>>365332847

>Switch version not using the full power of the console due to it being a Wii U port

I will never get this, what does it being a port have to do with anything? There were game ports in the past that were like completely different games almost (Splinter Cell Double Agent on old and new consoles for example).

They probably decided to port it too late to really take advantage of the new console, it's still pretty much a Wii u game that's touched up a bit

>Switch version not using the full power of the console due to it being a Wii U port

So it will at least run at 60 fps then, right? :^)

>inspired by skyrim, the witcher 3 and GTA:V's open worlds

He specifically says its not

>He couldn’t simply take ideas from, let’s say, GTA V or The Witcher 3 and add them to The Legend of Zelda: Breath of the Wild just like that. Some of them simply wouldn’t have worked, or would have been in opposition with what they were trying to achieve with this game. His staff often pointed out that ideas he picked up needed to be more original, or more Zelda-like.

>The Legend of Zelda: Breath of the Wild was developed as a Zelda game first and foremost, and then as an open-world game. Overall, Aonuma is pretty proud of what they were able to accomplish with this game, as he feels that his team was able to create something truly original, that isn’t just a copy of other games.

>>Switch version not using the full power of the console due to it being a Wii U port

Switch is LITERALLY an overclocked Wii U

Please die

Needing to make launch maybe?

Okay.

>
For The Legend of Zelda: Breath of the Wild, Eiji Aonuma went and searched for inspiration in popular open-world games from western developers: GTA V, The Witcher 3, and Skyrim. Naturally, he didn’t just take the good ideas from those games, and added them to Zelda without first thinking hard about them.

Porting from a PowerPC system to ARM was probably a complete nightmare. Early ports like this generally run with horrible efficiency, you have developers working with new unfamiliar hardware on top of normal issues of moving the game to completely foreign architecture. Throw time constraints to meet the system's launch on top of that.

>Switch version not using the full power of the console due to it being a Wii U port

Oh fuck off, that's exactly what people were saying about the Gamecube to Wii port. Don't believe Ondore's lies!!!

Because it takes time and man hours to get a port running. Its further complicated because the dev kits havent even been out long enough to attempt a proper port.

Of course not. A game design for 30fps cant simply be changed to 60 fps.

Taking notes on what NOT to do is still inspiration, though

They never said that, plus the Wii was literally a die-shrunk and overclocked Gamecube. The Wii version of Twilight Princess is mirrored and runs at a 16:9 resolution vs 4:3. The game is identical in every other way.

>been using the Zelda series to "Link" one console into the next

But thats exactly what it was. Skyward sword cant run on a GC. SSBB cant run on a GC. MK Wii cant run on a GC.

Because those were actual separate games, this is literally just a Wii U game they didn't finish before they ditched support for the system. The Switch is the Wii U 2, so now Zelda is on it.

This game is going to be so fucking boring, god damn. Open meme worlds are the worst thing to happen to vidya.

What do you think the switch is, if not a die-shrunk and overclocked wii-u?

>power PC
>ARM

It is completely different hardware, you dingus. Wii U was PowerPC with an AMD GPU, Switch is ARM with an Nvidia GPU.

>With The Legend of Zelda: Breath of the Wild, the development team worked step by step. First, they picked up an objective, and once they had reached it, everyone would stop working (and by everyone, Aonuma literally means everyone: animators, programmers, designers, etc.).
>After that, they would spend around a week playing the game, sharing impressions and suggestions with each others. Once that playtest session was over, work would resume with another objective to reach. The goal of that system was to have everyone be at the same point in development as everyone else, and make it so all developers had access to the same amount of info as the others.
That seems to be a pretty cool way to work.

I already said, we will have to wait some years to see real Switch Zelda

Does seem like a pretty solid way to prevent the usual disconnect and detachment that happens as development teams bloat up into several hundred in size.

>Let's hide our inability to render graphics beyond early 7th-gen standards with retarded amounts of bloom
Like, it's not even subtle any more.

Day one on CEMU !

Only the Wii U version is caked with tons of bloom

>inspired by skyrim, the witcher 3 and GTA:V's open worlds

How about the first two NES games?

Different architecture, different specs.
Porting a game is like trying to build a house meant for one set of tools with a different set of tools. You can be missing some tools you are used to working with and may need to learn new unfamiliar ones on the fly, it all depends on how well you adapt and if you use the tools etc given to you efficiently.