Breath of the Wild: choosing a route and testing a solution
ゼルダの伝説 ブレス オブ ザ ワイルド
The Legend of Zelda: Breath of the Wild launched for Nintendo Switch and Wii U on 3 March 2017. Link wakes after a century to defeat Calamity Ganon and save Zelda and Hyrule. Players choose their route and preparation.
01
Goals, routes and environment
A goal need not prescribe an itinerary
After the Great Plateau, players choose where to go. Shrines, Divine Beasts and other tasks offer preparation without imposing one compulsory four-dungeon order. Nintendo’s guide permits an early approach to Ganon while recommending preparation. Open progression still operates within a finite game world.
Terrain becomes a practical decision
Climbing and resting ledges.Rain makes cliffs slippery.Glide from height toward lower ground.
Schematic terrain choices, not a game screenshot or map. These are alternatives, not a fixed sequence; climbing and gliding both require stamina.
Climbing makes a cliff a possible route, but stamina, resting places and rain affect that option. The paraglider offers a different journey down from height while also consuming stamina. Fujibayashi’s interview discusses going around obstacles alongside climbing them: evaluating a route belongs to play rather than merely connecting prescribed objectives.
02
Combining systems and distinguishing versions
Combine an action with a place or object
Developer examples combine climbing with moving objects, or balloons with barrels. Existing systems can meet in ways that provide alternatives to a single designated tool. Multiple solutions were a design policy, not a guarantee of exactly three answers in every shrine. Developers also describe tuning physics for enjoyable game outcomes rather than literal realism. In 2017 interviews, the team described reconsidering series conventions while retaining accumulated experience. Climbing, actions and field objects offered alternative paths. Rain makes climbing slippery and extinguishes fire; metal equipment attracts lightning in the game. Environmental rules thus become conditions for solving problems.
Resources do different jobs
A capacity choice after exploration
Four Spirit Orbs
↓ Choose one
Heart Container
Increase health capacity
Stamina Vessel
Increase stamina capacity
A rule relationship, not a game screenshot.
The initial runes provide bombs, metal movement, temporary object suspension and ice pillars. Hearts concern damage capacity, whereas stamina limits certain actions. Ordinary weapons can wear out and break; the Master Sword instead has a recharge mechanism. These distinctions matter when planning, so neither one universal resource nor permanent destruction of every weapon is an accurate summary. Four Spirit Orbs earned at shrines can be exchanged for a Heart Container or Stamina Vessel, linking exploration to a choice of capacity.
Keep later releases separate
The 2025 Switch 2 Edition brings later improvements including graphics and loading. Those additions are not original 2017 features. Tears of the Kingdom, released in 2023, is a separate work; its mechanisms should not be imported into an explanation of this game’s original systems.
Check your understanding
Must players follow one fixed four-dungeon order?
No. Preparation and routes are choices, including an early approach to the final goal.
Are hearts and stamina interchangeable?
No. They concern different capacities.
Does multiple-solution design guarantee exactly three answers per shrine?
No. The developers describe a design policy, not that numerical guarantee.