Their approach to TotK explains why this title lost the core gameplay identity of the Zelda series that has defined the series for decades. They were too preoccupied with screwing around with this system while ignoring the fact it was detracting from the established blade and bow gameplay. Beyond that it completely ruined the "dungeons" as you could use Zonai tech to bypass massive sections very easily. TotK is a good game but easily one of the worst Zelda games in the franchises history. It's been clear that the developers lost sight of what defines a good Zelda title in TotK and this GDC talk proves how that happened.
@@KryyssTV kindly learn to read the room. It's not a debate about Totk being the best or worst zelda. It's a dev conference about TotK's system for people who would want to learn from it.
@@KryyssTVzelda fans had been complaining about the same stale formula for 20 years. now they release only 2 games in a different style and y'all are wetting the bed again that you want the old formula back.
@@KryyssTVI quite like the new games. The designers at Nintendo have said themselves that BotW marked a substantial change that brought Zelda closer to the original vision of an open world you can explore however you want, like the original NES game. We are not entitled to certain types of gameplay in Zelda games because we don’t own them; the creatives at Nintendo make the decisions about what they want the game to be about according to their vision. It’s their art. We can critique it all we want, but we shouldn’t pretend like we deserve anything from them when Nintendo’s games are a gift to the world, not a right. I’m tired of the entitled gamer attitude. These are all Zelda games, whether they are open or linear. I would much rather have new games that feel new and shake up the formula rather than new games that just feel like shinier old games. Please do not allow nostalgia to limit you.
@@EMLtheViewer you still have puzzles and doungeon like elements which are very good in my opinion . giving new mechanics means to give more to learn and more to make means more options . Overall in my opinion the combat system became easier as we progressed into the game the solution could have implemented was to just increase the amount of enemy and its types , but as you know they dont have infinite budget for money and time to make this game . Seriously though the starting 40 hours of the game are golden give you pretty much infinite freedom with what you want to do . Designers just wanted to deal with the problems of past related to open world games where things become repetitive and they did a fabulous job .
One thing companies should learn all these devs have been there in nintendo for a long time and worked on multiple titles. Nintendo preserves knowledge of the people
Sound is physics. It only makes sense they would use the in-game physics engine to influence the sound design. Very smart and difficult to implement right. And it’s SO good that hardly anyone noticed. It just sounded how it was supposed to. The attention to detail and willingness to take the time to get it right is why I love Nintendo games.
A good way to test the 3d sound is by doing the flower korok puzzles. Just close your eyes and try to listen to where the flower is going to reappear, I get it right 100% of the time
I thought the audio talk wouldn't impress me after the absolute masterclass in game physics. But learning that this Nintendo Switch game uses ray casting for reverb calculation and A* voxel search algorithm for audio occlusion? I am completely speechless at their dedication to detail.
The sound part legit blew my mind. No other company would do A* just to make sounds a bit more realistic than Nintendo. Their designers are incredibly talented and it's fascinating to see the attention to detail in every aspect, which I think is telling to why their games feel so special.
@@sws212 I guess that not firing half of your company and closing down studios when your CEO needs to raise its 7 figure salary really comes into handy, huh?
Yeah, that was crazy! I really thought they would do a simple raycast for "is there a wall in the way" and muffle it based on that. the voxel-based tracing is crazy, even as a modder I never knew they did this.
After finishing this talk, I feel like this should be packaged with the game itself lmfao I knew Totk was a complex game, but I never knew it was SO complex. This game is genuinely one of the most radical changes in all of game development. Absolutely revolutionary. What an amazing game. The audio was so good that I never even noticed how natural it sounded. It just SOUNDED so damn natural. It really is true what they say, "Great audio design is invisible." The possibilities for the next zelda game are endless.
I remember watching a video of a blind guy beat ocarina of time because of all the work they put into sounds even back then. The level of effort and detail they put into their games is so inspiring!
"Mastering these physics was absolutely crucial in order to give players full creative freedom, without the fear of them destroying the world even more effectively than Ganondorf." - The article that brought me here I like that Nintendo knew their players would attempt to destroy Hyrule with Ultrahand.
Being an engine-programmer for TotK is a huge flex. The fact that they got all these complex systems working on such weak hardware is mind-boggling to me. I can't wait to see what they have in store for the next console.
It’s really not weak, nor is this physics gameplay very demanding. An Xbox 360 could do this gameplay, maybe even an original Xbox considering it had a Half-Life 2 port.
@@SpeedfreakUK The Switch hardware is pretty weak arguably and the game doesn't run at 10 FPS when multiple physics objects are on screen because they put a TON of work into optimising. None of this boils down to just using Havoc as their physics engine and be done with it, this took years to get right and is so hard that arguably no game has ever achieved this level of accuracy - Some shrines have physics puzzles that would 1000% bug out hard in all other games but not here, on a Switch with outdated mobile hardware. So I just feel we should give the devs a lot of credit here. And that is without mentioning them also running a freaking sound physics engine at the same time... plus being able to recall each and every physics objects you see while their paths are also traced back visually etc. etc.
@@SpeedfreakUK Did you even watch the developers speak? The lead physics programmer showed some pretty easy-to-predict examples of the entire physics engine completely falling apart when creating unexpected object combinations. Anyone who knows anything about game development looks at TOTK in complete awe of what Nintendo accomplished. It would be an incredible achievement to pull this off on PS5, but an absolute miracle on the Switch.
@@SpeedfreakUK You got to be trolling. As if using the same physics engine (in name only since they're years apart in terms of versions) automatically means what they do with it can run on the same platforms.
@@minecrafter3448It's kind of valid criticism though. Totk storytelling is not anything to brag about. But the gameplay is definitely more than enough to make up for it. You being bootlicker is no different with someone being a hater.
It's crazy how they managed to make all this sound and feel so natural that you don't realise how much work was behind it and how well made it is while playing unless you really are paying attention
Multiplicative gameplay is the only true next gen feature in the last decade. And it came on the most underpower system of the previous generation of consoles.
Absolutely. I have a ps5 but when this came out I did not touch another game for a full six months. When I was a kid imagining what games might be able to do in the future… well, this is it.
No way, I thought i was the only one who thought that too lol since botw came out. totk may not be even half of what i expected or wanted but the new mechanics and features are amazing and rewarding its unfortunate most people barely played around with the systems and just breezed through the games main story
31:23 Oh my god, THAT'S how you're intended to solve that shrine puzzle? I just used Ultrahand to manually drag the platform up to the top (with the wheel acting as a glorified kickstand to prevent it from sliding back down while I climbed up the ladder).
These kinds of things are what should be in our current gen, yet past gen Switch it is thanks to Nintendo lol.. this video alone should be hugely inspiring though to anyone working on a AAA game for the PS5/Xbox. It has to be hard as hell, to also create a sound physics engine and all, but oh man with the extra power there could be so so much done, I feel the next game which may do this perhaps is GTA 6 but otherwise...
@@menuki95 I'm pretty sure I've heard of this technique before, but maybe for other uses. What cannot be understated is regardless of platform and hardware, Nintendo put in the time. It's not that common for a direct sequel to take even more time to make than the original.
@@Ayoul I agree fully! Kinda crazy to think that Hyrule basically grew over 12 years in total. That is a bit crazy to consider, over a decade of work basically to give us TotK and it shows. Obviously they removed a lot from BotW, but TotK would not exist if it wasn't a sequel, not at that complexity, not as a DLC imo.
I've been so impressed with the physics that I didn't know they actually programmed acoustics into the game. I noticed changes in audio but now I know why so many of them have a strangely realistic sound to it. This is gonna be used for decades in video game sound, probably only fine tuned for the experience the developer wants.
So their solution to preventing glitch physics interactions...is to make everything physics based - including doors, gates and even sound to an extent.
Yes And from a game programming perspective it's an absolutely insane endeavour Still they were able to do it and that's why it's such a marvel The perfect example of how insane it is is the part where they mentioned how they made the chains
Thank you for re uploading this. I was sad when youtube told me this was deleted. Im trying to work my way through all Nintendo GDC talks. Nintendo truly is the masters of game development.
@@Doctorzzimhey I know you, I actually discovered this presentation from your video. Thank you for putting that up there, I was able to make a best moments compilation from it
This is a game every dev has dreamed to make and all gamers have wanted to play, but no one thought it could be done because, you know, physics are a bitch. They not only did it, but told us how to. Granted, no one is doing anything similar on this scale because it's too much work and it require actual pros, but still.
31:40 - I feel stupid for not noticing that.. My solution was to get the ball from the previous room and use it again. I guess a solution is a solution, but the intended way was cooler.
What a monumental job they did with this. The production value of this game is colossal and admirable. So grateful for this level of dedication existing in video games.
I learned my first ever game design lesson from the botw presentation by nintendo , thanks for new presentation over the most technically advanced game in terms of physics.
@@chikato7106 botw and totk physics are going much further than what has been done, either you havent been paying attention or you are picking things to hate because you think its cool to dislike what others praise. Back off
Still blows my mind how many fuse combinations there are (among the freaking sound physics engine and everything else really) and how they had to think of each and every, also adding small details like mushrooms bouncing stuff etc. etc.
So freaking cool that Nintendo and the Zelda team stepped out to share their journey and accomplishments with Tears of The Kingdom. The development process should help the game community to understand the importance, challenges and achievements. Simultaneously participating in GDC will help the community to build future games. Truly Inspired and grateful of their contributions 🙏🏾
A lot of respect for those two programmers making their intros in English before switching to Japanese. And for all the amazing work on the game too or course 😂🔥
This is why creating and using internal tools with middleware are a fantastic way to make unique games from well known companies like Rockstar' RAGE, CDPR's Red Engine, Capcom's RE Engine, Valve's Source 2, Remedy's Northlight and of course NintendoWare SDK.
they managed to do all that in amazing attention to detail, amazing dedication to a truly sandbox world AND IT RUNS ON THE SWITCH AND LOOKS AMAZING. those guys are the definition of masters of their craft. my jaw dropped when they first showed the new systems in gameplay before the game released. and while playing, my jaw has been dropping many more times. botw was already groundbreaking and gamedev meta shaking. but totk is a whole different beast.
I wonder if Skyrim had so many physics glitches because they didn't commit to making most things physics objects like TotK did. Although BotW worked with less physics objects, and Bethesda does have a glitch problem in a lot of their games. Would be interesting to find out the underlying reasons why things go flying in Skyrim, but don't in BotW and TotK unless they're meant to.
It's a miracle this game runs at all on the hardware they were given. I have my grievances with TotK but there's no denying that it's a masterfully engineered piece of programming.
31:45 I have done that shrine three times and every time I took the ball with me and attached it to the board to get it to fly up enough. I never thought of rotating it like that
Thank you for this content, it's being a while I don't see a good presentation from Nintendo developers. Well done GDC Team and Nintendo TOTK developers.
idk if it's the most physics driven game but it's an amazing feat of engineering to have that much physics feel "natural" and not break every 2 seconds
I'm no programmer at all, but i really enjoyed this presentation. Humor, a lot of information but not overwhelming... Thank you, I know appreciate even more the game. ❤
Physics...That's why everyone loved playing Carmageddon 1/2 - every race was different because of physics and it's so much fun and provokes your creativity. I love that! And all of this running on a toaster...
Instead of trying to program thousands of possible program variations for physics interactions, they just program the materials themselves and now you have a seemingly infinite combination of realtime interaction among objects. Would love to know how the tetra X1 from 2015 is capable of running this in real time without its memory bandwidth being bottlenecked.
Its incredible what Nintendo accomplished in this game , the attention to detail , sound and everything . Can't wait for what they can achieve for their next console ! ♥️
This guy should be given an award just for being at Nintendo since 2003. The way game companies fire staff....Nintendo deserves a special kind of award
In Japan that's the norm generally, in their company culture you get into one job and spend your whole life there, layoffs there are barely a thing (of course on the other hand they have tons of other problems with their work culture but at least that isn't one of them)
@@Yamartim That is indeed true, but Nintendo's work culture is generally described as being very good. And despite some layoffs happening around the world, the fact that some of the studios they own in the west haven't suffered any, must mean something about how safe it is to work with them.
@@Yamartim Even for Japan they are THE gold standard. I've heard that companies in Japan on average have a employee retention rate of 70%. Nintendo on the other hand has an employee retention of 98%.
@@Yamartim It was the norm in the western countries as well through things like pensions. There's not really a benefit nowadays to stay somewhere for that long.
I was wondering why they took so long, this was by far the most interesting talk this year haha. Though the one for Mario Wonder and Kirby was just awesome too, highly recommended.
I was waiting for them to finally show us what’s under the hood, this is basically the totk version of a dev documentary. A shame more haven’t seen it yet
I knew that Tears of the Kingdom's physics simulations were impressive. I even noticed the cool dynamic music. But this presentation is SHOCKING. Nintendo programmed a whole acoustic physics system into TotK just to make the sounds work! On the Nintendo Switch! Bethesda still can't make objects sit stationary on the floor.
Baldur's Gate 3 pushed cRPGs. The physics in Zelda BotW Master Quest Edition have been done in previous games (Nuts and Bolts, Fort Nite, Braid, etc). Nintendo spent SIX YEARS on this and they still didn't win. Goes to show you that Larian is superior
them mentioning that they didnt predict the cooking pots ended up being good for suspension for vehicles was neat
Their approach to TotK explains why this title lost the core gameplay identity of the Zelda series that has defined the series for decades. They were too preoccupied with screwing around with this system while ignoring the fact it was detracting from the established blade and bow gameplay. Beyond that it completely ruined the "dungeons" as you could use Zonai tech to bypass massive sections very easily.
TotK is a good game but easily one of the worst Zelda games in the franchises history. It's been clear that the developers lost sight of what defines a good Zelda title in TotK and this GDC talk proves how that happened.
@@KryyssTV kindly learn to read the room. It's not a debate about Totk being the best or worst zelda. It's a dev conference about TotK's system for people who would want to learn from it.
@@KryyssTVzelda fans had been complaining about the same stale formula for 20 years.
now they release only 2 games in a different style and y'all are wetting the bed again that you want the old formula back.
@@KryyssTVI quite like the new games. The designers at Nintendo have said themselves that BotW marked a substantial change that brought Zelda closer to the original vision of an open world you can explore however you want, like the original NES game. We are not entitled to certain types of gameplay in Zelda games because we don’t own them; the creatives at Nintendo make the decisions about what they want the game to be about according to their vision. It’s their art. We can critique it all we want, but we shouldn’t pretend like we deserve anything from them when Nintendo’s games are a gift to the world, not a right. I’m tired of the entitled gamer attitude.
These are all Zelda games, whether they are open or linear. I would much rather have new games that feel new and shake up the formula rather than new games that just feel like shinier old games. Please do not allow nostalgia to limit you.
@@EMLtheViewer you still have puzzles and doungeon like elements which are very good in my opinion . giving new mechanics means to give more to learn and more to make means more options . Overall in my opinion the combat system became easier as we progressed into the game the solution could have implemented was to just increase the amount of enemy and its types , but as you know they dont have infinite budget for money and time to make this game . Seriously though the starting 40 hours of the game are golden give you pretty much infinite freedom with what you want to do . Designers just wanted to deal with the problems of past related to open world games where things become repetitive and they did a fabulous job .
12:29 Hey that's the localization member who used to dub over Sakurai! I watched the Smash Directs so much I recognized that voice instantly lol
Same! :D
I knew he sounded familiar!
One thing companies should learn all these devs have been there in nintendo for a long time and worked on multiple titles. Nintendo preserves knowledge of the people
Sound is physics. It only makes sense they would use the in-game physics engine to influence the sound design. Very smart and difficult to implement right. And it’s SO good that hardly anyone noticed. It just sounded how it was supposed to. The attention to detail and willingness to take the time to get it right is why I love Nintendo games.
i think the physics engine for objects is something else than the sound echo thing
A good way to test the 3d sound is by doing the flower korok puzzles. Just close your eyes and try to listen to where the flower is going to reappear, I get it right 100% of the time
“I want to dig holes”
-TOTK Producer
that was wild hahaha
Where he say that?
@@wert556 5:41
I thought the audio talk wouldn't impress me after the absolute masterclass in game physics.
But learning that this Nintendo Switch game uses ray casting for reverb calculation and A* voxel search algorithm for audio occlusion? I am completely speechless at their dedication to detail.
The sound part legit blew my mind. No other company would do A* just to make sounds a bit more realistic than Nintendo. Their designers are incredibly talented and it's fascinating to see the attention to detail in every aspect, which I think is telling to why their games feel so special.
@@Yolwoocle That's what you get when you support veteran staff who stick around with the company for decades.
@@sws212 I guess that not firing half of your company and closing down studios when your CEO needs to raise its 7 figure salary really comes into handy, huh?
Yeah, that was crazy! I really thought they would do a simple raycast for "is there a wall in the way" and muffle it based on that. the voxel-based tracing is crazy, even as a modder I never knew they did this.
After finishing this talk, I feel like this should be packaged with the game itself lmfao
I knew Totk was a complex game, but I never knew it was SO complex. This game is genuinely one of the most radical changes in all of game development. Absolutely revolutionary. What an amazing game. The audio was so good that I never even noticed how natural it sounded. It just SOUNDED so damn natural. It really is true what they say, "Great audio design is invisible."
The possibilities for the next zelda game are endless.
Agreed, kind of like how movie discs contain behind the scenes content. It's always nice when they share a bit about what's under the hood.
I remember watching a video of a blind guy beat ocarina of time because of all the work they put into sounds even back then. The level of effort and detail they put into their games is so inspiring!
"Mastering these physics was absolutely crucial in order to give players full creative freedom, without the fear of them destroying the world even more effectively than Ganondorf."
- The article that brought me here
I like that Nintendo knew their players would attempt to destroy Hyrule with Ultrahand.
Being an engine-programmer for TotK is a huge flex. The fact that they got all these complex systems working on such weak hardware is mind-boggling to me. I can't wait to see what they have in store for the next console.
It’s really not weak, nor is this physics gameplay very demanding. An Xbox 360 could do this gameplay, maybe even an original Xbox considering it had a Half-Life 2 port.
@@SpeedfreakUK The Switch hardware is pretty weak arguably and the game doesn't run at 10 FPS when multiple physics objects are on screen because they put a TON of work into optimising.
None of this boils down to just using Havoc as their physics engine and be done with it, this took years to get right and is so hard that arguably no game has ever achieved this level of accuracy - Some shrines have physics puzzles that would 1000% bug out hard in all other games but not here, on a Switch with outdated mobile hardware. So I just feel we should give the devs a lot of credit here. And that is without mentioning them also running a freaking sound physics engine at the same time... plus being able to recall each and every physics objects you see while their paths are also traced back visually etc. etc.
@@SpeedfreakUK Did you even watch the developers speak? The lead physics programmer showed some pretty easy-to-predict examples of the entire physics engine completely falling apart when creating unexpected object combinations. Anyone who knows anything about game development looks at TOTK in complete awe of what Nintendo accomplished. It would be an incredible achievement to pull this off on PS5, but an absolute miracle on the Switch.
@@SpeedfreakUK You got to be trolling. As if using the same physics engine (in name only since they're years apart in terms of versions) automatically means what they do with it can run on the same platforms.
For Unity developers, everything less than an RTX 40xx series is "weak" 🤣
Nintendo developers are so good at what they do they even manage to make powerpoint presentations fun and playful
But kind bear bone in term of lore and story
@@cedrolenonAlways that one guy, has no personality outside of hating tears of the kingdom
@@minecrafter3448 Maybe this isn't the place to discuss non-gameplay criticism for the game, but this is still a rather useless counterargument.
@@Words-. It’s not a counter argument, it’s a “shut up and leave maneuver”
This is a term I just made up, and will use forever.
@@minecrafter3448It's kind of valid criticism though. Totk storytelling is not anything to brag about. But the gameplay is definitely more than enough to make up for it. You being bootlicker is no different with someone being a hater.
It's crazy how they managed to make all this sound and feel so natural that you don't realise how much work was behind it and how well made it is while playing unless you really are paying attention
I can't believe I've poured hundreds of hours into this game, but when the door closed at 53:40 I was like... 😲
Multiplicative gameplay is the only true next gen feature in the last decade. And it came on the most underpower system of the previous generation of consoles.
Absolutely. I have a ps5 but when this came out I did not touch another game for a full six months. When I was a kid imagining what games might be able to do in the future… well, this is it.
No way, I thought i was the only one who thought that too lol since botw came out. totk may not be even half of what i expected or wanted but the new mechanics and features are amazing and rewarding its unfortunate most people barely played around with the systems and just breezed through the games main story
Facts
Garry's mod came out in 2006
@@flflflflflfl You're mistaking multiplicative gameplay with half-life with godmode on. not the same thing.
10:58 this is so funny
31:23 Oh my god, THAT'S how you're intended to solve that shrine puzzle? I just used Ultrahand to manually drag the platform up to the top (with the wheel acting as a glorified kickstand to prevent it from sliding back down while I climbed up the ladder).
Using voxel pathfinding for sound is really cool. What a great presentation!
These kinds of things are what should be in our current gen, yet past gen Switch it is thanks to Nintendo lol.. this video alone should be hugely inspiring though to anyone working on a AAA game for the PS5/Xbox. It has to be hard as hell, to also create a sound physics engine and all, but oh man with the extra power there could be so so much done, I feel the next game which may do this perhaps is GTA 6 but otherwise...
@@menuki95 I'm pretty sure I've heard of this technique before, but maybe for other uses. What cannot be understated is regardless of platform and hardware, Nintendo put in the time. It's not that common for a direct sequel to take even more time to make than the original.
@@Ayoul I agree fully! Kinda crazy to think that Hyrule basically grew over 12 years in total. That is a bit crazy to consider, over a decade of work basically to give us TotK and it shows.
Obviously they removed a lot from BotW, but TotK would not exist if it wasn't a sequel, not at that complexity, not as a DLC imo.
I've been so impressed with the physics that I didn't know they actually programmed acoustics into the game. I noticed changes in audio but now I know why so many of them have a strangely realistic sound to it. This is gonna be used for decades in video game sound, probably only fine tuned for the experience the developer wants.
So their solution to preventing glitch physics interactions...is to make everything physics based - including doors, gates and even sound to an extent.
Yes
And from a game programming perspective it's an absolutely insane endeavour
Still they were able to do it and that's why it's such a marvel
The perfect example of how insane it is is the part where they mentioned how they made the chains
Yes it's a great risk considering rigidbodies are very costly in performance but they somehow did something to optimize it
Thank you for re uploading this. I was sad when youtube told me this was deleted. Im trying to work my way through all Nintendo GDC talks. Nintendo truly is the masters of game development.
Yeah I uploaded it because GDC was taking forever but they finally issued a takedown of mine and uploaded it
@@DoctorzzimAh, I wondered why I couldn’t find your upload again.
People can simply go to the GDC website to watch the talks. It's not like UA-cam is the only website that has videos.
@@Doctorzzimhey I know you, I actually discovered this presentation from your video. Thank you for putting that up there, I was able to make a best moments compilation from it
Why did they took down the video?
The things they did are so insane, I can't even fathom where to start building something like that. Amazing stuff!
They literally are explaining how it got started and where they ended up from there lol.
This is a game every dev has dreamed to make and all gamers have wanted to play, but no one thought it could be done because, you know, physics are a bitch. They not only did it, but told us how to.
Granted, no one is doing anything similar on this scale because it's too much work and it require actual pros, but still.
ゲーム自体は2022年にはできていてこの物理演算を一年かけて仕上げてきたのほんとすごい
The physics being described as so world endingly destructive that they could cause the apocalypse before Ganon's return gave me a chuckle.
Incredible attention to detail and very thoughtful implementation for the players, they did a great job
Thank you for uploading this! It's one I've been waiting to watch!
I put a link in my reply so just let me know if UA-cam deleted it
31:40 - I feel stupid for not noticing that.. My solution was to get the ball from the previous room and use it again. I guess a solution is a solution, but the intended way was cooler.
I hope this video is shown at every fucking university with game development related careers. Or at every other, I don't care. Just share it.
Fr. Very inspiring, very insightful.
Not only show it, but give them a Switch and a copy of the game to play.
What a monumental job they did with this. The production value of this game is colossal and admirable. So grateful for this level of dedication existing in video games.
I learned my first ever game design lesson from the botw presentation by nintendo , thanks for new presentation over the most technically advanced game in terms of physics.
This was done in Half Life 2 20 years ago 🤦
@@chikato7106 botw and totk physics are going much further than what has been done, either you havent been paying attention or you are picking things to hate because you think its cool to dislike what others praise. Back off
@@vitormoraes8320 That ratio was masterful, props to you.
I hope these Nintendo GDC victory laps become a tradition.
Victory laps made me chuckle. They deserve it lol
Can we talk about how awesome it is that Takuhiro Dohta can actually present in english since the GDC held in 2017.
This is why they take so long to make a game.
Worth it.
Still blows my mind how many fuse combinations there are (among the freaking sound physics engine and everything else really) and how they had to think of each and every, also adding small details like mushrooms bouncing stuff etc. etc.
So freaking cool that Nintendo and the Zelda team stepped out to share their journey and accomplishments with Tears of The Kingdom. The development process should help the game community to understand the importance, challenges and achievements. Simultaneously participating in GDC will help the community to build future games.
Truly Inspired and grateful of their contributions 🙏🏾
A lot of respect for those two programmers making their intros in English before switching to Japanese. And for all the amazing work on the game too or course 😂🔥
This is why creating and using internal tools with middleware are a fantastic way to make unique games from well known companies like Rockstar' RAGE, CDPR's Red Engine, Capcom's RE Engine, Valve's Source 2, Remedy's Northlight and of course NintendoWare SDK.
Nintendo is truly an innovation laboratory beyond the game company
素人から見てもとんでもなく開発が大変だったろうなぁと察せるゲームで、やはりこの動画見たら大変だったんだなぁって感想しか出てこん
they managed to do all that in amazing attention to detail, amazing dedication to a truly sandbox world AND IT RUNS ON THE SWITCH AND LOOKS AMAZING. those guys are the definition of masters of their craft. my jaw dropped when they first showed the new systems in gameplay before the game released. and while playing, my jaw has been dropping many more times. botw was already groundbreaking and gamedev meta shaking. but totk is a whole different beast.
this made me realise how important math is for this stuff and that i suck at it
I wonder if Skyrim had so many physics glitches because they didn't commit to making most things physics objects like TotK did. Although BotW worked with less physics objects, and Bethesda does have a glitch problem in a lot of their games. Would be interesting to find out the underlying reasons why things go flying in Skyrim, but don't in BotW and TotK unless they're meant to.
It’s funny seeing the guy who used to voice over Mr. Sakurai’s presentations actually talk
It's a miracle this game runs at all on the hardware they were given. I have my grievances with TotK but there's no denying that it's a masterfully engineered piece of programming.
Nintendo taking these complex systems and running it on the Switch is like powering an F1 car on a potato battery.
And that’s why this game always manages to surprise me, it’s so surreal watching it run on the Nintendo Switch wth
26:58 The sheer irony of this joke considering the vast Korok torture devices that were built 😂😂😂
31:45 I have done that shrine three times and every time I took the ball with me and attached it to the board to get it to fly up enough. I never thought of rotating it like that
The best game ever created, what a miracle?!
Thank you for this content, it's being a while I don't see a good presentation from Nintendo developers. Well done GDC Team and Nintendo TOTK developers.
Pretty crazy that the most complex physics driven game world till now was developed on a tegra soc
idk if it's the most physics driven game but it's an amazing feat of engineering to have that much physics feel "natural" and not break every 2 seconds
5:40 excuse me???
Simply mindblowing
神ゲー開発の苦労話が聞ける講演ですね
ティアキンでやりたい遊びを実現させるための物理演算 場面によっての音楽の調整などの開発裏話が聞けてしかも楽しくわかりやすい講演ですね
いや〜 任天堂すげぇよマジで
10:38 yoo that's such a smart construction
I'm no programmer at all, but i really enjoyed this presentation. Humor, a lot of information but not overwhelming... Thank you, I know appreciate even more the game. ❤
That's great! Thank you for a truly great presentation!
Physics...That's why everyone loved playing Carmageddon 1/2 - every race was different because of physics and it's so much fun and provokes your creativity. I love that!
And all of this running on a toaster...
Same with Motorstorm.
Been waiting for this to go up... And it did not disappoint! Fun presentation with deep concepts.
This GDC presentation is a gift to the world
People than don't know about programing don't understand what nintendo acomplished with the physics of this game
I don't know programming and I'm blown away by it
36:30 Sound team begins
Amazing presentation. Love when Nintendo shares more about their internal development process.
内部的には大幅に手が加わっているのにブレワイのマイナーチェンジ版みたいに言われることが多いのが悲しいですね
外面的にはブレワイ に似てるからゲーム性ではなくグラフィックにしか興味ない愚かなゲーマーには伝わらないんだろうね。
ソシャゲによくある萌え豚ゲーがゲーム業界を席巻して、革新的なゲーム性の評価を阻害しないことを願ってる
Also I would like the sound team to know I play with headphones whenever I can because I find the sounds very satisfying
The game was already amazing but seeing the dev explain it is another level
Instead of trying to program thousands of possible program variations for physics interactions, they just program the materials themselves and now you have a seemingly infinite combination of realtime interaction among objects. Would love to know how the tetra X1 from 2015 is capable of running this in real time without its memory bandwidth being bottlenecked.
A underclocked Tegra no less.
@@Ozzianmanehhhh 20 fps is barely running, it’s given the boost it needs for 30 fps in docked though
@@minecrafter3448 But it is running at 30 with a few exceptions.
@@Ozzianman I’ve never had it run at 30 fps in handheld, only docked
@@minecrafter3448 Ahh, I only played it docked.
Those guys are wizards.
This is increadibly impressive. Really goes to show how far building dynamic systems go in tbe long run.
10:58 LOL
"as expected 👹👹👺👺" *link breaking through dimensions*
Its incredible what Nintendo accomplished in this game , the attention to detail , sound and everything . Can't wait for what they can achieve for their next console ! ♥️
This guy should be given an award just for being at Nintendo since 2003. The way game companies fire staff....Nintendo deserves a special kind of award
In Japan that's the norm generally, in their company culture you get into one job and spend your whole life there, layoffs there are barely a thing (of course on the other hand they have tons of other problems with their work culture but at least that isn't one of them)
@@Yamartim That is indeed true, but Nintendo's work culture is generally described as being very good. And despite some layoffs happening around the world, the fact that some of the studios they own in the west haven't suffered any, must mean something about how safe it is to work with them.
@@Yamartim Even for Japan they are THE gold standard. I've heard that companies in Japan on average have a employee retention rate of 70%. Nintendo on the other hand has an employee retention of 98%.
@@westfield474 Woah that's amazing.
@@Yamartim It was the norm in the western countries as well through things like pensions. There's not really a benefit nowadays to stay somewhere for that long.
Glad they finally uploaded it to youtube after issuing a takedown of mine
How'd you even get yours?
@@Mittzys its been on the gdc website for a while
@@Mittzysit's been on the GDC Vault for weeks
Btw "GDC Vault" is just a fancy name for "GDC website".
I was wondering why they took so long, this was by far the most interesting talk this year haha. Though the one for Mario Wonder and Kirby was just awesome too, highly recommended.
40:26 i ilways thought of this this is so absolutelly smart xD why is it so sudennly so calm in the shrines when i am stuck xD
I was waiting for them to finally show us what’s under the hood, this is basically the totk version of a dev documentary. A shame more haven’t seen it yet
The sound detail is simply nutz
And that's why TotK is the ACTUAL Game of the Year 😌
Woo, thanks for uploading.
10:58 When the world destroy itself without need of Ganondorf.
Amazing talk, amazing game
I knew that Tears of the Kingdom's physics simulations were impressive. I even noticed the cool dynamic music. But this presentation is SHOCKING. Nintendo programmed a whole acoustic physics system into TotK just to make the sounds work! On the Nintendo Switch! Bethesda still can't make objects sit stationary on the floor.
26:35 1:02:11 公式によるコロ虐
the only thing that's missing is the Doppler effect, but actually implementing that is already in the "insane" territory
The sound design sounds like it could almost be its own game.
10:57 "As expected, the world fell apart"
Great talk!
Does the audio system account for the fact that sounds directly behind you sound different from sounds directly in front of you?
Finally, the talk I've been waiting for
"It looks like the Koroks are happy about it too!"
Nintendo roasting all the Korok bullies 😆
Énorme! Quel jeu incroyable!
They are literally the creators of the world of Hyrule.
Nintendo must employ the greatest minds in the world. Amazing what they can do when they really give it their all.
These guys are great, nintendo should hire them /s
yes.
Never realized the train syncing to the music was intentional. I always thought I was just good at lining it up😅
Nintendo engineers are crazy
where can i get that background they used in the presentation?
So what this video is saying is that the Zelda production team has created "another world" inside the Switch.
impressive
Thanks
I bet they will use the RT capabilities of the next console for sound
THANK YOU FOR UPLOADING THIS!!!
This game is the true GOTY. Baldur's gate 3 evolve the narrative. TOTK evolve everything except narrative
Baldur's Gate 3 pushed cRPGs. The physics in Zelda BotW Master Quest Edition have been done in previous games (Nuts and Bolts, Fort Nite, Braid, etc).
Nintendo spent SIX YEARS on this and they still didn't win. Goes to show you that Larian is superior
@@Mo0eY no. TOTK didn"t make 6 years you just a troll that wants nintendo to DIE
@@Mo0eYfortnite had few physics than breath of the wild, this game is just on another level
awesome
those game definitely technical marvels even if they not muh fav zelda games