Interview:IGN February 12th 2015: Difference between revisions

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{{Infobox|interview|2015-02-17
{{Infobox|interview|2015-02-12
| date = February 17, 2015
| date = February 12, 2015
| interviewee = [[Eiji Aonuma]]
| interviewee = [[Eiji Aonuma]]
| interviewer = IGN
| interviewer = IGN
| description = Aonuma comments on some of the changes in ''[[The Legend of Zelda: Majora's Mask 3D|Majora's Mask 3D]]'' and the teases leading up to its release.
| description = Aonuma comments on some of the changes in ''[[The Legend of Zelda: Majora's Mask 3D|Majora's Mask 3D]]'' and the teases leading up to its release.
| source = [http://www.ign.com/articles/2015/02/17/9-things-you-didnt-know-about-zelda-majoras-mask-3ds]
| source = [http://www.ign.com/articles/2015/02/13/zelda-majoras-mask-3ds-producer-remakes-kind-of-hurt][http://www.ign.com/articles/2015/02/17/9-things-you-didnt-know-about-zelda-majoras-mask-3ds][http://www.ign.com/articles/2015/02/17/why-we-havent-seen-another-zelda-like-majoras-mask]
}}
}}
{{Interview/Q|IGN|[Please] recap the experience of revisiting [your] own work from 15 years ago.}}
{{Interview/A|Aonuma|T​o put it as bluntly as I possibly can, remakes kind of hurt. You're looking at all the decisions you were making and sometimes you're saying to yourself, 'I can't believe I was thinking about it like that,' or, 'Why did I think it was okay to make the user do that in that situation?'<br/><br/>This is something that [[Shigeru Miyamoto|Mr. Miyamoto]] made a point of telling me at one time. He said, '​you need to look back and learn more from the work you've already done, before you go on to making something new.' I have to say, that can be a really uncomfortable experience, but I also feel like I learned so much. I'm actually really grateful that I had the opportunity to do something like that at work.}}


{{Interview/Q|IGN|How long have you wanted to talk about [[The Legend of Zelda: Majora's Mask 3D|Zelda: Majora' [''sic''] Mask 3D]]? I feel like, as press, we've been pestering you for a while about it.}}
{{Interview/Q|IGN|How long have you wanted to talk about [[The Legend of Zelda: Majora's Mask 3D|Zelda: Majora' [''sic''] Mask 3D]]? I feel like, as press, we've been pestering you for a while about it.}}


{{Interview/A|Eiji Aonuma|It has been quite a while that I've really wanted to talk about this game, as it turns out. We had tons of questions at Comic-Con about the masks – the little bit of a teaser that was in [[The Legend of Zelda: A Link Between Worlds|A Link Between Worlds]] – and so I knew after that, we needed to get moving quickly.}}
{{Interview/A|Aonuma|It has been quite a while that I've really wanted to talk about this game, as it turns out. We had tons of questions at Comic-Con about the masks – the little bit of a teaser that was in [[The Legend of Zelda: A Link Between Worlds|A Link Between Worlds]] – and so I knew after that, we needed to get moving quickly.}}


{{Interview/Q|IGN|Were all the teases intentional? The mask, the [[???|hand in the toilet bowl]] in [[The Legend of Zelda: Skyward Sword|Skyward Sword]], the summer-themed wallpaper with [[Link]] in a yukata, holding a fan, and wearing [[Majora's Mask]] over his head. Were those all done to that end?}}
{{Interview/Q|IGN|Were all the teases intentional? The mask, the [[???|hand in the toilet bowl]] in [[The Legend of Zelda: Skyward Sword|Skyward Sword]], the summer-themed wallpaper with [[Link]] in a yukata, holding a fan, and wearing [[Majora's Mask]] over his head. Were those all done to that end?}}
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{{Interview/A|Aonuma|That's a really hard thing to put a number on. If we talked about every single thing that was different in any way, I mean, that would be a tremendously large number. But if we limit it to just really big changes, I think that would probably be around 20 to 30 or so.}}
{{Interview/A|Aonuma|That's a really hard thing to put a number on. If we talked about every single thing that was different in any way, I mean, that would be a tremendously large number. But if we limit it to just really big changes, I think that would probably be around 20 to 30 or so.}}
'''[about "the origins of Majora's Mask, and why the Japanese video game maker hasn't experimented with a one-year development cycle since]'''
{{Interview/A|Aonuma|It's interesting, because there's definitely this way that we talk about that sort of thing in development circles here in Japan. It's often presented as a challenge to the developers themselves to accomplish something like that, because it can be very difficult to do. Since I've been in the role of producer, though, it's not something that's been presented to me as a challenge to take on very often.<br/><br/>Sometimes I think about issuing it as a challenge to developers that I'm working with.<br/><br/>When I think about the kinds of games that you're describing, where you took the engine and you took some of the original assets and made a new game from that, you know, the kind of creation flow that we had for Majora's Mask wasn't limited just to those ideas. We also had to think about how we wanted to change the world, to take something kind of familiar and then warp it.<br/><br/>I definitely like that sort of a challenge. I think it's really fun to think about how you would take that sort of a game in a different direction. For me, in order to properly consider doing that again in the future, I think you really need a compelling topic or a theme with which to start.}}




{{Cat|Majora's Mask 3D Interviews|2015-02-17}}
{{Cat|Majora's Mask 3D Interviews|2015-02-12}}
{{Cat|Interviews with Eiji Aonuma|2015-02-17}}
{{Cat|Interviews with Eiji Aonuma|2015-02-12}}

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