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In 2023, The Legend of Zelda franchise and its iconic protagonist, Link, reached new heights—literally. The adventuring hero soared through the skies and explored the deepest depths of Hyrule in The Legend of Zelda: Tears of the Kingdom. The game’s developers took bold risks, introducing a new dimension to gameplay by allowing players not only to explore but also to construct various devices using Link’s newfound powers.

Upon getting their hands on Tears of the Kingdom, players enthusiastically experimented with Link’s building abilities, leading to delightful and chaotic results. Fans crafted mega bridges, makeshift skateboards, and even Godzilla-like kaijus for those with the skill. Beyond the confines of the game, enthusiasts delved into the lore of Hyrule, theorizing about future developments and expressing nostalgia for lost romances. If Breath of the Wild set a gold standard for open-world exploration in games, Tears of the Kingdom reaffirmed the development team’s ability to continually captivate and surprise players. For these reasons and many more, Polygon honored Tears of the Kingdom as its top game of 2023.

Together, Breath of the Wild and Tears of the Kingdom served as fitting bookends for one of Nintendo’s most cherished consoles, the Nintendo Switch. Approximately seven months after Tears of the Kingdom’s release, Polygon had the opportunity to sit down with longtime Zelda producer Eiji Aonuma and game director Hidemaro Fujibayashi. The conversation touched on topics such as the influence of social media on game development, the future of Zelda, and bidding farewell to the Nintendo Switch.

Polygon: As a writer, a significant part of my work involves covering what players do inside video games. For Tears of the Kingdom, I wrote about how players were constructing super-long bridges to solve in-game challenges. Did the team notice this, and what are your reactions to this unique style of play?

Eiji Aonuma: I was genuinely surprised by the creative ways people approached the game. For instance, connecting tree trunks to reach the Sky Islands high above from the surface—this kind of blew my mind. While there are limits to how many objects you can piece together, it was astonishing to see players eager to discover and push those limits.

Breath of the Wild and Tears of the Kingdom both emphasize allowing players to express their creativity within the games and share it with the world. How do you envision creativity and shareability shaping future Zelda games?

Hidemaro Fujibayashi: When observing social media posts, there’s a notable intersection between the general audience and Zelda fans expressing their creativity. Breath of the Wild was the first time we, as a development team, witnessed this added layer of enjoyment—people sharing and discussing what they accomplished and created. This concept of creating and sharing is undeniably intriguing and was a key consideration as we approached Tears of the Kingdom. If the opportunity arises in the future, it’s something we’ll certainly be contemplating.

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