pop & funWikipedia1998 · Japan

Behind the scenes: The Legend of Zelda: Ocarina of Time

the gist

The Legend of Zelda: Ocarina of Time was built for the Nintendo 64 by Nintendo's EAD division and was the studio's largest game at the time, with a staff of more than 200. Development moved from the 64DD to cartridge because of the data needed to stream hundreds of motion-captured animations. Miyamoto used several directors, each handling a different part of the game. The towns were inspired by medieval Europe, and the combat drew on samurai sword films. Miyamoto had first planned a first-person view, but it was abandoned when Link became a child. The real-time cutscenes avoided prerendered video, letting the team change the story late. Navi began as a targeting marker that the team turned into a fairy, and the music was built around an ocarina with five notes.

so what

Ocarina of Time helped define 3D action adventure design, from its camera and targeting to its music-driven gameplay. Its development shows how a team invented new conventions when no one had solved them yet.

fun fact

Navi, the fairy companion, started as a targeting marker that the team redesigned to look less robotic.

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