The new Legend of Zelda for Wii U footage shown at E3 no doubt looked great, and the huge landscape pictured in the background looked like what could be an open world title. That term was used when presenting the game, but famed designer Shigeru Miyamoto has backtracked a bit on that wording.
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Saying "open world" was meant to convey a certain idea more easily to players, he said during the Q & A at Nintendo's annual shareholder meeting, but doesn't necessarily reflect the exact style of what we'll see in the game.
"I prefer not to use the generally used term "open world" when developing software, but we used this term [at E3] in order to make it easier for consumers to understand. This term means that there is a large world in which players can do numerous things daily."
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Miyamoto was quick to confirm that the playable landscape was still vast, however, and that there may be some changes to the traditional formula. Most players are familiar with the dungeon format in Zelda titles--beating one meant you were that much closer to finishing the game--but the team seems to be looking at an alternative.
"In the traditional Legend of Zelda series, the player would play one dungeon at a time," Miyamoto continued. "For example, if there are eight dungeons, at the fourth dungeon, some players may think, "I'm already halfway through the game," while other players may think, "I still have half of the game to play."
"We are trying to gradually break down such mechanism and develop a game style in which you can enjoy The Legend of Zelda freely in a vast world, whenever you find the time to do so."