The Legend of Zelda: Tears of the Kingdom, while using the same basic layout of Hyrule as its predecessor, Breath of the Wild, feels radically different due to its physics-driven design. Lead physics programmer Takahiro Takayama explained in a GDC presentation that every object in the game was programmed to be physics-driven, a change deemed “the correct approach.”
One of the key innovations is the Ultrahand feature, which allows players to glue objects together to create various constructs, such as vehicles and other imaginative devices. This new system created challenges during development, particularly when integrating it with static objects from Breath of the Wild. The solution lay in the team’s experience with the previous game, enabling them to create dynamic, rigid bodies and constraints for all objects.
Takayama highlighted that this physics-based approach extended to player abilities as well, ensuring that the game world remained intact regardless of player actions. This approach allowed for a creative and destructible environment that didn’t compromise the game’s stability.
Despite the technical hurdles, this change has resulted in a game where players can explore and interact with the world in unprecedented ways, showcasing the team’s commitment to innovation and player freedom.