Skip to main content

This beloved feature almost ruined Zelda: Tears of the Kingdom

Link looking shocked holding rice.
Nintendo

“Development is going to be chaos.”

Recommended Videos

That was the reaction of Takahiro Takayama, lead physics engineer on The Legend of Zelda: Tears of the Kingdom, when he saw the first prototypes for two of the game’s abilities: Ultrahand and Fuse. The seasoned engineer, who led the physics system on The Legend of Zelda: Breath of the Wild, as well, knew that this type of physics system was uncharted territory.

“The more I thought, the more I worried,” he explained during a panel at 2024’s Game Developers Conference (GDC). This rare peak behind the curtain from the developers at Nintendo reveals just how much of an achievement of design and engineering the unique physics system really is.

The physics of Zelda

Nintendo developers on stage at GDC talking about Tears of the Kingdom.
Jacob Roach / Digital Trends

Tears of the Kingdom has received near universal acclaim, and the physics system plays a critical role in that. It’s one of those design elements you usually take for granted — something that exists in the background and rarely comes up during core gameplay. For Tears of the Kingdom, however, physics are everything. And on a quest to deliver a true sandbox for players to let their imagination run wild, physics changed everything.

Why a physics system? For the development team behind Tears of the Kingdom, it all comes down to the concept of “multiplicative gameplay.” Instead of building fun interactions, the team set out to create systems where those interactions would happen naturally. Takuhiro Dohta, who worked on the engine behind Tears of the Kingdom, explained: “Rather than create something fun, create a system that makes fun things happen.”

That was the idea behind both Breath of the Wild and Tears of the Kingdom. Approaching the second game, the team wanted to enhance the elements the first game established. This early prototyping stage brought about Ultrahand and Fuse, which allow players to combine different elements to make something new.

Link fights a Construct with a fused weapon in The Legend of Zelda: Tears of the Kingdom.
Nintendo

It’s a great idea from a design standpoint, but the ones in charge of actually making this system work weren’t as enthused. “I knew this was going to be very, very difficult,” Takayama said.

Tears of the Kingdom uses two layers of physics. The foundation is Havok, a well-known physics system that’s widely used across games. Nintendo layers its own in-house physics system on top of this.

But those systems on their own weren’t enough. With these new abilities, the physics team broke the game on a daily basis, sending objects flying off where they shouldn’t and creating conflicts that would kill the immersive experience the team was after. “The clash between these non-physics objects and Ultrahand caused daily problems,” Takayama explained.

Originally, only some of the elements of Tears of the Kingdom had a true physics interaction. Takayama provided the example of gates and cogs as non-physics objects. These objects worked based off of their animation, and they were causing a lot of problems when interacting with the sometimes wild physics of abilities like Ultrahand.

The solution? Make everything a physics object.

A world of objects

Instead of a gate, you would have a material like wood to make up a gate, along with a motor and a chain attached to it. Together, they created something that was physically accurate. And like that, Tears of the Kingdom was cracked wide open.

“Everything, without exception, being physics-driven is necessary to make multiplicative gameplay a reality.” It got down to the core of what the team was trying to do all along. Instead of making dedicated interactions, it would need to build the systems to let players determine what interactions they wanted.

Link with a created mining rig in Tears of the Kingdom.
Nintendo

That brought about the painstaking process of simulating everything. A wheel is no longer a wheel. It’s a wheel, connected to a motor, with its own shaft and suspension. Chains are no longer just chains. They’re multiple chain links, each simulated based on their material and weight, then strung together.

You can’t do this manually for everything in the game. Takayama explained that objects would have some critical elements like mass and inertia calculated automatically based on their material, size, and shape. This made the world interact with itself. Instead of building systems for objects in the water, for example, you can calculate the buoyancy and resistance of the water and how the mass and inertia of a physics object interacts with that.

This sounds great in theory, but the team quickly ran up against an issue. There was a mismatch between how an object looked in the game and the physically qualities it would take on. Takayama provided the example of a wooden board. It needed to be much larger in order for players to see it, which meant it was much heavier and didn’t interact with the world in the way players expected.

Nintendo developers giving a presentation at GDC.
Jacob Roach / Digital Trends

For these situations, the team needed to adjust the objects manually. This created a carefully choreographed dance between game design, art, and physics to make objects that looked like players expected and interacted with the world like players expected. The art team needed to work with the physics team to make objects look and feel right, and everyone needed to consult with design to make sure it made sense in the game.

One of the example Takayama provided was the Portable Pot. Frightened that the content of the pot would spill out if set up on a sloped surface, the art team figured out a way to ensure the Portable Pot was always flat. It used a joint at the base of the pot to rotate it once you set the object down, ensuring it was always flat.

It’s a simple solution, but of course, it didn’t stop there. Players ended up taking the Portable Pot and using it as a joint to bring together monstrous vehicles, essentially leveraging the systems the team built to create something entirely new. That’s what makes Tears of the Kingdom so special — how players can take these physics objects and let their imagination run wild.

Jacob Roach
Former Digital Trends Contributor
Jacob Roach is the lead reporter for PC hardware at Digital Trends. In addition to covering the latest PC components, from…
After The Legend of Zelda: Echoes of Wisdom, it’s time for Zelda Maker
Key art for The Legend of Zelda: Echoes of Wisdom.

We almost had a The Legend of Zelda video game where players could create their own dungeons. The Legend of Zelda: Echoes of Wisdom, which launches later this week, lets players obtain "echoes" of items and enemies, which they can explore, fight, and solve puzzles with. A new Ask the Developer interview from Nintendo revealed that this gameplay idea came from the original concept for Echoes of Wisdom: an "edit dungeon" concept where "players could create their own The Legend of Zelda gameplay," according to Grezzo game director Satoshi Terada.

Ultimately, the team went in a different direction after recognizing the potential of the echoes mechanic created for the "edit dungeon" concept. While I'm still quite excited to play Echoes of Wisdom, part of me is disappointed that we aren't getting a The Legend of Zelda dungeon maker game. It's OK that Echoes of Wisdom went in a different direction, but this is an idea Nintendo should certainly return to in the future.
The Zelda dungeon-maker game we didn't get
It's not uncommon for game developers to experiment with different gameplay concepts or ideas early on in development to find what works. Terada explained that in one of these early concepts, "Link could copy and paste various objects, such as doors and candlesticks, to create original dungeons." Later in the Ask the Developer interview, Nintendo director Tomomi Sano said that this "concept involved copying various things during your adventure out on the game field, then bringing them back to create a dungeon in a dedicated place."

Read more
The Legend of Zelda: Echoes of Wisdom: release date, trailers, gameplay, and more
Key art for The Legend of Zelda: Echoes of Wisdom.

Every new Zelda game feels like an event, and yet Nintendo managed to keep a new mainline entry hidden almost all the way up until its release. The Legend of Zelda: Echoes of Wisdom is not the same size and scale as the 3D entries like Breath of the Wild or Tears of the Kingdom -- it's actually the long-awaited continuation of Zelda's 2D titles. The last game we got in this style was 2019's The Legend of Zelda: Link's Awakening, which was a remake of the 1993 Game Boy title.

The Legend of Zelda: Echoes of Wisdom caught the attention of everyone at the June Nintendo Direct where it was announced for many reasons, chief among them being Zelda taking on the starring role instead of Link. The perspective and style might look familiar, but there's a lot to learn about Zelda: Echoes of Wisdom before you jump back into Hyrule.
Release date
Zelda: Echoes of Wisdom will be released on September 26, 2024.
Platforms

Read more
The Legend of Zelda: Echoes of Wisdom takes the right cues from Tears of the Kingdom
Zelda holds a rock in The Legend of Zelda: Echoes of Wisdom.

The only constant in the Legend of Zelda series is change. From its perspective to its art style, Nintendo takes some surprising risks when it comes to one of its most valuable franchises. That often pays off. The Legend of Zelda: Breath of the Wild, for instance, was a bold open-world reinvention of the classic adventure formula that put an emphasis on flexible gameplay and emergent moments born from creative thinking. That design didn’t just influence its direct sequel, the excellent The Legend of Zelda: Tears of the Kingdom. It’s very much present in The Legend of Zelda: Echoes of Wisdom too.

I’ve been curious about how the first Zelda game to actually star Zelda would work ever since it was revealed. It looked like a return to top-down form, but its item-copying hook suggested that it might be more creatively open-ended than any traditional Zelda game. After playing 90 minutes of it, I can see exactly how Nintendo is fusing old and new to once again reinvent its tried-and-true formula. Echoes of Wisdom plays like a miniature Tears of the Kingdom, at least in terms of how it lets players tackle problems in multiple ways. That makes for a unique puzzle adventure hybrid that I’m already eager to return to.
Summoning echoes
The Legend of Zelda: Echoes of Wisdom begins with mysterious rifts opening up around Hyrule. Princess Zelda is blamed for their appearance and imprisoned. My demo begins in captivity, where she meets a little sidekick named Tri. The Navi-like partner gives Zelda the Tri Rod, an item capable of copying items and letting her freely summon them. I get to test it out right away, cloning an object in my cell and using it as a platform to reach a high-up exit. A stealth sequence ensues that introduces the basics of that echo play.

Read more