‘Development is going to be chaos’ — how physics in Tears of the Kingdom changed everything

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‘Development is going to be chaos’ — how physics in Tears of the Kingdom changed everything
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At a GDC panel, the Nintendo developers of Zelda: Tears of the Kingdom gave a rare peek at the difficulty of creating the game's physics system.

Contents 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.

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.

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. “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.

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.

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