You can tell The Legend of Zelda: Ocarina of Time remake is right around the corner because Nintendo is finally ready to tell us some behind-the-scenes stuff about its development. That includes the reveal that the remake was going to introduce “warp points” to its version of Hyrule, but ultimately decided that wouldn’t really fit the Ocarina framework.
That’s technically not accurate. Nintendo didn’t just consider adding warp points to the Ocarina remake; it actually added them. Long-time Zelda producer Eiji Aonuma confirmed as much in a new installment of Nintendo’s Ask The Developer series.
“I asked the team to add warp points that didn’t exist in the original game, giving players access to shortcuts,” Aonuma revealed, likening them to the fast travel points you can unlock in Breath of the Wild by discovering shrines. However, after adding a fast travel system to Ocarina, it quickly became evident that adding that particular quality-of-life feature didn’t really make much sense.
“When we actually tried playing the game with those warp points, we realized that we were missing out on the moments of discovery that came from stopping along the way and wondering, 'Wait, what’s this?'," Aonuma continued. “So even though I was the one who proposed adding warp points, they just weren't working for me in the end, so I got the team to take them all back out again.”
Upon hearing that the Ocarina of Time was being remade, there were some fans of the original game who wondered whether the new version would simply be the original game with BOTW’s visuals and mechanics applied.
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