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As revealed in an old conversation between Nintendo’s former president Satoru Iwata and series creator Shigeru Miyamoto, the iconic game “The Legend of Zelda: Ocarina of Time” might have taken a completely different direction. This game is often hailed as one of the finest titles in the “Zelda” series, and even considered among the greatest games ever made – for a period, it held the highest rating on Metacritic, although “Clair Obscur” momentarily dethroned it. It’s famed for its pioneering role in transforming open-world adventure gaming, and its innovative graphics, music, and gameplay at the time.

As it transpired, we came quite close to a significantly different rendition of the game – the exceptional tinkering by the developers of “Ocarina of Time” is what ultimately resulted in its impressive quality. Although you can discern remnants of Shigeru Miyamoto’s original concept within the finished product, it’s intriguing to contemplate how it might have unfolded if he had persisted on that course.

Ocarina Of Time Was Almost A Lot Smaller

“Ganon’s Castle Might Be Enough”

In an interview titled “Iwata Asks” on the Nintendo website, which was initially held to celebrate the launch of Ocarina of Time 3D on the Nintendo 3DS, it’s revealed that game designer Shigeru Miyamoto almost opted to place the entirety of Ocarina of Time within Ganon’s Castle. This idea was primarily due to the N64’s hardware limitations as Miyamoto was concerned they might struggle to create a game with a larger world because of the console’s limited specifications. He expressed that at the time, it was uncertain how expansive the game would turn out to be – not in terms of its impact or enduring popularity, but rather its actual size. The interview further discloses:

Miyamoto: Initially, building the system came first for us, and as we planned to craft the story based on the system’s capabilities, I initially believed that just having Ganon’s Castle could suffice.

Iwata: Huh? At first you imagined Ganon’s Castle as the only setting?

Miyamoto: Absolutely! I considered filling each room with a variety of exciting experiences, such as creating a gloomy meadow or an underwater scene – similar to the various areas found in Princess Peach’s Castle from Super Mario 64.

Indeed, he was eventually found to be incorrect, and Ocarina evolved into the expansive, open-world game we recognize today. Despite this, the concept of a Zelda game solely set within a single castle is intriguing, given Miyamoto’s vision for it in this piece. With fresh challenges and distinct conditions in each room, I don’t believe it would feel cramped at all. It might have a slightly different playstyle, similar to a roguelike, where you never know what awaits you in the next room until you enter.

OOT Was The Product Of Extensive Experimentation

“Putting Together A Puzzle”

In the initial design of ‘Ocarina of Time’, ideas sparked in Miyamoto’s mind, leading to an innovative approach in its development. At Nintendo, developers worked on adding individual features such as Link’s multi-directional sword swings or horse riding, evaluating their compatibility within the game and, if they were intriguing and aligned with the grand vision for ‘Ocarina of Time’, they were included in the final product. Iwata referred to this method of development as “assembling a game like solving a puzzle.

This offers an intriguing glimpse into the evolution process of OOT, and it probably played a crucial role in its triumph. The team’s experimentation with unique features, such as the split between Young and Adult Link, sparked Miyamoto to venture into fresh, imaginative storylines. They primarily assessed characters based on their potential roles within the plot – a method, according to Miyamoto, that makes OOT‘s tale more reminiscent of a show like Twin Peaks.

OOT Is A Landmark Entry For A Reason

It’s A Good Thing Miyamoto Eventually Expanded

From my perspective, I’m grateful that Miyamoto abandoned the castle-only concept for OOT. Exploration lies at the heart of Zelda games, and those that downplay this aspect often struggle critically and financially. The most successful entries – like OOT and Breath of the Wild – boast expansive, immersive open worlds that invite exploration. In essence, it’s fortunate that Ocarina of Time grew into the epic adventure it became.

Reflecting on it now, delving into the creation process of “OOT” has been nothing short of captivating for me as a film enthusiast of video games. Given that it was the pioneering 3D Zelda title, it’s no surprise that Miyamoto found himself juggling numerous tasks. Experimenting with diverse features appears to have been a shrewd strategy for him to manage the complexity. And voila! The Legend of Zelda: Ocarina of Time stands out as one of the most cherished games in our collective gaming memory.

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2025-05-28 18:50