Aonuma: There was a sense that we had made The Legend of Zelda: Twilight Princess too big. We felt like we weren't able to fully leverage its scale and not quite package it into one solid piece. So we wanted to make sure we first built a strong foundation for the game and then create a compact, yet solid playing experience.
Iwata: I see. You're not saying there was too much to enjoy, but rather you might have been able to increase the density of game elements while packaging so many stages and other ideas in its vast world.
Miyamoto: Yeah, it's really more...it's not about game density, but about the density of play.
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Iwata: Miyamoto-san your EAD team’s approach in making games could defined as a team that focuses on new ways to play rather than creating a new world. Even so, when a world gets as big as The Legend of Zelda I think the need to build out the world, the settings, and creating the scenarios including all of the details become very important. But Miyamoto-san, you said that for this new Zelda game you had been placing significant priority on specifically on how the game will be played since it started development.
Miyamoto: Yeah, that’s right. As we’re making Zelda I continue to discuss with Aonuma-san and the team as to why and what makes Zelda so much fun. We talk a lot about what is that flavor of Zelda. I think there’s a sense of realism in being in the land of Hyrule. But I think that realism comes from the characters and the details of the scenes. You need a sense that you are actually doing these actions, that you are in that world.
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Aonuma: Hmm. Well I’ve been talking about this with Miyamoto-san and we’ve been throwing around the phrase “back to basics” as we were asking each other what core elements made The Legend of Zelda games fun.
Iwata: By pursuing why Zelda games are fun, you boil it down and make it denser. That’s what this new game is about, right?
Aonuma: Yes, that’s right. And that’s why we need all the things like story and world design and as we pull these things together we add more and more to make sure people can fully enjoy the game. I feel the process is working, I feel it firsthand that things are coming together nicely. As you start playing and start enjoying the game, all of these elements will gradually fill up your experience, and I think that’s what it’s going to feel like when you play. And that’s what I want people to enjoy when they’re playing the game.