and Tomb Raider return, Crystal Dynamics announces another round of layoffs
AI Limit
"AI is not as effective as it might appear": Dev of AI-focused Soulslike RPG says they didn't use any AI-generated content and it can't match "genuine creativity"