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

Jump to navigation Jump to search
Want an adless experience? Log in or Create an account.
no edit summary
m (already linked at the top; also a redirect page)
No edit summary
Line 1: Line 1:
{{IncInterview}}
{{Interview|2008-05-08
{{Interview|2008-05-08
|date = May 8, 2008
|date = May 8, 2008
Line 16: Line 14:
{{Interview/A|Iwata|Yeah}}
{{Interview/A|Iwata|Yeah}}


{{Interview/A|Miyamoto|Where's the producer, Mr. [[Eiji Aonuma|Aonuma]]? And there is one more producer behind Link's Crossbow Training besides Mr. Aonuma.}}
{{Interview/A|Miyamoto|Where's the producer, Mr. [[Eiji Aonuma|Aonuma]]? And there is one more producer behind [[Link's Crossbow Training]] besides Mr. Aonuma.}}


{{Interview/A|Iwata|Mr. Tezuka is also a producer, right?}}
{{Interview/A|Iwata|Mr. Tezuka is also a producer, right?}}
Line 28: Line 26:
{{Interview/A|Iwata|And why do you like those games?}}
{{Interview/A|Iwata|And why do you like those games?}}


{{Interview/A|Miyamoto|I think it is more comfortable, more natural. We are creatures of habit. We don't look at our feet when we're walking around, and we're always trying desperately to take in the scenery while we're living our lives. So, even in these games I want people to be able to get really into the 3D geography, so it feels like you're really there, since I think it's a really natural thing to be able to look around while you're walking. At first when we were developing The Legend of Zelda: Ocarina of Time, I even proposed using a first-person perspective.}}
{{Interview/A|Miyamoto|I think it is more comfortable, more natural. We are creatures of habit. We don't look at our feet when we're walking around, and we're always trying desperately to take in the scenery while we're living our lives. So, even in these games I want people to be able to get really into the 3D geography, so it feels like you're really there, since I think it's a really natural thing to be able to look around while you're walking. At first when we were developing [[The Legend of Zelda: Ocarina of Time]], I even proposed using a first-person perspective.}}


{{Interview/A|Iwata|Ocarina of Time from a first-person perspective!?}}
{{Interview/A|Iwata|Ocarina of Time from a first-person perspective!?}}
Line 34: Line 32:
{{Interview/A|Miyamoto|I thought that might surprise you! (laughs)
{{Interview/A|Miyamoto|I thought that might surprise you! (laughs)


I thought that the FPS system would be the best way of enabling players to take in the vast terrain of the Hyrule Field. Besides, by not having the player's character on the screen, we can spend more time and machine power on creating enemies and the environments.}}
I thought that the FPS system would be the best way of enabling players to take in the vast terrain of the [[Hyrule Field]]. Besides, by not having the player's character on the screen, we can spend more time and machine power on creating enemies and the environments.}}


{{Interview/A|Iwata|During the Nintendo 64 era you had to keep hardware limitations in mind, didn't you?}}
{{Interview/A|Iwata|During the Nintendo 64 era you had to keep hardware limitations in mind, didn't you?}}


{{Interview/A|Miyamoto|Well, although I had originally planned to make a game with a first-person perspective, the idea of having a child Link in the game was born, and then it became necessary for the hero to be seen on the screen.}}
{{Interview/A|Miyamoto|Well, although I had originally planned to make a game with a first-person perspective, the idea of having a child [[Link]] in the game was born, and then it became necessary for the hero to be seen on the screen.}}


{{Interview/A|Iwata|I see. So, if the hero isn't visible on screen, it's really hard to tell the difference between adult Link and the child Link, right?}}
{{Interview/A|Iwata|I see. So, if the hero isn't visible on screen, it's really hard to tell the difference between adult Link and the child Link, right?}}
Line 96: Line 94:
{{Interview/A|Iwata|So what made you decide to use Zelda in the creation of a FPS bridge-building game?}}
{{Interview/A|Iwata|So what made you decide to use Zelda in the creation of a FPS bridge-building game?}}


{{Interview/A|Miyamoto|Well, once we finished the Ocarina of Time, we decided to make Majora's Mask as a kind of side story.}}
{{Interview/A|Miyamoto|Well, once we finished the Ocarina of Time, we decided to make [[The Legend of Zelda: Majora's Mask|Majora's Mask]] as a kind of side story.}}


{{Interview/A|Iwata|Oh right, I remember that. When I first heard of the idea for Link's Crossbow Training it really reminded me of Majora's Mask. I remember thinking that it was aiming to make use of the game world and game system of Twilight Princess in a different setting.}}
{{Interview/A|Iwata|Oh right, I remember that. When I first heard of the idea for Link's Crossbow Training it really reminded me of Majora's Mask. I remember thinking that it was aiming to make use of the game world and game system of [[The Legend of Zelda: Twilight Princess|Twilight Princess]] in a different setting.}}


{{Interview/A|Miyamoto|Yeah, that's true. The terrain created for Twilight Princess was vast. And honestly, I really thought there was more we could do with it. Those sort of sentiments always cross our minds in video game development though... (smiles).}}
{{Interview/A|Miyamoto|Yeah, that's true. The terrain created for Twilight Princess was vast. And honestly, I really thought there was more we could do with it. Those sort of sentiments always cross our minds in video game development though... (smiles).}}
Line 230: Line 228:
{{Interview/A|Iwata|Terminator!?}}
{{Interview/A|Iwata|Terminator!?}}


{{Interview/A|Miyamoto|Yeah, they vetoed that idea immediately (laughs). You remember the Hidden Village in Twilight Princess? Well, I personally love that spaghetti western-like setting, and we re-created the scene because we wanted people to be able to find joy in FPS games. I also thought that if you were able to use the Wii Zapper with it, it would be even more fun. So we finally decided to give Link a crossbow, but the problem then became what to do about rapid-fire capabilities (smiling). Shooting a gun in machine gun style rapid-fire is really satisfying, but having a crossbow that was able to shoot rapid-fire seemed a little unrealistic. But in the end we kind of decided, well, it's really just for fun, so whatever, and we gave it rapid-fire capabilities. (laughs)}}
{{Interview/A|Miyamoto|Yeah, they vetoed that idea immediately (laughs). You remember the [[Hidden Village]] in Twilight Princess? Well, I personally love that spaghetti western-like setting, and we re-created the scene because we wanted people to be able to find joy in FPS games. I also thought that if you were able to use the Wii Zapper with it, it would be even more fun. So we finally decided to give Link a crossbow, but the problem then became what to do about rapid-fire capabilities (smiling). Shooting a gun in machine gun style rapid-fire is really satisfying, but having a crossbow that was able to shoot rapid-fire seemed a little unrealistic. But in the end we kind of decided, well, it's really just for fun, so whatever, and we gave it rapid-fire capabilities. (laughs)}}


{{Interview/A|Iwata|This is my final question. What sort of people do you hope to reach with the Wii Zapper?}}
{{Interview/A|Iwata|This is my final question. What sort of people do you hope to reach with the Wii Zapper?}}
Line 246: Line 244:


{{IwataAsksFooter}}
{{IwataAsksFooter}}
{{Cat|Iwata Asks|2008-05-08}}
{{Cat|Link's Crossbow Training Interviews|2008-05-08}}
{{Cat|Interviews with Shigeru Miyamoto|2008-05-08}}

Navigation menu