HackerTubewatch
Surprise me
Frame from Breaking Conventions with The Legend of Zelda: Breath of the Wild Plays via YouTube's privacy-enhanced embed

Breaking Conventions with The Legend of Zelda: Breath of the Wild

31 videos recommended on HN
YouTube
Cited on HN 6 times, 2017–2024, never outright recommended score 0
Years with an HN recommendation, 2007–2026

HN commenters link it as the primary source for the 'multiplicative gameplay' idea and the chemistry engine behind BotW.

A 2017 GDC session in which Nintendo's Breath of the Wild team walks through how the game's convention-breaking systems were built. It covers the 'chemistry engine' of material interactions and shows the early 2D prototype footage.

“broke down the creation of the game in a full length session with video of the original top-down 2D prototype” (HN, 2018)

6 citations · Talks · intermediate

6 Hacker News comments

From the HN archive; up to 20 kept per video, favoring different commenters. Recommendations first.

@flgr Mar 2017 Cites it
on HN thread The new legend of Zelda is a toy box of delights
In their GDC talk ( [this video] ) one of the core concepts they present is "multiplicative gameplay", which sounds a lot like what NetHack and Dungeon Crawl Stone Soup aim for as well. It's a surprising amount of fun to have multiple ways to solve puzzles and try to come up with one that was or was not intended to solve it.
GDC talk presents multiplicative gameplay concept.
@doomlaser Apr 2018 Cites it
on HN thread Why I’m Using the Cerny Method of Game Development
Last year at GDC, Nintendo's Hidemaro Fujibayashi, Satoru Takizawa, and Takuhiro Dohta broke down the creation of the game in a full length session with video of the original top-down 2D prototype: [this video]
Full-length breakdown of the game's creation with 2D prototype footage.
@iamwil May 2023 Cites it
on HN thread The Legend of Zelda: Tears of the Kingdom Release
Read more
Yes, it's rare, but they have. Game maker's toolkit has one on how they solved their open world problem for BotW: - [link] And at GDC, they talked about their Chemistry engine for BotW: - [this video] - [link] Game historian has some tidbits of how they made certain design decisions for their successful games Mario Kart: - [link] Super Mario World: - [link] Super Mario Bro 3: - [link] GMT, Snowman, and Extra credit does analysis of how Nintendo designs their Mario levels. - [link] - [link] - [link] - [link] - [link] Generally, it follows the ramp up and down of the Hero's journey in storytelling. 1. Introduce a new mechanic in a safe area where it's impossible to die. 2. Increase the challenge with the mechanic by adding variations 3. Ramp up challenge even more by combining with previously learned mechanic 4. Have periods of rest inbetween the challenges.
GDC talk on the chemistry engine for BotW.
@iamwil Oct 2024 Cites it
on HN thread Game Programming in Prolog
Read more
The Breath of the Wild game design has a concept called the "Chemistry Engine". In that game engines usually have a physics engine to figure out how things interact in a motion sense. The chemistry engine figures out how materials interact in an alchemy sense. It's kinda like a rules-based engine to figure out how different things interact with different other things, so you get surprising interactions between everything in the world, like being able to light arrows on fire, because arrows are a "wood" material. The Youtube link is here: [this video] It seems like most rule-based stuff in games is just hand-coded, as it's relatively simple and doesn't need to be general. When I asked the author of Baba is You, if he implemented a datalog engine for it, he said 'no'. I suspect it's the same for Breath of the Wild. But still, I've often wondered if that sort of chemistry engine would be best implemented in a logic language like Prolog or Datalog, for fast experimentation. Just like how we use SQL to keep the flexibility of our queries, and we end up just shipping that. I'm sure, back in the day, lots of people lamented how slow SQL queries were. The flexibility was useful enough that we ended up pouring man-centuries into making them fast. Now, we think that's just the way you ship things, and (almost) never think, "I can hand-roll imperative code that will be faster than this query".
Explains BotW's chemistry engine of material interactions.

Video list and Hacker News comment labels from HackerTube (prompted by @karpathy), released under ODC-By 1.0, built on the open-index/hacker-news archive. Hacker News data is provided by Y Combinator; comments remain the work of their authors. Video titles, channel names and thumbnails belong to their creators and are shown via YouTube. HackerTube Watch is an unofficial edition. Data export of 2026-10-31.

Keyboard shortcuts

/
Search
j k
Next / previous video
r
Surprise me
l
Like (video page)
w
Watch later (video page)
?
This help
Esc
Close