Interview:Iwata Asks: Link's Crossbow Training: Difference between revisions

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{{Interview/A|Miyamoto|For example, just for arguments sake, let's say that it takes 10 minutes to finish one thing in the game – you might not feel like trying to do it again if you fail. The longer you play, the more you should get into it. So if something only takes you three minutes to complete, you'll still want to try it again if you mess up.}}
{{Interview/A|Miyamoto|For example, just for arguments sake, let's say that it takes 10 minutes to finish one thing in the game – you might not feel like trying to do it again if you fail. The longer you play, the more you should get into it. So if something only takes you three minutes to complete, you'll still want to try it again if you mess up.}}


<b>Iwata:</b> Definitely, if you think you're going to keep getting better at the game, you're going to want to keep playing it.<br><br>
{{Interview/A|Iwata|Definitely, if you think you're going to keep getting better at the game, you're going to want to keep playing it.}}


<b>Miyamoto:</b> There are lots of reasons for playing video games; because you want to get to the next level, or because you want to see what the next boss you have to fight looks like. I'm told all the time that these kinds of "rewards" really matter to people. But I don't think that's necessarily true. What I'm always saying, not only regarding Link's Crossbow Training, but in general too, is that it's the process that must be fun for people if they're going to really enjoy the game.<br><br>
{{Interview/A|Miyamoto|There are lots of reasons for playing video games; because you want to get to the next level, or because you want to see what the next boss you have to fight looks like. I'm told all the time that these kinds of "rewards" really matter to people. But I don't think that's necessarily true. What I'm always saying, not only regarding Link's Crossbow Training, but in general too, is that it's the process that must be fun for people if they're going to really enjoy the game.}}


<b>Iwata:</b> So you mean if the "journey" is fun, then the ending, or the result, really doesn't matter?<br><br>
{{Interview/A|Iwata|So you mean if the "journey" is fun, then the ending, or the result, really doesn't matter?}}


<b>Miyamoto:</b> Yeah. The fact is, the journey is really the reward. And there are times when game creators use well-made "rewards" as the excuse. For example, if someone invents an ending that they're really proud of, that they just think is fantastic, then they might end up settling for a less-than-splendid journey. But that's a definite case of getting your priorities mixed up. So with Link's Crossbow Training, I really saw it as my responsibility to make sure that the creators didn't get too caught up with the reward, and focus instead on making the journey itself the fun part. I even told them not to make any bosses.<br><br>
{{Interview/A|Miyamoto|Yeah. The fact is, the journey is really the reward. And there are times when game creators use well-made "rewards" as the excuse. For example, if someone invents an ending that they're really proud of, that they just think is fantastic, then they might end up settling for a less-than-splendid journey. But that's a definite case of getting your priorities mixed up. So with Link's Crossbow Training, I really saw it as my responsibility to make sure that the creators didn't get too caught up with the reward, and focus instead on making the journey itself the fun part. I even told them not to make any bosses.}}


<b>Iwata:</b> No bosses? Really?<br><br>
{{Interview/A|Iwata|No bosses? Really?}}


<b>Miyamoto:</b> I really wanted them to put all their energy into making the journey fun rather than making these fabulous bosses. Even so, at the end we had one boss - I finally gave in because they kept bugging me to let them make three bosses. (laughs) As there was only one boss, they could concentrate their time and energy working only on it, instead of on three bosses.<br><br>
{{Interview/A|Miyamoto|I really wanted them to put all their energy into making the journey fun rather than making these fabulous bosses. Even so, at the end we had one boss - I finally gave in because they kept bugging me to let them make three bosses. (laughs) As there was only one boss, they could concentrate their time and energy working only on it, instead of on three bosses.}}


<b>Iwata:</b> So, basically, I get the impression that the key message you want to relay here with the current project is that it's not the destination, but the journey that really matters.<br><br>
{{Interview/A|Iwata|So, basically, I get the impression that the key message you want to relay here with the current project is that it's not the destination, but the journey that really matters.}}


<b>Miyamoto:</b> Yeah, that's a phrase that I've adhered to recently, so I really tried to make use of it. (laughs)<br><br>
{{Interview/A|Miyamoto|Yeah, that's a phrase that I've adhered to recently, so I really tried to make use of it. (laughs)}}


<b>Iwata:</b> So, in order to make the journey through the game fun, what specifically did you do?<br><br>
{{Interview/A|Iwata|So, in order to make the journey through the game fun, what specifically did you do?}}


<b>Miyamoto:</b> Well, basically the goal was to get people to use the software with the Wii Zapper and think, 'wow, the Wii Zapper is really easy and fun to use'. So, simply aiming and shooting at a target is fine, but we have also included a number of tricks within demo screens. That way, every time you play you figure out something new about the game, and then you want to keep playing. And whether or not you can get high scores depends on how you get to grips with some of the hidden challenges involved.<br><br>
{{Interview/A|Miyamoto|Well, basically the goal was to get people to use the software with the Wii Zapper and think, 'wow, the Wii Zapper is really easy and fun to use'. So, simply aiming and shooting at a target is fine, but we have also included a number of tricks within demo screens. That way, every time you play you figure out something new about the game, and then you want to keep playing. And whether or not you can get high scores depends on how you get to grips with some of the hidden challenges involved.}}


<b>Iwata:</b> Because you can't get a high score by just shooting haphazardly, right?<br><br>
{{Interview/A|Iwata|Because you can't get a high score by just shooting haphazardly, right?}}


<b>Miyamoto:</b> Yeah, you really have to think about how you can keep raising your score.<br><br>
{{Interview/A|Miyamoto|Yeah, you really have to think about how you can keep raising your score.}}


<b>Iwata:</b> That aspect of the game sounds like quintessential Zelda.<br><br>
{{Interview/A|Iwata|That aspect of the game sounds like quintessential Zelda.}}


<b>Miyamoto:</b> And the staff always wanted to make something more than just another shooting game, so they were really into making something unique. For example, when a path splits and you can choose your route, they might put certain objects...<br><br>
{{Interview/A|Miyamoto|And the staff always wanted to make something more than just another shooting game, so they were really into making something unique. For example, when a path splits and you can choose your route, they might put certain objects...}}


<b>Iwata:</b> Well, let's not spoil the surprise for the people who haven't played it yet! (laughs) Ok, now let's move on to the topic of the Wii Zapper.<br><br>
{{Interview/A|Iwata|Well, let's not spoil the surprise for the people who haven't played it yet! (laughs) Ok, now let's move on to the topic of the Wii Zapper.}}


==Wire and rubber bands as inspiration==
==Wire and rubber bands as inspiration==
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