A screenshot from Destiny 2, of a fireteam running down a scintillating triangle hallway towards a portal.

Laid off from Bungie

After 9 years–fully half of my adult life–I was let go from Bungie this morning, along with MANY other amazing folks.

Getting to work on a game like this, where I made and helped make experiences that are enjoyed by millions of people, was a huge privilege.

But I don’t want to leave this off with a simple “it was a privilege, thank you Bungie”.

An image that has the Breath of hte Wild "overlooking hyrule" moment on the left, and it seamlessly merges into Echoes of Wisdom's equivalent scene

How Breath of the Wild led to playable Zelda

If you’re reading this you have already heard about The Legend of Zelda: Echoes of Wisdom, and likely seen the trailer. The series has finally hit a major milestone: we get to play as the titular Princess Zelda herself. So why did this happen now? I think we can trace a direct line from a design philosophy called “multiplicative design”, first seen in Breath of the Wild, to a playable Zelda now.

Let’s dig in.

Class Prompt: Diminishing Returns in Content

Let’s talk about a problem that plagues live service games.
If your game relies on releasing MORE content in pre-existing categories –
characters in League of Legends or Overwatch, exotics in Destiny, new cards in Magic: The Gathering – then there are
two fundamental design problems you need to solve:

– Diminishing Returns: How do you make content that is as exciting on the Nth update as it was on the first update? How can your 50th piece of content compete with all 49 previous pieces?

– Narrowing Design Space: How do you leave room for each new thing to feel unique and different over time?

Art of A Link to the Past Link handing the Master Sword over to Breath of the Wild Link.

Ocarina’s Image: Freedom in Breath of the Wild

Fifteen years after Ocarina of Time, the Zelda team finally retired its time-worn solutions to the problems of 3D. They shifted their philosophy, drew from the inspiration for the first Legend of Zelda, and rebuilt the beating heart of the franchise from first principles.

Previously we examined the challenges of building the first 3D Zelda, and the tradeoffs that Ocarina made to maintain approachability. These compromises attempted to balance two unsolved problems: decreased readability, and greatly increased complexity. In this final article, we’ll see how Breath of the Wild found new solutions to those problems.