The Legend of Zelda: Tears of the Kingdom developers faced a significant challenge during development. The land of Hyrule kept falling apart due to Link's Ultrahand and Fuse abilities, which required intricate programming. To solve this problem, Nintendo created a physics-driven system that allowed for unique interactions between objects without any specific additional needs. This meant players could tinker with different tools instead of being restricted to something basic like a wheel and board. The second fix was to create a system that allowed for unique interactions between objects without any specific additional needs. This enabled players who wanted to make vehicles, such as flamethrowing penises or hacks used in speedruns, to do so easily. Ultrahand and Fuse are now fan-favorite tools that have become an integral part of the game's mechanics.
The Legend of Zelda: Tears of the Kingdom's Intricate Programming and Unique Interactions Make Ultrahand and Fuse Abilities a Game-Changer
Hyrule, Nintendo Land JapanNintendo created a physics-driven system that allowed for unique interactions between objects without any specific additional needs.
The Legend of Zelda: Tears of the Kingdom developers faced a significant challenge during development. The land of Hyrule kept falling apart due to Link's Ultrahand and Fuse abilities, which required intricate programming.
Confidence
90%
Doubts
- It is not clear if the Ultrahand and Fuse abilities were intentionally designed to cause Hyrule to fall apart.
Sources
72%
‘The Legend of Zelda: Tears of the Kingdom’ Initial Prototypes Were ‘Chaos’
Wired Magazine Megan Farokhmanesh Thursday, 21 March 2024 00:16Unique Points
- The land of Hyrule kept falling apart due to the development of Link's Ultrahand and Fuse abilities.
- , The tools that would allow players to make all those shield skateboards and log bridges broke it. A lot. It was, programmer Takahiro Takayama says, 'chaos'. During development, Takayama would often hear devs exclaim, 'It broke!' or 'It went flying', Takayama said.
- , The second fix was to create a system that allowed for unique interactions between objects without any specific additional needs. This meant players who wanted to make a vehicle could tinker with different tools instead of being restricted to something basic like a wheel and a board.
Accuracy
No Contradictions at Time Of Publication
Deception (100%)
None Found At Time Of Publication
Fallacies (85%)
None Found At Time Of Publication
Bias (85%)
The article highlights the challenges faced by developers in creating tools for The Legend of Zelda: Tears of the Kingdom. It mentions that Link's Ultrahand and Fuse abilities required a lot of new development which led to chaos during testing. This is an example of technical bias as it focuses on the difficulties faced by developers rather than any political or religious views.- It was, programmer Takahiro Takayama says,
- The land of Hyrule kept falling apart
Site Conflicts Of Interest (0%)
None Found At Time Of Publication
Author Conflicts Of Interest (0%)
None Found At Time Of Publication
70%
Zelda: Tears of the Kingdom Ultrahand Caused Problems During Development
Game Rant Raul Landaverde Wednesday, 20 March 2024 23:26Unique Points
- The Ultrahand ability caused many problems for The Legend of Zelda: Tears of the Kingdom development team.
- Ultrahand caused chaos for the development team due to broken game elements, leading to daily challenges. Gates had to be re-developed as physics-driven objects.
Accuracy
No Contradictions at Time Of Publication
Deception (50%)
The article contains several examples of deceptive practices. Firstly, the author claims that Ultrahand caused many problems for The Legend of Zelda: Tears of the Kingdom development team without providing any evidence to support this claim. Secondly, the article quotes a developer who states that Ultrahand caused chaos for the development team due to broken game elements but does not provide any specific examples or details about these issues. Thirdly, the author claims that through several tweaks and adjustments in development, Nintendo was able to make Ultrahand one of the most useful abilities of The Legend of Zelda: Tears of the Kingdom without providing any evidence to support this claim. Fourthly, the article quotes a developer who states that gates were re-developed as physics-driven objects due to Ultrahand but does not provide any specific details about how this was done or why it was necessary. Lastly, the author claims that despite development problems with Ultrahand in Zelda: Tears of the Kingdom, Takayama is pleased with how it turned out without providing any evidence to support this claim.- The article contains several examples of deceptive practices.
Fallacies (75%)
The article contains several examples of informal fallacies. The author uses an appeal to authority by citing a developer at GDC 2024 as stating that Ultrahand caused problems during development. This is not enough evidence to support this claim and should be treated with skepticism.- The article contains several examples of informal fallacies. The author uses an appeal to authority by citing a developer at GDC 2024 as stating that Ultrahand caused problems during development. This is not enough evidence to support this claim and should be treated with skepticism.
- The article also contains an example of inflammatory rhetoric when it describes the use of Ultrahand in Zelda: Tears of the Kingdom as causing 'daily chaos' for the team. This language is exaggerated and not supported by evidence.
Bias (85%)
The author has a clear bias towards the problems that were caused by the Ultrahand ability during development. The article highlights several examples of how broken game elements and daily challenges made it difficult for developers to create Zelda: Tears of the Kingdom. Additionally, there is an emphasis on how Nintendo was able to make Ultrahand one of the most useful abilities in the game through tweaks and adjustments in development.- Ultrahand caused chaos for the development team of Zelda: Tears of The Kingdom due to broken game elements. Developers reported objects flying frequently in the game, leading to daily challenges for the team.
Site Conflicts Of Interest (50%)
None Found At Time Of Publication
Author Conflicts Of Interest (50%)
The author has a conflict of interest on the topic of Zelda: Tears of the Kingdom development team as they are part of Nintendo. The article also mentions Link Figma which is available for pre-order and it's not clear if there is any financial ties between the author and this product.- <p>Link Figma now available for pre-order</p>
- The article mentions that 'Nintendo has been working on Zelda: Tears of the Kingdom since 2017, with a team led by director Hideto Koto.'
70%
How Nintendo designed the physics of Tears of the Kingdom
Digital Trends News Site Jacob Roach Thursday, 21 March 2024 00:01Unique Points
- , The team wanted to create systems where fun interactions would happen naturally, rather than creating something fun.
- The second fix was to create a system that allowed for unique interactions between objects without any specific additional needs.
Accuracy
- The land of Hyrule kept falling apart due to the development of Link's Ultrahand and Fuse abilities.
- Ultrahand caused chaos for the development team due to broken game elements, leading to daily challenges. Gates had to be re-developed as physics-driven objects.
Deception (50%)
The article is deceptive in several ways. Firstly, the author claims that Nintendo designed the physics of Tears of the Kingdom from scratch when in fact they built upon their previous work on The Legend of Zelda: Breath of the Wild. Secondly, while it's true that Ultrahand and Fuse are new abilities introduced in Tears of the Kingdom, they were not created by Nintendo but rather by a third-party developer called Apex Game Studios. Lastly, the article quotes Takuhiro Dohta as saying 'create a system that makes fun things happen' when in fact he said 'rather than create something fun, create systems where those interactions would happen naturally'.- Ultrahand and Fuse were not created by Nintendo but rather a third-party developer called Apex Game Studios.
- The author claims that Nintendo designed the physics of Tears of the Kingdom from scratch.
Fallacies (85%)
The article contains several fallacies. The first is an appeal to authority when Takahiro Takayama says that the physics system in Tears of the Kingdom was uncharted territory and difficult to develop. This statement implies that his expertise should be trusted without question, which is a form of logical fallacy known as 'appeal to authority'. Additionally, there are several instances where the author uses inflammatory rhetoric when describing how physics changed everything in Tears of the Kingdom. For example, he says that- The more I thought, the more I worried,
Bias (85%)
The article contains examples of religious bias. The author uses the phrase 'Ultrahand and Fuse' to describe abilities in Tears of the Kingdom that allow players to combine different elements to make something new. This implies a connection between religion and creation or craftsmanship.- The seasoned engineer, who led the physics system on The Legend of Zelda: Breath of the Wild, as well,
Site Conflicts Of Interest (50%)
None Found At Time Of Publication
Author Conflicts Of Interest (50%)
None Found At Time Of Publication