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What makes an open world game ‘Breath of the Wild-like?’

If you want to make a gamer’s head spin, compare a video game to The Legend of Zelda: Breath of the Wild. Since the game launched in 2017, the Nintendo Switch game has become a popular point of comparison when describing other open-world games. It’s almost a meme at this point, approaching “It’s the Dark Souls of…” levels of cliché.

Sometimes, the comparison can be a bit shallow. Breath of the Wild reinvented the open-world genre, but not every game that’s come out after it builds on its ideas. Developers still largely create games cut from the Ubisoft “map game” mold. Simply saying that any new open-world game bears a resemblance to Breath of the Wild is like saying that any 2D platformer is like Super Mario Bros. Even if it’s technically true, it’s not exactly helpful.

That said, Breath of the Wild has a specific design philosophy that sets it apart from other open-world games. When its name is invoked while talking about games like Genshin Impact or Sonic Frontiers, it’s for good reason. There are three key ideas present in Breath of the Wild that have had a clear impact on the industry in the past four years.

Mobility

Before Breath of the Wild, traversing an open world could be a pain. Players could walk around or get in a vehicle, but mobility tended to be limited. If you wanted to climb a mountain in The Elder Scrolls V: Skyrim, you’d often need to force your way up it on the back of a horse, essentially exploiting the game.

Player flying above cliffs in Immortals.
Image used with permission by copyright holder

Breath of the Wild’s biggest innovation was giving players true freedom when it comes to movement. That meant allowing Link to climb any surface (so long as he had the stamina) or use his sailcloth to glide across the map. Ideas like that broke the genre open, pushing developers to rethink how players interact with the world. We’ve since seen the climbing mechanic turn into a key part of games like Immortals Fenyx Rising, putting extra thought into vertical design

Not every game has taken that cue though. Ghost of Tsushima largely sticks to traditional, horizontal movement. Jin mostly walks and explores on horseback, largely tethering him to the ground. Horizon Zero Dawn is similarly grounded, with Aloy only being able to climb cliffs if there’s an Uncharted-esque series of ledges. On the other hand, its upcoming sequel, Horizon Forbidden West, is introducing a sailcloth, indicating that Sony may have taken some notes from Nintendo this time around.

Exploration

Exploration is a key part of any open-world game, but Breath of the Wild handles it very differently than, say, Assassin’s Creed. In a traditional “Ubisoft-style” game like Far Cry 6, players get a giant map that’s riddled with icons. These act as points of interest, guiding players from one activity to the next. It creates a hook where players constantly have a waypoint to follow. It isn’t so much freeform exploration as it is following a treasure map to the X.

Breath of the Wild takes the opposite approach. Its map is largely empty at the start of the adventure. Rather than scanning a map for icons, players have to investigate the world itself and manually mark or track spots they want to explore. As they discover shrines or Koroks, the map fills up with icons that represent their discoveries. It’s not a road map, but a record of what players have accomplished. It’s a key difference that encourages players to go off the beaten path to find secrets.

Breath of the Wild's map shown full of routes.
Image used with permission by copyright holder

That philosophy is present in the upcoming Elden Ring. Areas like caves or outposts only become visible on the map after players have found them. After finding a special spot, they can fast travel to it at any time, almost as a useful reward for their curiosity. When I played Elden Ring’s closed network test, more of my time in it was spent looking at the scenery than poking through menus. Zelda may not have been the first game to adopt that philosophy, but it certainly spurred a sea change in how developers approach exploration.

Experimentation

Freedom is a slippery word in some open-world games. While players can “go anywhere,” what they can actually do in the world is somewhat limited. Marvel’s Spider-Man includes a limited amount of moves and gadgets, giving the webslinger a strict toolset. Players can craft some heroic combos, but you don’t exactly see viral clips of people interacting with digital New York in new ways.

Breath of the Wild, on the other hand, is a true sandbox experience. Link doesn’t have a skill tree or even a persistent loadout aside from his core abilities. Instead, he can pick up and use any number of tools during his adventure – or even turn the environment itself into a weapon. Over four years later, I still routinely find videos of players pulling off tricks I didn’t think were possible in the game. The first time I saw someone using Magnesis to construct a flying machine that could transport Link across the map, I knew that Breath of the Wild was doing something no open-world game had really accomplished.

A Genshin Impact character looks at a giant explosion.
Image used with permission by copyright holder

The level of experimentation almost makes it more akin to something like Minecraft, putting an emphasis on creativity. Most of my friends haven’t even finished the main questline to this day. They’re more invested in finding out how many ways they can skin a Moblin than thwarting Calamity Gannon. That’s not dissimilar to spending hours in Genshin Impact trying out different characters and combining abilities.

A game doesn’t need to nail all three of these points to earn a comparison to Breath of the Wild. There’s a “you know it when you see it” element to it as well. Sonic Frontiers quite literally looks like someone modded Sonic into Hyrule, with its trailer even mimicking Zelda’s ambient piano score. The influence is clear, but the more you break down Breath of the Wild’s core design philosophy, the clearer it is that the wave of comparisons isn’t just about aesthetics.

Giovanni Colantonio
As Digital Trends' Senior Gaming Editor, Giovanni Colantonio oversees all things video games at Digital Trends. As a veteran…
6 bite-sized open-world games to play before The Legend of Zelda: Tears of the Kingdom
The player sails to a far off island in Tchia.

It’s a little hard to believe, but we’re finally on the road to Hyrule. The Legend of Zelda: Tears of the Kingdom is set to launch on May 12, paying off what felt like a grueling wait following 2017’s genre-defining Breath of the Wild. In just one month, we’ll be exploring the Sky Islands and crafting some truly ridiculous weapons.

The final month before a game’s launch can be the hardest stretch of a long hype cycle, though. That’s especially true if you’re trying to fill it by playing something that’ll get you in the right headspace. Since Breath of the Wild is such a massive open-world game, there’s not enough time to start and finish something like Elden Ring or Pokémon Scarlet and Violet. Luckily, Breath of the Wild’s influence hasn’t just been on enormous AAA titles. Plenty of indie developers over the last few years have created open-world games that draw inspiration from Zelda on a comparatively micro scale. These are games that capture Breath of the Wild’s sense of freedom, but only require a few hours of time to complete.

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The Legend of Zelda: Tears of the Kingdom’s fuse ability reinvents the open-world game
Link fights a Construct with a fused weapon in The Legend of Zelda: Tears of the Kingdom.

The Legend of Zelda: Tears of the Kingdom got a new lengthy gameplay video today, and it revealed many of Link's new abilities. He can now fuse objects together to create weapons and vehicles, as well as rewind objects and ascend through ceilings.

While Tears of the Kingdom was first revealed back in June 2019, we didn't even know the game's official name until last September, nor did we see much gameplay before the Nintendo Direct in February. As such, this gameplay showcase was really our first true deep dive into the game and its features. While many of the core mechanics and open-world setup are somewhat reminiscent of The Legend of Zelda: Breath of the Wild (weapon degradation is returning), some key differences do stand out, namely Link's ability to fuse items.

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Don’t expect Zelda’s $70 price to become the new Switch standard, says Nintendo
Link looks at his hand in The Legend of Zelda: Tears of the Kingdom.

The Legend of Zelda: Tears of the Kingdom will be Nintendo's first Switch game to be priced at $70. News that Tears of the Kingdom, a sequel to one of the bestselling and most critically acclaimed titles on the system, will have an increased price compared to its predecessor came as a surprise over three-and-a-half years after its announcement. It also raised questions about what the future of pricing for Nintendo games will be, especially as Sony, Microsoft, and third-party publishers all upped the cost of their new games in recent years. 
While Nintendo will release Tears of Kingdom at $70, a spokesperson for the company tells Digital Trends that this will not always be the case for its first-party games going forward. 
"No," the spokesperson said when Digital Trends asked if this is a new standard. "We determine the suggested retail price for any Nintendo product on a case-by-case basis." 
The Legend of Zelda: Tears of the Kingdom – Official Trailer #2
To get more insight into the price shift, I spoke to Omdia Principal Analyst George Jijiashvili, who explains what has caused the price of games to go up in recent years and how Tears of the Kingdom demonstrates that Nintendo will "remain flexible about first-party title pricing." Ultimately, Nintendo fans are finally starting to feel the impact of inflation that's been sweeping across the game industry, even if it's only "on a case-by-case basis" for now.
The price is right
Nintendo claims that not every one of its significant first-party game will be $70, and we can actually already see that in action. Preorders just went live for Pikmin 4, which launches on July 21, after Tears of the Kingdom, and it only costs $60. Still, Zelda's price tag indicates that going forward, Nintendo will at least consider raising the price of its most anticipated games to $70. But why start with Tears of the Kingdom?  
When asked why it chose Tears of the Kingdom as its first $70 Nintendo Switch game, a Nintendo spokesperson simply reiterated that the company will "determine the suggested retail price for any Nintendo product on a case-by-case basis." Still, it's a surprising choice for Nintendo to make that pricing change to just one exclusive game almost six years into the Switch's life span. Jijiashvili thinks the choice to do this with Tears of the Kingdom was a pretty apparent one for Nintendo, although it won't apply to everything going forward.
"If you are going to make a game $70, it's going to be the follow-up to one of your most critically acclaimed and bestselling games ever," Jijiashvili tells Digital Trends. "I don’t think that this means that $70 will become the standard price for all major Nintendo releases. It's worth noting that Metroid Prime Remastered is priced at $40. It's clear that Nintendo will remain flexible about first-party title pricing."

It makes basic financial sense for Nintendo to ask for a little bit more for a game it knows will be one of the biggest releases of 2023. But what factors in the game industry and world's economy at large caused Nintendo to make this decision? 
Priced Out
For more than a decade, people got comfortable with AAA video games being priced at $60. Of course, there were occasional exceptions to this rule, but it was seen as an industry standard until the dawn of the PlayStation 5 and Xbox Series X. Publisher 2K was one of the first to announce a price increase, and companies like EA, Sony, and Microsoft have all followed suit. Jijiashvili chalks this up to inflation-related pressure on game publishers.
"The games industry has already been experiencing a lot of inflationary pressure," he explains. "AAA games are much more expensive to make now than they used to be, but prices have actually been declining in inflation-adjusted terms -- if prices had risen with inflation since 1990, they would now be over $90. On top of that, we’ve had a big burst of general inflation, meaning that publishers are looking at big increases in everything from salaries to tools. It’s going to be really hard for most publishers to avoid passing on all those extra costs at some point."
Jijiashvili provided us with a graphic created by Omdia that "shows what the typical price points for each generation would look like if you adjusted for inflation." As you can see, the inflation-adjusted prices are only exponentially growing, and the big game pricing shifts the graph highlights were all technically not even enough to keep up with inflation when they happened. 

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