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Version devBuilt at: 2026-10-11 02:37:10 EDT

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@hyruleinterviews.bsky.socialOct 2, 2026, 5:52 PM

Linktober #2: Weapons
Aonuma on weapon durability as a repeating cycle of play, 2017.

Source: Den-fami Nico Game Magazine

#Zelda
#BreathoftheWildQuote
#AonumaQuote

news.denfaminicogamer.jp/english/1706...

PEOPLE:
- Eiji Aonuma, age 54. Breath of the Wild Producer.

QUOTE: 
Aonuma: [Breath of the Wild’s item durability system] is a cycle that allows the player to keep playing in such a big world without getting bored. The reason for the repetition of the “taking weapons from the enemy and the weapons gets demolished” is to use it for the cycle.

Also, the player has the goal of fighting off the enemies on the plain, instead of just avoiding them.
@hyruleinterviews.bsky.socialSep 18, 2026, 6:21 PM

Aonuma on how Breath of the Wild development reminded him of Ocarina of Time, 2017.

Source: Creating a Champion

#Zelda
#BreathoftheWildQuote, #OcarinaofTimeQuote
#AonumaQuote

www.hyruleinterviews.com/Creating-a-C...

PEOPLE:
- Eiji Aonuma, age 54. Ocarina of Time Dungeon Director. Producer of Breath of the Wild.

QUOTE: 
Aonuma: Watching everyone [during Breath of the Wild development], I remembered what it was like making Ocarina of Time all those years ago. When Zelda first went 3D there were no rules on how to make 3D games in the way there are now, and it was my first time making a Zelda game, so, in a real sense, I had no idea how to properly create a 3D Zelda game. We had a blank slate. We would think of something, try it, and if it didn't work, do it over. 

Breath of the Wild was similar. It was a type of game that didn't have defined guidelines for development and which none of us had experienced before. It felt like Ocarina all over again. … I’m very happy we were able to reach such heights once again.
@hyruleinterviews.bsky.socialSep 3, 2026, 7:04 AM

Fujibayashi on sparse vs dense areas of Breath of the Wild's world, 2018.

Source: Hyrule Interviews

#Zelda
#BreathoftheWildQuote
#FujibayashiQuote

www.hyruleinterviews.com/Nintendo-Dre...

PEOPLE:
- Hidemaro Fujibayashi, age 45. Breath of the Wild Game Director.

QUOTE:
Fujibayashi: We divided the [Breath of the m Wild] map into sections resembling checkered flags, and cut this section into ‘dense' and this section into ‘sparse' to balance the terrain, and then asked the people in charge to make it.

However, as time passes, the ‘sparse' erodes and the 'dense' spreads. We would request, ‘horses will run there, so please make it flat!