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GamesRadar
GamesRadar
Technology
Dustin Bailey

Shigeru Miyamoto decided Zelda dungeons aren't "really that much fun" while making Ocarina of Time, but they're what I'm looking forward to in the remake

Link looks shocked in The Legend of Zelda: Ocarina of Time 3D.

Breath of the Wild effectively did away with old-school Zelda dungeons, and while Tears of the Kingdom brought the idea back, it was without the traditional puzzle box design of the classic games. One of the most exciting parts about the upcoming Ocarina of Time remake is the opportunity to explore these challenges with modern graphics and visual flair, but ironically, it was during the production of the original Ocarina of Time that Shigeru Miyamoto decided traditional dungeons were boring in the first place.

"In every Zelda development, the dungeons take a huge amount of time to make," Miyamoto explained in a 1999 interview that was translated some years ago by Shmuplations. "I can't tell you how many times they end up having to be remade and revised, while the team is on the verge of tears. Did you know, in the original Legend of Zelda, at the beginning of the development it was just dungeons. There was no overworld map. That's a testament to the 'Dungeon Supremacy' philosophy we've always followed."

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