Upending the Tea Table: Difference between revisions

Want an adless experience? Log in or Create an account.
m
Removed an extra space between the references
m (Text replace - "\<ref>\{\{Cite\|([^}]*)}}\<\/ref>" to "{{Ref|$1}}")
m (Removed an extra space between the references)
 
(4 intermediate revisions by 2 users not shown)
Line 1: Line 1:
'''Upending the Tea Table''' is a phrase used to describe when someone, usually [[Shigeru Miyamoto]], steps in toward the end of a game's development to suddenly and radically change its direction. This often involves starting from scratch, rendering a large amount of work worthless. The phrase originates from a scene in a famous Japanese manga called "Star of the Giants", in which an angered father upends the tea table at which the family is eating, spilling dinner on the floor.<ref name="GDC">{{Cite|[[Interview:GDC March 24th 2004|GDC, March 24th 2004]]||Eiji Aonuma}}</ref> [[Eiji Aonuma]] calls it the '''Miyamoto Test''' and sees it as a measure of how well the team is aligning to the essence of Zelda. Although it is destructive, Miyamoto always helps to clean it up and make improvements, and the team usually welcomes his wisdom.<ref name="GDC" />{{Ref|[[Interview:IndustryGamers July 14th 2011|IndustryGamers, July 14th 2011]]}}
'''Upending the Tea Table''' is a phrase used to describe when someone, usually [[Shigeru Miyamoto]], steps in toward the end of a game's development to suddenly and radically change its direction. This often involves starting from scratch, rendering a large amount of work worthless. The phrase originates from a scene in a famous Japanese manga called "Star of the Giants", in which an angered father upends the tea table at which the family is eating, spilling dinner on the floor.{{Ref|name=GDC|[[Interview:GDC March 24th 2004|GDC, March 24th 2004]]||Eiji Aonuma}} [[Eiji Aonuma]] calls it the '''Miyamoto Test''' and sees it as a measure of how well the team is aligning to the essence of Zelda. Although it is destructive, Miyamoto always helps to clean it up and make improvements, and the team usually welcomes his wisdom.{{Ref|name=GDC}}{{Ref|[[Interview:IndustryGamers July 14th 2011|IndustryGamers, July 14th 2011]]}}


==Four Swords Adventures==
==Four Swords Adventures==
Line 18: Line 18:
[[Mahito Yokota]], in charge of sound for ''[[The Legend of Zelda: Ocarina of Time 3D|Ocarina of Time 3D]]'', had redone about half of the songs in a more "up-to-date" style before [[Koji Kondo]] told him that the soundtrack should remain faithful to the original.{{Ref|[[Interview:Iwata Asks: Ocarina of Time 3D (Sound)|Iwata Asks: Ocarina of Time 3D (Sound)]]}}
[[Mahito Yokota]], in charge of sound for ''[[The Legend of Zelda: Ocarina of Time 3D|Ocarina of Time 3D]]'', had redone about half of the songs in a more "up-to-date" style before [[Koji Kondo]] told him that the soundtrack should remain faithful to the original.{{Ref|[[Interview:Iwata Asks: Ocarina of Time 3D (Sound)|Iwata Asks: Ocarina of Time 3D (Sound)]]}}


==References==
==Hyrule Warriors==
<references />
Originally, [[Yosuke Hayashi]], one of the developers for ''[[Hyrule Warriors]]'', planned for it to be closer to a ''Zelda'' game than a ''[[Wikipedia:Dynasty Warriors|Dynasty Warriors]]'' game, adding elements of ''Dynasty Warriors'' onto the ''Zelda'' franchise. This included having [[boss]] battles in [[dungeon]]s and having certain characters in the game. However, Miyamoto upended the tea table and said that his proposal would not be the case, as what they are doing here is grafting ''Zelda'' onto the ''Dynasty Warriors'' experience. This was a reversal to what Hayashi proposed, and ''Hyrule Warriors'' ended up being based on Miyamoto's decision.{{Ref|[[Interview:Nintendo Life September 5th 2014|Nintendo Life, September 5th 2014]]||Eiji Aonuma}}
 
{{References}}
patroller
4,323

edits