Role-playing video game
Typically action RPGs feature each player directly controlling a single character in real time, and feature a strong focus on combat and action with plot and character interaction kept to a minimum. Early action RPGs tended to follow the template set by 1980s Nihon Falcom titles such as the "Dragon Slayer" and "Ys" series, which feature hack and slash combat where the player character's movements and actions are controlled directly, using a keyboard or game controller, rather than using menus. This formula was refined by the action-adventure game, "The Legend of Zelda" (1986), which set the template used by many subsequent action RPGs, including innovations such as an open world, nonlinear gameplay, battery backup saving, and an attack button that animates a sword swing or projectile attack on the screen. The game was largely responsible for the surge of action-oriented RPGs released since the late 1980s, both in Japan and North America. "The Legend of Zelda" series would continue to exert an influence on the transition of both console and computer RPGs from stat-heavy, turn-based combat towards real-time action combat in the following decades.
The Legend of Zelda: A Link Between Worlds
Shikata proposed the idea of Link having the ability to enter and merge onto walls; this feature would eventually become one of the title's unique gameplay aspects. Within a day, Mouri had created an initial prototype to demonstrate the feature, and seeing it in action led to an influx of ideas. Link was able to transform from a 3D character to a 2D character by entering walls, and then move smoothly around corners to reach places he previously could not. This ability opened up possibilities for creating new puzzles and using new mechanics. At this stage in the project, they still considered the game an extension of the DS "Zelda" games and used the same viewpoint and design of Link from "Spirit Tracks". Around October 2010, the prototype was presented to Miyamoto, who approved of the new concept. However, within two weeks of entering production, core members of the development team were reassigned to work on launch games for Nintendo's Wii U console which was scheduled for release in 2012. With the team disbanded, development ceased.