Skip to main content

‘Development is going to be chaos’ — how physics in Tears of the Kingdom changed everything

Link building a house with Ultrahand.
Nintendo

“Development is going to be chaos.”

That was the reaction of Takahiro Takayama, lead physics engineer on The Legend of Zelda: Tears of the Kingdom, when he saw the first prototypes for two of the game’s abilities: Ultrahand and Fuse. The seasoned engineer, who led the physics system on The Legend of Zelda: Breath of the Wild, as well, knew that this type of physics system was uncharted territory.

“The more I thought, the more I worried,” he explained during a panel at 2024’s Game Developers Conference (GDC). This rare peak behind the curtain from the developers at Nintendo reveals just how much of an achievement of design and engineering the unique physics system really is.

The physics of Zelda

Nintendo developers on stage at GDC talking about Tears of the Kingdom.
Jacob Roach / Digital Trends

Tears of the Kingdom has received near universal acclaim, and the physics system plays a critical role in that. It’s one of those design elements you usually take for granted — something that exists in the background and rarely comes up during core gameplay. For Tears of the Kingdom, however, physics are everything. And on a quest to deliver a true sandbox for players to let their imagination run wild, physics changed everything.

Why a physics system? For the development team behind Tears of the Kingdom, it all comes down to the concept of “multiplicative gameplay.” Instead of building fun interactions, the team set out to create systems where those interactions would happen naturally. Takuhiro Dohta, who worked on the engine behind Tears of the Kingdom, explained: “Rather than create something fun, create a system that makes fun things happen.”

That was the idea behind both Breath of the Wild and Tears of the Kingdom. Approaching the second game, the team wanted to enhance the elements the first game established. This early prototyping stage brought about Ultrahand and Fuse, which allow players to combine different elements to make something new.

Link fights a Construct with a fused weapon in The Legend of Zelda: Tears of the Kingdom.
Nintendo

It’s a great idea from a design standpoint, but the ones in charge of actually making this system work weren’t as enthused. “I knew this was going to be very, very difficult,” Takayama said.

Tears of the Kingdom uses two layers of physics. The foundation is Havok, a well-known physics system that’s widely used across games. Nintendo layers its own in-house physics system on top of this.

But those systems on their own weren’t enough. With these new abilities, the physics team broke the game on a daily basis, sending objects flying off where they shouldn’t and creating conflicts that would kill the immersive experience the team was after. “The clash between these non-physics objects and Ultrahand caused daily problems,” Takayama explained.

Originally, only some of the elements of Tears of the Kingdom had a true physics interaction. Takayama provided the example of gates and cogs as non-physics objects. These objects worked based off of their animation, and they were causing a lot of problems when interacting with the sometimes wild physics of abilities like Ultrahand.

The solution? Make everything a physics object.

A world of objects

Instead of a gate, you would have a material like wood to make up a gate, along with a motor and a chain attached to it. Together, they created something that was physically accurate. And like that, Tears of the Kingdom was cracked wide open.

“Everything, without exception, being physics-driven is necessary to make multiplicative gameplay a reality.” It got down to the core of what the team was trying to do all along. Instead of making dedicated interactions, it would need to build the systems to let players determine what interactions they wanted.

Nintendo developers giving a presentation at GDC.
Jacob Roach / Digital Trends

That brought about the painstaking process of simulating everything. A wheel is no longer a wheel. It’s a wheel, connected to a motor, with its own shaft and suspension. Chains are no longer just chains. They’re multiple chain links, each simulated based on their material and weight, then strung together.

You can’t do this manually for everything in the game. Takayama explained that objects would have some critical elements like mass and inertia calculated automatically based on their material, size, and shape. This made the world interact with itself. Instead of building systems for objects in the water, for example, you can calculate the buoyancy and resistance of the water and how the mass and inertia of a physics object interacts with that.

This sounds great in theory, but the team quickly ran up against an issue. There was a mismatch between how an object looked in the game and the physically qualities it would take on. Takayama provided the example of a wooden board. It needed to be much larger in order for players to see it, which meant it was much heavier and didn’t interact with the world in the way players expected.

For these situations, the team needed to adjust the objects manually. This created a carefully choreographed dance between game design, art, and physics to make objects that looked like players expected and interacted with the world like players expected. The art team needed to work with the physics team to make objects look and feel right, and everyone needed to consult with design to make sure it made sense in the game.

One of the example Takayama provided was the Portable Pot. Frightened that the content of the pot would spill out if set up on a sloped surface, the art team figured out a way to ensure the Portable Pot was always flat. It used a joint at the base of the pot to rotate it once you set the object down, ensuring it was always flat.

It’s a simple solution, but of course, it didn’t stop there. Players ended up taking the Portable Pot and using it as a joint to bring together monstrous vehicles, essentially leveraging the systems the team built to create something entirely new. That’s what makes Tears of the Kingdom so special — how players can take these physics objects and let their imagination run wild.

Editors' Recommendations

Jacob Roach
Senior Staff Writer, Computing
Jacob Roach is a writer covering computing and gaming at Digital Trends. After realizing Crysis wouldn't run on a laptop, he…
If you like Tears of the Kingdom’s vehicle building, check out this awesome indie
A rover lifts a pipe in Mars First Logistics

Although The Legend of Zelda: Tears of the Kingdom is a massive open-world action-adventure game, some players have spent most of their time pushing the limits of its Ultrahand mechanic. The system lets players create contraptions with most of the items or pieces of wood and stone that they find on their journey. The most skilled players have built things like mechs, but anyone can still have a ton of fun using Ultrahand to torture Koroks or solve puzzles in unique, unintended ways. If building vehicles and other weird creations with Ultrahand is your favorite part of Tears of the Kingdom, then there's a new indie game hitting early access this week that you will probably enjoy: Mars First Logistics.

Instead of being just one system in the game, building vehicles is the main hook of this game from developer Shape Shop, which was released into early access on Steam today. It forces players into an engineering mindset like Tears of the Kingdom does, as they must design and then use rovers to ship items across the surface of Mars. If you enjoy games that put an emphasis on player creativity, then Mars First Logistics needs to be the next indie game that you check out.
Emboldening creativity
Mars First Logistics is all about building rovers to transport cargo across the colorful surface of Mars, and it wastes almost no time in getting players into the action. There are some blueprints for things like the basic rover, watering can lifter, and crate carrier, but Mars First Logistics is almost completely hands-off outside of the contracts that tell players where to pick an object up and where to drop that cargo off. Players are free to design and attach parts on their rover to each other as they see fit.
While the process of determining what kind of vehicle build is best for a mission is more similar to Tears of the Kingdom, actually putting the rover together works more like vehicle customization in Lego 2K Drive. That works for the best, though, as this Lego-like setup really allows players to have complete control over customizing, painting, and setting up the controls for every single part of their rover. I stayed fairly safe in what I built, only using the basic blueprints or slight variations that did things such as making a mechanical arm tilt in order to solve certain delivery challenges. Still, the creative way I found to do things, like knocking a box off a ledge or tilting a steel beam up into the exact position I needed to finish a delivery, made each mission feel wholly unique to my experience.

Read more
Zelda: Tears of the Kingdom is almost perfect, but it could use these tweaks
Link looking shocked holding rice.

The Legend of Zelda: Tears of the Kingdom is a monumental game. It unleashes player creativity with Ultrahand and Fuse, features three vast open worlds for players to explore, and still tells a rich and enthralling story that expands the mythology of The Legend of Zelda series. Still, no game is perfect. While Tears of the Kingdom will likely go down as my game of the year for 2023 and potentially one of my favorite games ever, there are still a few things that the game could do better.

And no, I’m not talking about removing weapon degradation. After spending hours upon hours with Tears of the Kingdom, some user experience quirks became more annoying and noticeable. None of them are game-breaking, but they are still areas where Nintendo can stand to improve as it updates and expand upon Tears of the Kingdom or potentially do another game in this style. Here's what I hope to see change to make this version of Zelda an even smoother and more seamless experience.
Make disconnecting Ultrahand creations easier
Ultrahand is a revelation for Tears of the Kingdom that allows players to create some really creative things and solve puzzles in any way their minds can imagine. That said, one aspect of its controls still baffles me: the only way to "Unstick" objects stuck to each other is by moving the right stick back and forth or shaking a Joy-Con remote. It's a bafflingly clunky way to do things for what is otherwise such a delicate and precise building system.

Read more
The best video games of May 2023: Tears of the Kingdom, Humanity, and more
Purah in Tears of the Kingdom.

When the video game industry looks back at May 2023, this month will most likely be remembered for just two things: the failure of Redfall and the launch of The Legend of Zelda: Tears of the Kingdom. Redfall will serve as a cautionary tale about the industry embracing its worst impulses, while Tears of the Kingdom will likely be considered one of the best games ever made and serve as a North Star for video game design for the next several years, like The Legend of Zelda: Breath of the Wild before it. Still, this month was about a lot more than that.
With this roundup, we hope to paint a broader picture of all the great games that were released over the course of May 2023; no single game can paint the picture of the entire industry. From Tears of the Kingdom to some of PlayStation VR2's best releases to beautiful indies to a game Nintendo temporarily blocked from release over a TikTok joke, these are the best games of May 2023.
The Legend of Zelda: Tears of the Kingdom

To get the obvious out of the way: yeah, The Legend of Zelda: Tears of the Kingdom is a really good game. We already considered Breath of the Wild to be one of the best games ever made, but Tears of the Kingdom's evolution of that game's open world and mechanics make Breath of the Wild feel like a beta. Not only do players have two new open worlds to explore with the Sky Islands and underground Depths, but systems like Fuse and Ultrahand ask players to embrace their creativity to solve puzzles and traverse around the open world.
"So long as you’re willing to meticulously survey Hyrule like an archaeologist digging for fossils, The Legend of Zelda: Tears of the Kingdom is an engrossing sequel full of mysteries to solve and experiments to conduct," Giovanni Colantonio wrote in his four-and-a-half star review of the game. "It’s a digital laboratory that I imagine will still be producing unbelievable discoveries 10 years from now."
Details big and small impress across Tears of the Kingdom, and at times it feels like this is the closest we'll get to the ultimate video game experience. Its complex controls do take a bit of getting used to, but those who get the hang of it will be able to enjoy one of the most impressive games ever made. The Legend of Zelda: Tears of the Kingdom is available now for Nintendo Switch, and this is the last time I'm going to mention it in this article. On to some other fantastic games!
Humanity

Read more