Nintendo says it rebuilt The Legend of Zelda: Ocarina of Time so current developers could learn the 1998 game’s structure by making it again. In an interview published November 2, 2026, producer Eiji Aonuma said the work might also give the team ideas to carry into future Zelda development. Nintendo had scheduled the remake’s release for November 5 on Nintendo Switch 2. Read NeoTeo’s earlier coverage of the Switch 2 remake, then see what Nintendo said about the development choices behind it in its developer interview.
Why Nintendo rebuilt Ocarina of Time
Aonuma described the remake as a hands-on way for developers to study the original’s structure and design. He also had a separate audience in mind: players familiar with The Legend of Zelda: Breath of the Wild’s open-ended beginnings. He wanted them to experience an adventure with more deliberate pacing.
That makes the project both a remake and a learning exercise, in Aonuma’s account. The lessons might inform future Zelda development, but Nintendo did not announce a particular format or design for the next game.
How the team weighed convenience against discovery
Aonuma and co-producer Hidemaro Fujibayashi said they gave the development team room to decide what to change and what to preserve. Fujibayashi encouraged the team to make those decisions early, taking the new controls and available features into account.
One proposal illustrates the trade-off. Aonuma suggested adding warp points to speed up travel across Hyrule Field, where the original sometimes had players cross the area with repeated forward rolls. The team tested the shortcuts and removed them after finding that they reduced the discoveries players made along the way. A faster route would have saved time, but it also changed what travel contributed to the adventure.
What is reported about younger developers
In an October 30, 2026 account of an Agence France-Presse interview with Aonuma, 3DJuegos reported that some younger developers working on the remake had not played the 1998 original. Nintendo’s interview describes different levels of familiarity across the team, including developers who knew the game only vaguely and others who had played it as children.