Freeform Adventure Games

'The Breath of the Wild' is a Zelda Game That Grants Absolute Freedom

'The Legend of Zelda: Breath of the Wild' was recently introduced at this year's E3 conference as an expansive open-world environment that's set to reinvigorate the world of Hyrule.

Players are given the freedom to roam absolutely anywhere in the universe, including the ability to take on the final boss right after the game's opening sequence—although this approach isn't recommended. Additionally, players will be able to complete the game without finishing the story and understanding how or why Link woke up in a mysterious shrine.

Another interesting feature of the game will allow users to thrive by hunting animals or gathering plant-based foods. In recent years, there has been a rise in compassionate gaming. Like this new Zelda game, 'Undertale' made waves for making it possible to show empathy to video game monsters during gameplay.

Expansive Open-world Environments
Creating games that offer players the freedom to explore and interact with a vast open-world environment, like 'The Legend of Zelda: Breath of the Wild'.
Nonlinear Gameplay
Designing games that allow players to progress and complete tasks in a nonlinear manner, enabling them to choose their own path and make decisions that impact the storyline, similar to 'The Legend of Zelda: Breath of the Wild'.
Compassionate Gaming
Developing games that encourage empathy and provide opportunities for players to make moral choices, such as the ability to show empathy towards video game characters or creatures, as seen in 'Undertale' and 'The Legend of Zelda: Breath of the Wild'.

Industries Being Reshaped

Video Game Development
Incorporating expansive open-world environments and nonlinear gameplay mechanics into video games to create immersive and engaging experiences.
Consumer Electronics
Exploring opportunities to develop devices and technologies that enhance the immersive quality of open-world games, such as virtual reality (VR) headsets and high-performance gaming consoles.
Entertainment
Creating engaging and interactive forms of entertainment that allow users to make choices and navigate their own unique experiences, whether through video games, interactive films, or virtual reality experiences.
SCORE
1.2 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Gen X
  • Gen Z (primary audience)
  • Gen Alpha (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 8%
Activity 19%
Freshness 8%

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