{"id":86670,"date":"2024-03-31T14:00:00","date_gmt":"2024-03-31T14:00:00","guid":{"rendered":"https:\/\/entertainment.runfyers.com\/index.php\/2024\/03\/31\/how-the-team-behind-zelda-made-physics-feel-like-magic\/"},"modified":"2024-03-31T14:00:00","modified_gmt":"2024-03-31T14:00:00","slug":"how-the-team-behind-zelda-made-physics-feel-like-magic","status":"publish","type":"post","link":"https:\/\/entertainment.runfyers.com\/index.php\/2024\/03\/31\/how-the-team-behind-zelda-made-physics-feel-like-magic\/","title":{"rendered":"How the team behind Zelda made physics feel like magic"},"content":{"rendered":"<p> <br \/>\n<\/p>\n<div id=\"content\">\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\"><em>The Legend of Zelda: Tears of the Kingdom<\/em> is <a href=\"https:\/\/www.theverge.com\/23718926\/zelda-tears-of-the-kingdom-review-nintendo-switch\" target=\"_blank\" rel=\"noopener\">a phenomenal game<\/a>, praised for being able to improve and iterate upon <a href=\"https:\/\/www.theverge.com\/2017\/3\/2\/14787082\/the-legend-of-zelda-breath-of-the-wild-review\" target=\"_blank\" rel=\"noopener\"><em>Breath of the Wild<\/em><\/a>. In the weeks after the game\u2019s release, <a href=\"https:\/\/www.theverge.com\/23734533\/zelda-totk-controls-weapons-fuse-rewiring-brain\" target=\"_blank\" rel=\"noopener\">it was written up with all sorts of breathless praise<\/a> as people wondered how Nintendo managed to make a game that seemed to outstrip the technical capabilities of now seven-year-old Switch hardware.\u00a0<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">To developers, <a href=\"https:\/\/www.svg.com\/166188\/things-only-true-zelda-fans-understand\/\" target=\"_blank\" rel=\"noopener\">the game looked like magic<\/a>. But during a talk at the 2024 Game Developers Conference, Nintendo shared that it wasn\u2019t magic but a distinct, well-executed development strategy that nevertheless seemed magical.<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">During the talk, Takuhiro Dohta, the technical director of<em> Tears of the Kingdom<\/em>, explained that the game had two major driving principles: \u201ca vast and seamless Hyrule\u201d and \u201cmultiplicative gameplay.\u201d<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">The first was relatively simple. \u201cWe wanted players to see things in the distance and have players go there,\u201d Dohta said. This philosophy was carried over from <em>Breath of the Wild<\/em>, with the new challenge of seamlessly connecting the sky, surface, and underground. We can see how that integration worked in <em>Tears of the Kingdom <\/em>in Link\u2019s free falling pose as he descends from sky to surface and again between surface and the underground. The action ties the three different worlds of Hyrule together.<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component clear-both block\">\n<div class=\"my-9\">\n<p><figcaption class=\"duet--article--dangerously-set-cms-markup inline text-gray-13 dark:text-gray-e9 [&amp;&gt;a:hover]:text-black [&amp;&gt;a:hover]:shadow-underline-black dark:[&amp;&gt;a:hover]:text-gray-e9 dark:[&amp;&gt;a:hover]:shadow-underline-gray-63 [&amp;&gt;a]:shadow-underline-gray-13 dark:[&amp;&gt;a]:shadow-underline-gray-63\"><em>Link free falls both from sky to ground and from ground to underground.<\/em><\/figcaption><cite class=\"duet--article--dangerously-set-cms-markup inline not-italic text-gray-63 dark:text-gray-bd [&amp;&gt;a:hover]:text-gray-63 [&amp;&gt;a:hover]:shadow-underline-black dark:[&amp;&gt;a:hover]:text-gray-bd dark:[&amp;&gt;a:hover]:shadow-underline-gray [&amp;&gt;a]:shadow-underline-gray-63 dark:[&amp;&gt;a]:text-gray-bd dark:[&amp;&gt;a]:shadow-underline-gray\">Image: Nintendo<\/cite><\/p>\n<\/div>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">However, Dohta cautioned that creating a large, interconnected world doesn\u2019t mean it will inherently be fun. The fun, he explained, comes from the second principle: multiplicative gameplay.<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">Dohta defined multiplicative gameplay as a system by which players combine actions and objects to create their own ways to play. The developers, Dohta explained, did not want to create fun through discretely designed moment-to-moment gameplay events, rather they wanted to create a system that \u201clets fun happen.\u201d\u00a0<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">The seeds of this \u201clet fun happen\u201d system first sprouted in <em>Breath of the Wild<\/em> and its Octo Balloons, a monster part that Link could attach to heavy objects to make them float in the air. For <em>Tears of the Kingdom<\/em>, the developers expanded on that idea to encompass sticking together all kinds of objects resulting in the Fuse and Ultrahand abilities \u2014 powers that let Link combine objects to build weapons, items, and structures.<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">But for multiplicative gameplay to truly work, every interactive object in Hyrule had to behave in specific and predictable ways. This required what Takahiro Takayama, <em>Tears of the Kingdom<\/em>\u2019s physics programmer, described as \u201can entirely physics-driven world.\u201d<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">One of the first problems that arose was the clash between what Takayama called physics-driven objects and rigid body objects. Rigid body objects are objects whose every property \u2014 mass, velocity, weight, and more \u2014 is specifically designed regardless of its appearance. Early in <em>Tears of the Kingdom<\/em>\u2019s development, the various gear mechanisms in Hyrule were rigid body objects. Meanwhile, a physics-based object\u2019s properties are governed by physics; the big metal boxes that litter the Sky Islands above Hyrule are an example.\u00a0<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">Takayama explained that though rigid body objects were easy to make, they created all kinds of problems when thrown into the mix with physics-driven objects. Like matter and antimatter, when a physics-driven object interacted with a rigid body object, the world broke. One example involved rigid body gears clipping through a metal box that had been inserted between them. The solution to this problem was simple. \u201cEverything, without exception being physics-driven, is necessary to make multiplicative gameplay a reality,\u201d Takayama said.<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">With everything being physics-driven, every interactive object in Hyrule would behave the way a player expects it to \u2014 the metal box now stops the gears from turning.<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">Hyrule then becomes \u201ca world where players can express their creativity without [fear of] breakdown,\u201d Takayama said. \u201cA world where anything can happen depending on the player\u2019s imagination.\u201d<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">Takayama said making everything physics driven eliminated the need for what he called \u201cdedicated implementation.\u201d This would involve creating a program for every function and interaction. Without a physics-driven system, Link\u2019s every action would require its own bespoke program to make it work. If developers want Link to drive some kind of vehicle, they would need to make a dedicated program that governed vehicles.<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">Though making every object in Hyrule physics driven was technically challenging, it alleviated the necessity of creating so many dedicated programs down the line in the development cycle.<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">\u201cInstead of creating a vehicle program,\u201d Takayama explained, \u201cwe created a system in which vehicles could be made.\u201d<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component clear-both block\">\n<div class=\"my-9\">\n<p><figcaption class=\"duet--article--dangerously-set-cms-markup inline text-gray-13 dark:text-gray-e9 [&amp;&gt;a:hover]:text-black [&amp;&gt;a:hover]:shadow-underline-black dark:[&amp;&gt;a:hover]:text-gray-e9 dark:[&amp;&gt;a:hover]:shadow-underline-gray-63 [&amp;&gt;a]:shadow-underline-gray-13 dark:[&amp;&gt;a]:shadow-underline-gray-63\"><em>There is no program for vehicles, rather programs that allow a vehicle to be made.<\/em><\/figcaption><cite class=\"duet--article--dangerously-set-cms-markup inline not-italic text-gray-63 dark:text-gray-bd [&amp;&gt;a:hover]:text-gray-63 [&amp;&gt;a:hover]:shadow-underline-black dark:[&amp;&gt;a:hover]:text-gray-bd dark:[&amp;&gt;a:hover]:shadow-underline-gray [&amp;&gt;a]:shadow-underline-gray-63 dark:[&amp;&gt;a]:text-gray-bd dark:[&amp;&gt;a]:shadow-underline-gray\">Image: Nintendo<\/cite><\/p>\n<\/div>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">The distinction may seem subtle, but in that subtlety is where all the \u201cmagic\u201d of <em>Tears of the Kingdom<\/em> lays. When developers <a href=\"https:\/\/www.polygon.com\/legend-zelda-tears-kingdom\/23737921\/tears-of-the-kingdom-bridge-physics-game-devs-explain\" target=\"_blank\" rel=\"noopener\">freaked out over <em>Tears of the Kingdom<\/em>\u2019s bridge physics<\/a>, wondering how they programmed bridges to behave properly without glitching, the truth was that they made systems governing every individual component of a bridge: its slats, links, and even the various forces like wheels that would interact with it. Even the game\u2019s music made use of this modular approach. Junya Osada, <em>Tears of the Kingdom<\/em>\u2019s sound designer, explained that the game\u2019s wagon sounds didn\u2019t come from his team going out and recording a horse-drawn wagon.<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">\u201cThere is no wagon sound but the sound of wheels, chains, and creaking joints,\u201d Osada said.<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">These systems facilitated <a href=\"https:\/\/www.theverge.com\/2023\/5\/22\/23732888\/tears-of-the-kingdom-builds-crafting-wildest\" target=\"_blank\" rel=\"noopener\">the kinds of emergent gameplay<\/a> that made <em>Tears of the Kingdom<\/em> such a special game. Players were able to use them in ways the developers themselves never thought of.<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">One example of these systems at work is the humble portable pot Zonai device. In <em>Breath of the Wild<\/em>, cooking was done in dedicated locations, but with the portable pot Link could now cook anywhere. Because everything, including cooking ingredients, was physics driven, developers were faced with a problem: should Link decide to cook on the side of a mountain, all his ingredients would slide out of the pot.\u00a0<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">With dedicated implementation, the pot would simply cook no matter where it was placed and nothing else. However, the multiplicative gameplay philosophy\u00a0ensured that no matter where a pot was placed, the cooking surface would orient horizontally so your soup won\u2019t spill. That gave the pot a greater purpose beyond cooking, allowing it to be used as a ball-and-socket joint leading to all kinds of wacky creations.\u00a0<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">Nintendo\u2019s <em>Tears of the Kingdom<\/em> panel explained that the success of the game was guided by the idea that players should make their own fun undergirded by a robust physics system that applied to every single object in the game. But the talk featured another, unspoken reason that contributed to <em>Tears of the Kingdom<\/em> being on every 2023 Game of the Year shortlist: Nintendo keeps its talent.<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">In an industry where <a href=\"https:\/\/www.gamedeveloper.com\/business\/the-great-video-game-exodus\" target=\"_blank\" rel=\"noopener\">the average career length is measured in the single digits<\/a>, every single speaker worked for Nintendo for at least 10 years. That kind of retention is a huge factor for Nintendo\u2019s continued success. Institutional knowledge gets preserved and teams are able to work together more easily with limited disruption from turnover. Though Nintendo <a href=\"https:\/\/www.ign.com\/articles\/nintendo-america-contractors-full-time-complaints-report\" target=\"_blank\" rel=\"noopener\">is by no means a perfect company<\/a>, it seemingly understands that the best way to get good games is to employ and retain good people.<\/p>\n<\/div>\n<div class=\"duet--article--article-body-component\">\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph mb-20 font-fkroman text-18 leading-160 -tracking-1 selection:bg-franklin-20 dark:text-white dark:selection:bg-blurple [&amp;_a:hover]:shadow-highlight-franklin dark:[&amp;_a:hover]:shadow-highlight-blurple [&amp;_a]:shadow-underline-black dark:[&amp;_a]:shadow-underline-white\">\u201cWorking together with game designers and artists who understood the vision,\u201d Dohta said, \u201cwas essential in bringing this vast world to life.\u201d<\/p>\n<\/div>\n<\/div>\n<p><br \/>\n<br \/><a href=\"https:\/\/www.theverge.com\/24115898\/tears-of-the-kingdom-physics-gameplay-design-gdc-2024\" target=\"_blank\" rel=\"noopener\">Source link <\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The Legend of Zelda: Tears of the Kingdom is a phenomenal game, praised for being able to improve and iterate upon Breath of the Wild. In the weeks after the game\u2019s release, it was written up with all sorts of breathless praise as people wondered how Nintendo managed to make a game that seemed to [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":86671,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[14],"tags":[],"class_list":{"0":"post-86670","1":"post","2":"type-post","3":"status-publish","4":"format-standard","5":"has-post-thumbnail","7":"category-tech"},"_links":{"self":[{"href":"https:\/\/entertainment.runfyers.com\/index.php\/wp-json\/wp\/v2\/posts\/86670","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/entertainment.runfyers.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/entertainment.runfyers.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/entertainment.runfyers.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/entertainment.runfyers.com\/index.php\/wp-json\/wp\/v2\/comments?post=86670"}],"version-history":[{"count":0,"href":"https:\/\/entertainment.runfyers.com\/index.php\/wp-json\/wp\/v2\/posts\/86670\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/entertainment.runfyers.com\/index.php\/wp-json\/wp\/v2\/media\/86671"}],"wp:attachment":[{"href":"https:\/\/entertainment.runfyers.com\/index.php\/wp-json\/wp\/v2\/media?parent=86670"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/entertainment.runfyers.com\/index.php\/wp-json\/wp\/v2\/categories?post=86670"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/entertainment.runfyers.com\/index.php\/wp-json\/wp\/v2\/tags?post=86670"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}