previously worked on. He said that he had approached the game by first focusing on what types of characters he wanted to include, rather than on the story or the game functions. Ocarina of Time was designed with several innovations to help the player navigate the expansive 3D world and interact with the environment. The camera system was designed to integrate with the 3D world of Hyrule, giving the player a sense of perspective and tracking the movements of Link. The game's Z-targeting system was created to provide the player with a simple way to lock on and interact with objects, characters and enemies in the game world. The game also made use of context sensitive controls by using the A button for a range of interactions, such as mounting a horse or opening a treasure chest. These features were landmarks for Nintendo and influenced 3D world development within the games industry. During development, the staff spent less time on developing the dungeons. According to Miyamoto: "Instead of mapping your way through a maze, I think what's more important is a sense of dread, a sense of pressure, and of course an opportunity for finding secrets and solving puzzles—we should be pursuing an emotional immediacy, the sense that you are really there". Hyrule and its characters in Ocarina of Time were depicted in an art style that drifted towards Western fantasy, although Miyamoto said there was no intentional replication of cultural elements from one specific country. Hyrule's fantasy characters were partially inspired by the American television series Twin Peaks. In an interview, Takashi Tezuka said he had used the series as inspiration when creating Link's Awakening: "After that, in The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Majora's Mask, all kinds of suspicious characters appeared". Many assets and character models in the game were later reused for Majora's Mask, both for stylistic purposes and to save development time. Open air concept Producer Eiji Aonuma approached Breath of the Wild by breaking the conventions of previous games. He explained that in Ocarina of Time, the game world featured "routes" to help players navigate the 3D environment without getting lost, but that certain handholding and blockages had caused players to feel frustrated. By contrast, Breath of the Wild's Hyrule was designed to allow the player to explore a vast world in any way they liked. Nintendo's senior product