Interview:GamesTM November 2013

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GamesTM November 2013


November 2013





Aonuma discusses his creative process.


Aonuma: We are planning on using things like the Wii U GamePad user interface, how you can use the map like a GPS and the intuitive aiming using motion controls in the next Zelda game too. I'd also like to be able to bring the experience of being able to explore the Great Sea however you want to locations other than the sea.
Aonuma: I cannot talk of this in detail, but we frequently find solutions to a problem in one title when working on another. When you focus too much on one title, you are prone to take a very narrow minded approach and I guess you could say working on other titles widens your perspective.

The sense of a job well done I get as a result of all these efforts makes me truly happy. Also, when you are working on a number of titles at once you can share information about what works well or badly between the teams. This helps improve the quality of each of the games so there are lots of good things about working like this. The downside is that even when work on one game is over there is still another one there, so I never get a break. My family isn't so pleased about that. It's quite a challenge trying to keep them happy.
Aonuma: I always make these games with the thought that this is going to be my last. However, every time we finish work on it, I always still have regrets, wishing that we could do this or that, and end up wanting to make another Zelda game. I guess that could come to a close if I finally make a perfect game, but perhaps I would not be able to create such a thing even if I spent my whole life on it. However, I know I won't be able to keep working as a developer forever, so I really would like to create something as close to perfection as possible not too far into the future and be able to retire with no regrets.