Interview:Iwata Asks: Twilight Princess (Part 3): Difference between revisions

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(Created page with "{{IncInterview}} You can view this interview over at <a href="http://us.wii.com/iwata_asks/twilight_princess/part_5/" target="new">Iwata Asks</a> on Nintendo's website.<br><b...")
 
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<b>Part 5 - Make it 120% Zelda!</b><br><br>
==Part 5 - Make it 120% Zelda!==


<b>Miyamoto:</b> So, how did the interviews with the staff go? Did they tell you all sorts of awful stories about me?<br><br>
<b>Miyamoto:</b> So, how did the interviews with the staff go? Did they tell you all sorts of awful stories about me?<br><br>
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<b>Part 6 - The Hands-on Approach</b><br><br>
==Part 6 - The Hands-on Approach==


<b>Iwata:</b> I see... Miyamoto-san, when you're asked what defines Zelda, how do you normally respond? Can you give a definite answer? <br><br>
<b>Iwata:</b> I see... Miyamoto-san, when you're asked what defines Zelda, how do you normally respond? Can you give a definite answer? <br><br>
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<b>Miyamoto:</b> That's good to hear! (laughs) <br><br><br><br>
<b>Miyamoto:</b> That's good to hear! (laughs) <br><br><br><br>


<b>Part 7 - Focusing on the Player's Perspective</b><br><br>
==Part 7 - Focusing on the Player's Perspective==


<b>Iwata:</b> Miyamoto-san, how did you feel when you became fully involved in the development process?<br><br>
<b>Iwata:</b> Miyamoto-san, how did you feel when you became fully involved in the development process?<br><br>
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<b>All:</b> (laughter) <br><br><br><br>
<b>All:</b> (laughter) <br><br><br><br>


<b>Part 8 - A First-rate Link, Even by Nintendo Standards</b><br><br>
==Part 8 - A First-rate Link, Even by Nintendo Standards==


<b>Iwata:</b> Initially, Zelda: Twilight Princess was being developed solely for the GameCube, but you then adapted it for Wii. I'm sure there were many vexing problems along the way, but could you tell me how you found your way through the various complications?<br><br>
<b>Iwata:</b> Initially, Zelda: Twilight Princess was being developed solely for the GameCube, but you then adapted it for Wii. I'm sure there were many vexing problems along the way, but could you tell me how you found your way through the various complications?<br><br>
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<b>Iwata:</b> I suppose that's what makes it Zelda. <br><br><br><br>
<b>Iwata:</b> I suppose that's what makes it Zelda. <br><br><br><br>


<b>Part 9 - Each Philosophy Benefits from the Existence of the Other</b><br><br>
==Part 9 - Each Philosophy Benefits from the Existence of the Other==


<b>Iwata:</b> The image of Wii in the lead-up to its launch has been shaped by the fact that most of the attention is being given to games that can also be easily enjoyed by non-gamers, typified by the Wii Sports package. That's partly due to the fact that Nintendo's primary goal is the expansion of the gamer population. However, that doesn't mean in the least that Nintendo feels the games most enjoyed by our core fans like Zelda aren't important anymore. Quite the contrary - our ambitious plan was to create and launch the ultimate traditional gamer's game at the same time as Wii, a console designed to expand the gamer population. Did the co-existence of these seemingly disparate goals in the company ever make it hard for you to continue with the lengthy development of Zelda, or make you question the value of your work to the company? This is actually a question that I didn't ask the other developers.<br><br>
<b>Iwata:</b> The image of Wii in the lead-up to its launch has been shaped by the fact that most of the attention is being given to games that can also be easily enjoyed by non-gamers, typified by the Wii Sports package. That's partly due to the fact that Nintendo's primary goal is the expansion of the gamer population. However, that doesn't mean in the least that Nintendo feels the games most enjoyed by our core fans like Zelda aren't important anymore. Quite the contrary - our ambitious plan was to create and launch the ultimate traditional gamer's game at the same time as Wii, a console designed to expand the gamer population. Did the co-existence of these seemingly disparate goals in the company ever make it hard for you to continue with the lengthy development of Zelda, or make you question the value of your work to the company? This is actually a question that I didn't ask the other developers.<br><br>
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<b>Aonuma:</b> As do I. Since I've only worked on large, epic games before, I realise that I'll need to start thinking about things from a slightly different point of view from now on. I think that all of the other staff are becoming aware of the need to do this, too. While we don't have any regrets whatsoever about how this Zelda has turned out, the next time we are deciding what kind of game to make, I think the differences between these two philosophies will become a constructive topic for debate. <br><br><br><br>
<b>Aonuma:</b> As do I. Since I've only worked on large, epic games before, I realise that I'll need to start thinking about things from a slightly different point of view from now on. I think that all of the other staff are becoming aware of the need to do this, too. While we don't have any regrets whatsoever about how this Zelda has turned out, the next time we are deciding what kind of game to make, I think the differences between these two philosophies will become a constructive topic for debate. <br><br><br><br>


<b>Part 10 - I Simply Want Everyone to Enjoy this World</b><br><br>
==Part 10 - I Simply Want Everyone to Enjoy this World==


<b>Iwata:</b> Every time I helped with testing in Zelda: Twilight Princess, I find myself taken aback, thinking: "I can't believe you even included this!" And since you've put so much effort into refining the game to that point, in this final interview I think it's only fitting for us to introduce these touches to all the fans who've been patiently waiting for the game's release. Some examples include the changes throughout the four seasons and the weather at the fishing pond, when the water becomes muddy after it rains. Another one is when you drink from one of the jars, the surface of the liquid remains level even when you tilt it. Why has so much time and effort been invested in making these minor details? (laughs) I was really left shaking my head in disbelief when I saw the sheer number of these touches throughout the game. But even though I'm still wondering why would you go to all that trouble, I still really want people to know about these details. I want them to appreciate the lengths you have gone to in order to create such a foolishly detailed world! (laughs)<br><br>
<b>Iwata:</b> Every time I helped with testing in Zelda: Twilight Princess, I find myself taken aback, thinking: "I can't believe you even included this!" And since you've put so much effort into refining the game to that point, in this final interview I think it's only fitting for us to introduce these touches to all the fans who've been patiently waiting for the game's release. Some examples include the changes throughout the four seasons and the weather at the fishing pond, when the water becomes muddy after it rains. Another one is when you drink from one of the jars, the surface of the liquid remains level even when you tilt it. Why has so much time and effort been invested in making these minor details? (laughs) I was really left shaking my head in disbelief when I saw the sheer number of these touches throughout the game. But even though I'm still wondering why would you go to all that trouble, I still really want people to know about these details. I want them to appreciate the lengths you have gone to in order to create such a foolishly detailed world! (laughs)<br><br>
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