Interview:Game Informer December 10th 2011: Difference between revisions

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'''Skyward Sword's story doesn't follow the predictable path of earlier titles. As you create more Zelda games, do you have the desire to create stories that stand out from the more simplistic tales that the series started out with?'''
'''Skyward Sword's story doesn't follow the predictable path of earlier titles. As you create more Zelda games, do you have the desire to create stories that stand out from the more simplistic tales that the series started out with?'''


'''Eiji Aonuma:''' I wouldn't say that we were striving to create a deeper story this time around necessarily. We started with the idea for the overall game. One of the main themes that drove us this time was wanting people to explore the world. The impetus for Link going out and exploring the world became Zelda falling down below and Link needing to find her. But of course the challenge with a story like this is, once you find her, there's no longer any need to continue exploring. We looking for ways to draw that experience out… so when it seemed like you were just about to get back together with Zelda, something would happen, and it would shift. The goal has really been not necessarily making the story deeper, but making it more interesting so that it keeps the player wanting to play all the way through to the end of the game.
'''Eiji Aonuma:''' I wouldn't say that we were striving to create a deeper story this time around necessarily. We started with the idea for the overall game. One of the main themes that drove us this time was wanting people to explore the world. The impetus for Link going out and exploring the world became Zelda falling down below and Link needing to find her. But of course the challenge with a story like this is, once you find her, there's no longer any need to continue exploring. We were looking for ways to draw that experience out… so when it seemed like you were just about to get back together with Zelda, something would happen, and it would shift. The goal has really been not necessarily making the story deeper, but making it more interesting so that it keeps the player wanting to play all the way through to the end of the game.




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