Summary:
We’ve all felt that little itch in Tears of the Kingdom: the Imprisoning War flashbacks show us enormous, history-shaping moments, yet the Sages standing beside Rauru and Zelda are deliberately kept at arm’s length. They’re there, they matter, and they help carry the weight of the past, but we’re not invited to learn who they are in a personal, face-to-face way. Hidemaro Fujibayashi has now explained why, telling 4Gamer that the main story had a central theme and that giving the Sages visible faces, names, and fuller personalities would have made the story grow too much. In other words, the game chose focus over fullness, even if that meant leaving some fascinating people in the shadows.
That choice changes how we read the game. The masked Sages become more like a legend you overhear rather than friends you meet, which keeps our attention anchored on the emotional spine of the present-day adventure. It also helps the past feel mythic, like a mural that hints at truth without spelling out every detail. At the same time, it comes with a tradeoff: it’s harder to form a strong bond with characters we only glimpse, and it can leave players wanting more context than the flashbacks provide. That’s where later spotlights matter. With names like Ardi, Qia, Raphica, and Agraston now tied to those figures in related coverage, the mysterious silhouettes start to feel like real people with places in the world’s history. When we understand the “why” behind the restraint, the mystery stops feeling like an omission and starts feeling like a deliberate storytelling lever.
The Imprisoning War Sages and the choice to keep them distant
In Tears of the Kingdom, the Imprisoning War is presented like an echo coming through stone walls: loud enough to shake you, but never so clear that you can see every crack in the paint. We meet the idea of the ancient Sages through brief flashbacks, and that’s the key phrase here: brief. They appear at pivotal moments, they stand as representatives of their peoples, and they help communicate that this conflict was bigger than any single hero. But we’re not handed their personal histories, their quirks, or their day-to-day relationships. Instead, they function like pillars holding up a bridge we’re crossing at full speed. If we stop and admire every bolt, we risk forgetting where we’re trying to go.
What we actually learn in Tears of the Kingdom
What we can say with confidence is simple: the game shows these Sages as masked figures, aligned with different peoples, participating in the Imprisoning War alongside Rauru and Zelda. Their scenes are framed to communicate stakes and legacy rather than personality. We don’t spend time hearing their voices in long conversations, we don’t see them unmasked, and we don’t follow their personal arcs from beginning to end. That’s not an accident or a “whoops, we ran out of time” vibe, because the presentation is consistent across the flashbacks. It’s more like the game is saying, “Here’s the shape of history,” not “Here’s a full cast you’re going to hang out with for 40 hours.” If you’ve ever tried to tell a friend a wild story while you’re both sprinting to catch a train, you’ll get the feeling. You stick to the core beats, and the fun side tangents have to wait.
The names we now associate with the masked figures
Even though Tears of the Kingdom itself keeps these Sages unnamed in the main experience, later coverage and related releases have attached names to the figures many players recognized by role and design. The names that have circulated in official-facing reporting include Ardi for the Gerudo Sage, Qia for the Zora Sage, Raphica for the Rito Sage, and Agraston for the Goron Sage. Naming matters because it changes how we talk about them. “That masked Goron Sage” is a silhouette, but “Agraston” is a person we can point to, remember, and connect across discussions. It’s the difference between “the drummer” and “the drummer who always counts in too fast.” Once a name exists, your brain starts building a box for them on the shelf, and suddenly you want to fill the box with details.
What Fujibayashi told 4Gamer about holding back
Fujibayashi’s explanation is refreshingly direct, and it’s the kind of thing that makes you nod even if you were one of the people loudly begging the screen, “Please just tell us who these folks are.” He described how Tears of the Kingdom had a central theme running through its main story, and that the Sages were depicted with their faces hidden by masks and without names. The important part is the reason: if their personalities and faces had been shown, the story would have naturally grown too much, so there were many things intentionally held back. That’s a creative choice rooted in scope control. It’s the same instinct you have when packing a suitcase: you might love your entire wardrobe, but if you bring everything, you’ll spend the whole trip dragging a suitcase that hates you.
The “central theme” problem in plain language
When a game has a main story theme, it isn’t just a slogan. It’s the emotional thread the experience keeps tugging so we don’t drift into a thousand unrelated directions. Tears of the Kingdom balances exploration, discovery, building, combat, and puzzle solving, and the story has to survive in that environment without feeling like a separate movie playing in the corner. If the ancient Sages had been given fully formed personalities on-screen, the story would need to spend time introducing them, showing how they relate to one another, and paying off their arcs in satisfying ways. That sounds great, but it also demands attention and runtime. In practice, it can pull focus away from the present-day journey and the relationships that are meant to carry the emotional weight. Nobody wants a story that feels like five different books fighting for the same bookmark.
When extra character detail turns into story gravity
Character detail has gravity. Once we know someone’s face, voice, fears, and jokes, we start expecting follow-through. We want scenes where those traits matter, moments where choices reveal who they are, and consequences that land because we care. That kind of investment is powerful, but it’s also expensive in storytelling terms. Fujibayashi’s point is that giving the Sages that weight would have expanded the narrative to the point where it could overwhelm the spine of the main plot. So the game kept them more symbolic, more distant, and more universal. It’s like using silhouettes in a painting to show a crowd without asking you to memorize every person in it. The crowd still matters, but the focus stays where the artist wants it.
Masks as a storytelling tool, not just costume
Let’s be honest: masks in games can be either deeply meaningful or hilariously convenient. Sometimes they’re a dramatic symbol. Sometimes they’re a “we don’t want to animate faces” shortcut. In Tears of the Kingdom, the masks are doing narrative work. They’re a visual reminder that we’re looking at history through a filter, and that this era is not ours to fully possess. The masked Sages feel like figures from a legend because legends rarely give you a full biography. They give you roles: the wise one, the brave one, the betrayer, the protector. Masks turn people into archetypes, and archetypes are fast to understand. When you’re trying to keep a story moving, that speed matters.
Mystery versus clarity and why balance matters
Mystery can be thrilling, but mystery can also be irritating if it feels like we’re being teased with no payoff. The trick is balance. Tears of the Kingdom uses mystery to make the Imprisoning War feel ancient and enormous, like a myth carved into rock. At the same time, it provides enough context for us to understand why the events matter to the present. We know there was a catastrophic conflict. We see who stood against that threat. We understand that the world we explore is shaped by what happened then. What we don’t get is the full personal tapestry of every participant. That can leave some players hungry, but it also prevents the flashbacks from turning into a second main story that competes with the first. If the present-day plot is the meal, the past is the seasoning. Too little seasoning is bland. Too much and suddenly you can’t taste anything else.
A closer look at what the masks do to our expectations
When faces are hidden, our expectations shift immediately. We stop looking for subtle expressions and start reading posture, symbolism, and framing. That’s exactly what the game encourages: see the Sages as part of a larger historical tableau rather than as individual companions we’re meant to know intimately. Masks also keep players from making instant, surface-level judgments based on facial design. Instead, we’re pushed to understand them through their role in the conflict and their connection to their people. It’s a neat psychological trick, and it can be surprisingly effective. Think about how differently we treat a nameless “ancient king” in a myth versus a fully voiced character with a backstory and a favorite snack. The second invites attachment. The first invites awe. Tears of the Kingdom clearly wanted more awe in its flashback framing.
Flashbacks as fragments and why the past feels like legend
The game’s flashbacks are intentionally fragmentary, and that works hand-in-hand with the masked Sages. We’re not watching a continuous narrative; we’re collecting pieces and assembling meaning. That structure fits the player experience because we’re exploring, solving, and discovering in a nonlinear way. A continuous, character-heavy historical plot would clash with that rhythm. Instead, the flashbacks function like recovered artifacts: you don’t get a full diary, you get a handful of pages, and you infer the rest. That’s not the same as guessing. It’s more like recognizing that the story is curated to keep us oriented around the present-day stakes.
The advantages of a hazy history
A hazy history makes the world feel older. When everything is explained in neat paragraphs, the past becomes tidy, and tidy pasts rarely feel real. Real history is messy, incomplete, and full of missing voices. By keeping the ancient Sages less defined, Tears of the Kingdom avoids turning its own mythology into a checklist of trivia. It also keeps attention on the central emotional beats the game wants to land in the present. There’s another practical advantage: fragments are flexible. They can connect to future storytelling without forcing the creators to account for every small detail they once locked into place. When you carve a statue, every chip is permanent. When you sketch, you can still adjust the lines later. The flashback approach keeps that sketch-like flexibility.
The tradeoff: attachment and emotional texture
The downside is equally real: it’s harder to care deeply about people you barely meet. We can respect the Sages, we can appreciate what they represent, but it’s tough to feel the kind of gut-level bond we feel with characters who joke, argue, doubt themselves, and grow in front of us. Some players will feel that absence sharply, especially because the Imprisoning War is such a dramatic premise. When we see heroes taking a stand against a world-changing threat, we naturally want to know what they sacrificed and what they feared. Tears of the Kingdom chose not to spend that time on them, and Fujibayashi’s explanation tells us it was about keeping the story from expanding beyond what the main experience could carry. It’s a trade. We gain focus and pacing, and we lose some intimacy with the historical cast.
How Age of Imprisonment brings the Sages forward
This is where things get interesting, because Fujibayashi didn’t just talk about what was held back. He also expressed happiness that the Sages have been more carefully picked up upon in the Imprisoning War setting. In other words, the restraint in Tears of the Kingdom doesn’t have to be the final word. If another experience chooses to center that era, it has the space to treat those figures as people rather than silhouettes. That doesn’t rewrite Tears of the Kingdom. It complements it. The past can be mythic in one place and personal in another, and those two approaches can coexist without one being “right” and the other being “wrong.”
Names, profiles, and spotlight moments
Once names like Ardi, Qia, Raphica, and Agraston are attached to the formerly unnamed figures, the conversation changes immediately. Now we can track who is who across materials, discuss their roles with clarity, and understand them as distinct individuals rather than a set of masked representatives. Profiles and character write-ups also do something the flashbacks couldn’t: they give us clean, direct descriptors of personality and leadership style. That’s the kind of information Tears of the Kingdom intentionally avoided to prevent narrative bloat. When another experience brings that information forward, it scratches the exact itch many players felt without forcing Tears of the Kingdom to become a different kind of story. It’s like finally getting the director’s commentary after watching the movie. The movie didn’t need it to work, but it sure is fun to hear it.
Staying aligned with Tears of the Kingdom’s framing
Even when the Sages are explored more directly, Tears of the Kingdom’s approach still matters because it established the tone of the era. The Imprisoning War was presented as foundational history, and any later spotlight benefits from that groundwork. When the past is introduced as legend first, learning details later feels like uncovering hidden pages rather than being force-fed background upfront. That sequencing can be satisfying because it mirrors how curiosity works. First we see something mysterious. Then we want to know more. Then we get more. Fujibayashi’s comment about intentionally holding back makes it clear that the mystery was not an accident. It was a planned pacing decision, and later expansions can be seen as part of a broader storytelling rhythm rather than a patch over a mistake.
What this says about Nintendo’s story priorities
Fujibayashi’s explanation also tells us something broader about how these games are built. Tears of the Kingdom is not structured like a tightly linear drama where every character needs a full arc on-screen. It’s an adventure where player freedom is a major pillar, and the story has to be resilient to different play orders and different pacing choices. In that context, a central theme becomes even more important because it keeps the story coherent even when the player is off cooking dubious meals and launching themselves into the sky with questionable engineering. If you’ve ever spent two hours building a contraption only to realize it’s basically a fancy way to fall off a cliff, you know what I mean. The narrative has to stay strong even when the player is, politely speaking, being a chaos gremlin.
Keeping momentum without losing heart
Holding back on the ancient Sages is one way to protect momentum. The game can deliver big historical beats without demanding that players absorb a whole new cast at the same depth as the present-day characters. That helps the emotional core stay centered where the game wants it. It also prevents tonal whiplash, where the player is asked to mourn or celebrate characters they’ve only met for a few minutes. When a story asks us to feel deeply, it needs to earn that feeling with time and attention. Tears of the Kingdom chooses not to make that ask of the player for the ancient Sages, and that’s consistent with Fujibayashi’s point about the story growing too much if everything were expanded.
Leaving doors open without leaving players lost
There’s a fine line between leaving doors open and leaving players confused. The Imprisoning War flashbacks walk that line by giving enough information for the main story stakes to make sense while still keeping parts of the past vague. Fujibayashi’s explanation is basically a statement of intent: the vagueness is there to preserve the shape of the main story. When later materials attach names and details, that’s not necessarily a retcon. It can be the natural result of having more room to explore the era once the main game has already delivered its central arc. The important thing is that the main experience remains understandable on its own. The extra detail is a bonus layer, not a required homework assignment.
How we can reread Tears of the Kingdom with this in mind
Once we understand that the mystery was deliberate, it changes how we interpret those scenes. Instead of treating the masked Sages as “missing information,” we can treat them as “controlled information.” That shift makes the flashbacks feel less like they’re withholding and more like they’re curating. It also encourages us to pay attention to what the game does show: the roles, the unity across peoples, and the way the past is framed as a foundation for the present. We don’t need every ancient character to be fully introduced for the story to land. We need the past to feel meaningful, and we need the present to feel urgent. That’s what the structure is built to deliver.
A practical checklist for revisiting key scenes
If you rewatch the Imprisoning War memories, it helps to look for the story’s priorities instead of the story’s missing pieces. Ask yourself: what is this scene trying to make us feel about the scale of the conflict? What does it establish about alliances, leadership, and sacrifice? How does it reinforce the main thread of the present-day adventure rather than pulling us into a separate historical drama? Also, notice how consistently the Sages are framed as part of a group rather than as individuals, and how the masks keep them in that “legendary” register. It’s a bit like listening to a song and realizing the bassline was doing all the work. Once you hear it, you can’t unhear it.
The one takeaway to keep in your pocket
The simplest takeaway is this: Tears of the Kingdom chose focus, and the masked, unnamed Sages were part of that decision. Fujibayashi’s comment makes it clear that showing their faces and personalities would have expanded the story beyond what the main experience was trying to carry. Whether you love that restraint or wish the game had made different tradeoffs, the intent is now on the table. That knowledge can make the mystery feel more purposeful, and it can make later spotlights on the Imprisoning War feel more satisfying because they’re answering curiosity the game intentionally created. We can want more detail while also appreciating why the game didn’t stop to deliver it in the middle of an already massive adventure.
Conclusion
So why were the Imprisoning War Sages kept masked and unnamed in Tears of the Kingdom? Fujibayashi’s answer boils down to focus and scale: the main story had a central theme, and fully revealing those characters would have made the story grow too much. That’s not a hand-wave, it’s a classic creative trade. The game chose to keep the past mythic and streamlined so the present-day arc could breathe, and the ancient cast could function as pillars of history rather than a second ensemble competing for attention. If you felt frustrated by the lack of detail, you’re not wrong to feel it. The game absolutely invites curiosity. But now we know the mystery wasn’t a loose thread. It was a deliberate knot, tied to protect pacing and narrative weight. And once names like Ardi, Qia, Raphica, and Agraston enter the conversation through later spotlights, it becomes easier to see the bigger plan: let the legend land first, then let the people behind it step forward when there’s room.
FAQs
- Did Tears of the Kingdom ever reveal the ancient Sages’ faces?
- No. In the Imprisoning War flashbacks, the Sages are presented with masks and are not shown unmasked during those sequences, which keeps their identities intentionally distant.
- What was Fujibayashi’s main reason for keeping the Sages unnamed and masked?
- He said the main story had a central theme, and if the Sages’ personalities and faces were shown, the story would have grown too much. So the team intentionally held back details to protect focus and scope.
- What names are associated with the Imprisoning War Sages in later coverage?
- Reporting around the Imprisoning War era has used names including Ardi (Gerudo), Qia (Zora), Raphica (Rito), and Agraston (Goron), giving clearer identifiers to figures TotK kept anonymous.
- Does learning the names change what TotK’s story means?
- It doesn’t change the intent of TotK’s presentation, but it does change how we talk about the past. Names turn silhouettes into individuals, which can make the Imprisoning War feel more personal when later materials put those characters in focus.
- How should we think about the flashbacks after hearing this explanation?
- It helps to treat them as curated fragments designed to support the present-day arc, not as a full historical chronicle. The mystery is part of a pacing choice, not necessarily a missing chapter.
Sources
- [インタビュー]知られざる封印戦争の側面を描く「ゼルダ無双 …, 4Gamer.net, December 18, 2025
- Nintendo explains why it kept the Imprisoning War Sages a mystery in Zelda: Tears of the Kingdom, Nintendo Everything, December 28, 2025
- Nintendo talks about why it kept Imprisoning War Sages a mystery in Zelda: Tears of the Kingdom, My Nintendo News, December 28, 2025
- Meet The Sages (And Zelda’s Maid) In Hyrule Warriors: Age Of Imprisonment, Nintendo Life, October 7, 2025
- いまだから語れる『ゼルダの伝説 ティアーズ オブ ザ キングダム』開発者インタビュー, Famitsu.com, September 6, 2023













