Interview:Game Informer October 2011: Difference between revisions

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<section begin=timeline />{{Interview/A|Aonuma|Obviously we've made so many games now that we can't help but think about how those games connect to one another. However, that consideration comes late in the development process. When we create a new game, we don't start with a preset notion of what the story is going to be or how it's going to flow. We start by focusing in on what the core gameplay element is going to be and then develop from that.<br><br>There is a document on my computer that has a stamp on it that says "Top Secret." I actually haven't even shown it to many of the staff members. One of the special privileges of being the producer of the series is that I have the right as we're finalizing the game's story to then decide where it fits in.<br><br>[Aonuma says he is afraid that revealing the official Nintendo [[Timeline|timeline]] would lead future Zelda teams to focus on the story more than the gameplay.] People start to focus in on the storyline and gaps in the timeline. [This is a] backward way of creating a game.}}<section end=timeline />
<section begin=timeline />{{Interview/A|Aonuma|Obviously we've made so many games now that we can't help but think about how those games connect to one another. However, that consideration comes late in the development process. When we create a new game, we don't start with a preset notion of what the story is going to be or how it's going to flow. We start by focusing in on what the core gameplay element is going to be and then develop from that.<br><br>There is a document on my computer that has a stamp on it that says "Top Secret." I actually haven't even shown it to many of the staff members. One of the special privileges of being the producer of the series is that I have the right as we're finalizing the game's story to then decide where it fits in.<br><br>[Aonuma says he is afraid that revealing the official Nintendo [[Timeline|timeline]] would lead future Zelda teams to focus on the story more than the gameplay.] People start to focus in on the storyline and gaps in the timeline. [This is a] backward way of creating a game.}}<section end=timeline />


{{Interview/A|Aonuma|Wakai actually created that [[[Zelda's Lullaby]] played backwards in the Skyward Sword main theme]. He did it secretly and didn't let me know. It wasn't just a matter of them being silly or playing around but really looking at what they can do with the music that would draw on the rich musical history of the series but still offer something new. The main theme is called '[[The Goddess' Song]].' There is an intentional connection between the [[Hylia|Goddess]] and [[Princess Zelda|Zelda]], so we wanted those two songs to relate to one another.}}
{{Interview/A|Aonuma|Wakai actually created that [[Zelda's Lullaby]] played backwards in the Skyward Sword main theme]. He did it secretly and didn't let me know. It wasn't just a matter of them being silly or playing around but really looking at what they can do with the music that would draw on the rich musical history of the series but still offer something new. The main theme is called '[[The Goddess' Song]].' There is an intentional connection between the [[Hylia|Goddess]] and [[Princess Zelda|Zelda]], so we wanted those two songs to relate to one another.}}


{{Interview/A|Wakai|It'll [an original composition by [[Koji Kondo]]] be the song you hear before actually starting the game. Mr. Kondo did something interesting with the arrangement. He requested that when we record it with the orchestra, there must be a bugle that sounds as if it's coming from off in the distance. When you hear that sound in the prologue, what sounds almost like a military bugle, it adds this great feeling to it.}}
{{Interview/A|Wakai|It'll [an original composition by [[Koji Kondo]]] be the song you hear before actually starting the game. Mr. Kondo did something interesting with the arrangement. He requested that when we record it with the orchestra, there must be a bugle that sounds as if it's coming from off in the distance. When you hear that sound in the prologue, what sounds almost like a military bugle, it adds this great feeling to it.}}