Interview:NTSC-UK August 20th 2003: Difference between revisions

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{{Infobox|interview|2003-08-20
{{Infobox|interview|2003-08-20
|date = August 20, 2003
|date = August 20, 2003
|interviewee = [[Eiji Aonuma]]<br>[[Shigeru Miyamoto]]
|interviewee = [[Eiji Aonuma]]<br/>[[Shigeru Miyamoto]]
|interviewer = NTSC-UK
|interviewer = NTSC-UK
|description = Aonuma and Miyamoto discuss ''[[The Legend of Zelda: The Wind Waker|The Wind Waker]]''.
|description = Aonuma and Miyamoto discuss ''[[The Legend of Zelda: The Wind Waker|The Wind Waker]]''.
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{{Interview/Q|NTSC-UK|So what are these new concepts you're moving forward to the next game?}}
{{Interview/Q|NTSC-UK|So what are these new concepts you're moving forward to the next game?}}


{{Interview/A|Yasuhiro Minagawa|[After lengthy and good humoured exchange between all 3 of them]<br>It's my responsibility to stop them talking about their new ideas for Zelda!}}
{{Interview/A|Yasuhiro Minagawa|[After lengthy and good humoured exchange between all 3 of them]<br/>It's my responsibility to stop them talking about their new ideas for Zelda!}}


{{Interview/Q|NTSC-UK|Facial Expressions seem to be an intrinsic part of the new game, how did that come about?}}
{{Interview/Q|NTSC-UK|Facial Expressions seem to be an intrinsic part of the new game, how did that come about?}}


{{Interview/A|Aonuma|When we first started working on the toon-shading technologies we came up with very rough prototypes for the characters, and the first thing I noticed is that you can tell where a character's looking by following their eyes. It was very interesting and at the beginning our original idea was just that eyeballs could sometimes move. But as we wrote the game, it became clear we could make use of the eyeball movement a lot more, like when the character is in some mysterious place he may be glancing somewhere with his eyes and when the player watches him on the monitor he realises there's got to be something over there. So more and more we were incorporating that kind of idea into the game, but it was not originally my intention to make use of the eyeball expressions and equally as we worked with the ideas more of the character himself became vividly alive and so watching our own created character become increasingly animated over the course of his development was really important to us.<br><br>In Japan we have a saying: the eyes can tell as much truth as your mouth.}}
{{Interview/A|Aonuma|When we first started working on the toon-shading technologies we came up with very rough prototypes for the characters, and the first thing I noticed is that you can tell where a character's looking by following their eyes. It was very interesting and at the beginning our original idea was just that eyeballs could sometimes move. But as we wrote the game, it became clear we could make use of the eyeball movement a lot more, like when the character is in some mysterious place he may be glancing somewhere with his eyes and when the player watches him on the monitor he realises there's got to be something over there. So more and more we were incorporating that kind of idea into the game, but it was not originally my intention to make use of the eyeball expressions and equally as we worked with the ideas more of the character himself became vividly alive and so watching our own created character become increasingly animated over the course of his development was really important to us.<br/><br/>In Japan we have a saying: the eyes can tell as much truth as your mouth.}}


{{Interview/Q|NTSC-UK|What's your favourite in-game event in the Zelda series so far?}}
{{Interview/Q|NTSC-UK|What's your favourite in-game event in the Zelda series so far?}}
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{{Interview/A|Aonuma|When I was creating Majora's Mask, I worked on creating single events but in The Wind Waker I was in charge of the whole general storyline, not just to the specific event ideas. So as far as I can tell you about what I like, it wasn't about any single event happening – it was how all the events fitted together. That's the thing I like most.}}
{{Interview/A|Aonuma|When I was creating Majora's Mask, I worked on creating single events but in The Wind Waker I was in charge of the whole general storyline, not just to the specific event ideas. So as far as I can tell you about what I like, it wasn't about any single event happening – it was how all the events fitted together. That's the thing I like most.}}


{{Interview/A|Miyamoto|I talked about ideas being Mario-like or Zelda-like and that we sort them out, but what is more important is the impression, or sometimes illusion, that the game player feels as if he's exploring the world of [[Hyrule]]. Using video technologies, including 3D technologies, it became possible for us to vividly reproduce that kind of realistic experience. In Hyrule, for example, when Link has gigantic heads looking at him, that event was vividly reproduced through the incorporation of 3D technology and any events associated with it can now have a feeling that you are inside the game and you are now encountering the enemy. They were most memorable.<br><br>It may be a trivial thing to add but in the very first original Legend of Zelda game some of the enemies confidentially gave you money and said, "Don't tell anybody else". It's a small thing, and in terms of technology it didn't require any high-tech, yet in terms of the game idea it's a very important because it's kind of telling you, you should get relaxed and enjoy yourself. So that kind of atmosphere is something that I always try and make in my games.}}
{{Interview/A|Miyamoto|I talked about ideas being Mario-like or Zelda-like and that we sort them out, but what is more important is the impression, or sometimes illusion, that the game player feels as if he's exploring the world of [[Hyrule]]. Using video technologies, including 3D technologies, it became possible for us to vividly reproduce that kind of realistic experience. In Hyrule, for example, when Link has gigantic heads looking at him, that event was vividly reproduced through the incorporation of 3D technology and any events associated with it can now have a feeling that you are inside the game and you are now encountering the enemy. They were most memorable.<br/><br/>It may be a trivial thing to add but in the very first original Legend of Zelda game some of the enemies confidentially gave you money and said, "Don't tell anybody else". It's a small thing, and in terms of technology it didn't require any high-tech, yet in terms of the game idea it's a very important because it's kind of telling you, you should get relaxed and enjoy yourself. So that kind of atmosphere is something that I always try and make in my games.}}


{{Interview/Q|NTSC-UK|Was it more difficult taking Mario from 2D into 3D than it was Zelda due to Mario's innate 2D simplicity?}}
{{Interview/Q|NTSC-UK|Was it more difficult taking Mario from 2D into 3D than it was Zelda due to Mario's innate 2D simplicity?}}

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