A Short Hike dev says "Where's Waldo moments" like Zelda: Breath of the Wild's Korok Seeds help "to stop you getting too bored" when traveling around in open world games

The Legend of Zelda: Breath of the Wild screenshot of Hestu the Korok.
(Image credit: Nintendo)

Adam Robinson-Yu, creator of 2019 indie hit A Short Hike, has said in an interview that "micro puzzles" such the Korok Seeds from The Legend of Zelda: Breath of the Wild and Tears of the Kingdom are how traveling through open world games can stay compelling and "create interest in your mind."

As part of a larger interview with Edge Magazine in issue 413, in which numerous creatives and designers speak about the challenges of creating open worlds in video games, Robinson-Yu holds up Korok Seeds and the puzzles associated with them in both Zelda games as inspiration for his own content in A Short Hike.

More broadly, this speaks to a design philosophy that rewards eagle-eyed players with new gameplay opportunities and in-game rewards. "Can I make gameplay out of the player noticing something?" continues Robinson-Yu. "Out of them paying attention, and then feeling acknowledged for noticing something interesting – like they see a weird-looking rock."

Joel Franey
Guides Writer

Joel Franey is a writer, journalist, podcaster and raconteur with a Masters from Sussex University, none of which has actually equipped him for anything in real life. As a result he chooses to spend most of his time playing video games, reading old books and ingesting chemically-risky levels of caffeine. He is a firm believer that the vast majority of games would be improved by adding a grappling hook, and if they already have one, they should probably add another just to be safe. You can find old work of his at USgamer, Gfinity, Eurogamer and more besides.

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