marketing manager Bill Trinen described the game as "open air": "I look at this game and I see a world that is fully integrated into the exploration and the adventure. It's not just a world that you're passing through. It's sort of a world that you're a part of". The game world benefited from advancements in Nintendo hardware. Earlier games had been restricted by the available technology, creating the need to separate Hyrule into individual connecting areas, but the game world could now be experienced as a seamless environment. The concept of an "open air" environment began during work on The Wind Waker. Aonuma said that he wanted to remove the small connecting areas of The Wind Waker and replace them with open expanses, but the world ended up feeling smaller than he intended. {{Quote box | width = 25em | align = right | quote = "In Breath of the Wild, the fact that the world is supported by a coherent physics engine has a major effect on the possible actions. It sounds obvious, but for example, if you push down a rock, it's going to roll according to the slope. We wanted people to be able to feel things in a "realistic" way, to break or move around big objects in the game and believe they could have had the same feeling in real life. This physically lived experience is very important". | source = Eiji Aonuma on realism in Breath of the Wild'''s game world }}Breath of the Wilds open world was inspired by other video games. The game's director Hidemaro Fujibayashi named Minecraft and Terraria as his inspirations for "the sense of adventure, exploration and how it inspired curiosity". Aonuma also mentioned several other games that he had played, including The Witcher, Far Cry and The Elder Scrolls V: Skyrim. He also cited Skyward Sword as the basis for many of the world's mechanics, such as the ability to climb and explore between areas. The development team began Breath of the Wild by working on a 2D prototype of Hyrule to test interactions between objects. This was developed into a complex physics and chemistry engine that would present a higher level of realism. The chemistry engine allowed for elements, such as fire, water and electricity to interact with each other and objects in the game world. This was designed to provide the player with a more