The master mind behind Zelda: Breath Of The Wild, Eiji Aonuma, has divulged some interesting information to French website Le Monde. In this interview he goes on to explain how Skyrim influenced the new Zelda title and also states that it took 4 years of development to complete. You can check out some snippets of the interview below (potential spoilers within):

Team consisted of about 300 staffers

4 years of development

Listens to Japanese fans in particular for feedback due to it being his native language, but looks to consider feedback worldwide

Aonuma points out that North American players aren’t big on upgrading abilities to progress similar to Monster Hunter

Nintendo was criticized for the lack of freedom in the past, with different areas being connected by small paths

The player now has freedom similar to the original Zelda

Aonuma believes Breath of the Wild will be a key entry in the series

Experience points and leveling up was never considered rather Nintendo decided to implement the weapon system

To obtain high-level equipment, players need to be smart about how they approach the game

Link’s speed is adapted to the pace of the game

There are many things that are hidden in the world, and you can run at full speed, but you may miss a lot by doing so

With Skyrim, he likes how when you enter a new town, it feels different from other ones you’ve visited. He wanted to create something like this, but in a different way and this is why you can climb anywhere

On Shrines: having them all of them long/complex means players wouldn’t complete the game quickly

Nintendo made Shrines to be rewards rather than actual trials

Shrines are very different from those of previous Zelda, though some are much larger and have a boss at the end similar to traditional dungeons

Nintendo has done away with dungeons that have a particular theme

Even if you come across a shrine located in a forest, it won’t necessarily carry that theme

Architecture not based on specific real life locations

Inspired by different pieces of architecture from around the world

For Zelda: Ocarina of Time, this was an exception in creating the Temple of Time

Aonuma wanted to have more islands in Wind Waker, but hardware limitations prevented that

Criticism from that game didn’t inspire Breath of the Wild, including the art style

Art style was chosen so that objects could be more easily seen in the world

Artists have also been brought up on Japanese animation

Aonuma stopped leaving messages to his son in his games since his son told him that he had grown up, and didn’t need them anymore

Aonuma wrote the lines for the old man you find at the start of the game

Source / Via