EmCeeGramr
Member
4Gamer article with diagrams (Japanese)
Twitter thread with translation and with photos of slides
Interesting stuff:
They had a flagging system where messages would appear in-game marking bugs, things to change with information on the issue
A lot of talk about the game's world design, and how they utilized sightlines and "triangles and rectangles" as guideposts and ways to draw the player's eye.
Heat maps showing how they originally placed events between towers, but that lead to everyone just following towers and having a very linear experience, and it drastically changed after they adjusted this
And they adjusted it by created various tiers of vertical signposts that would distract and sidetrack players so they would wander off toward the one that most attracted their playstyle or needs (ie, aggressive players would go for camps, exploration players would head toward shrines, etc.), and that they deliberately allowed the visibility of these to change during the night.
This is all really neat stuff. The concept of making open worlds "hilly" to make them seem bigger and entice players with landmarks is a super old one, but I didn't realize how much thought they put into it until now.
Twitter thread with translation and with photos of slides
Interesting stuff:
They had a flagging system where messages would appear in-game marking bugs, things to change with information on the issue

A lot of talk about the game's world design, and how they utilized sightlines and "triangles and rectangles" as guideposts and ways to draw the player's eye.




Heat maps showing how they originally placed events between towers, but that lead to everyone just following towers and having a very linear experience, and it drastically changed after they adjusted this

And they adjusted it by created various tiers of vertical signposts that would distract and sidetrack players so they would wander off toward the one that most attracted their playstyle or needs (ie, aggressive players would go for camps, exploration players would head toward shrines, etc.), and that they deliberately allowed the visibility of these to change during the night.



This is all really neat stuff. The concept of making open worlds "hilly" to make them seem bigger and entice players with landmarks is a super old one, but I didn't realize how much thought they put into it until now.
Uh, so Nintendo ask 4gamer to take down all the slides so 4gamer draw some by themselves.
Here are some other CEDEC 2017 Botw articles.
http://game.watch.impress.co.jp/docs/news/1078888.html
http://game.watch.impress.co.jp/docs/news/1078846.html
http://game.watch.impress.co.jp/docs/news/1078827.html