Yoshiaki Koizumi: Difference between revisions

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===Link's Awakening===
===Link's Awakening===
For ''[[The Legend of Zelda: Link's Awakening|Link's Awakening]]'', fellow writer Tanabe was given by the game's director, [[Takashi Tezuka]], a list of things not to include in the game: there would be no [[Hyrule]], no Triforce, and no [[Princess Zelda|Zelda]]. This gave him and Koizumi a lot more freedom to implement their superb story ideas without the burden of keeping the [[Canon|canon]] in mind. Tanabe explains, "I recall having a lot of trouble with storyline consistency in {{Tt|A Link to the Past|ALttP}}, and this meant I could leave out the stuff that got bottlenecked. … I then wrote a script that fit my vision of an egg hatching on a mountaintop ending the world with Koizumi's 'Your dream? Or someone else's dream?' Koizumi worked on the main thread of the story and I did the odd characters."<ref name="LA Questionaire">{{Cite|[[Interview:Shogakukan Link's Awakening DX Guide|Link's Awakening DX Developer Questionaire]], translated by GlitterBerri}}</ref>
For ''[[The Legend of Zelda: Link's Awakening|Link's Awakening]]'', fellow writer Tanabe was given by the game's director, [[Takashi Tezuka]], a list of things not to include in the game: there would be no [[Hyrule]], no Triforce, and no [[Princess Zelda|Zelda]]. This gave him and Koizumi a lot more freedom to implement their superb story ideas without the burden of keeping the canon in mind. Tanabe explains, "I recall having a lot of trouble with storyline consistency in {{Tt|A Link to the Past|ALttP}}, and this meant I could leave out the stuff that got bottlenecked. … I then wrote a script that fit my vision of an egg hatching on a mountaintop ending the world with Koizumi's 'Your dream? Or someone else's dream?' Koizumi worked on the main thread of the story and I did the odd characters."<ref name="LA Questionaire">{{Cite|[[Interview:Shogakukan Link's Awakening DX Guide|Link's Awakening DX Developer Questionaire]], translated by GlitterBerri}}</ref>


Following with most of the early Zelda titles, which were developed gameplay first, story second, they didn't need a writer until later in development. When the time came to work on the [[Link's Awakening Story|story]], they called Koizumi in from another division.<ref name="Iwata Asks" /> Like his last Zelda game, he came in to work on the manual, and again, it didn't have much of a story in place, so he had to make it up himself.<ref name="Wired" /> ''Link's Awakening'' had a unique development process, which was more like an after-school club than the disciplined teams with well-defined roles that create software today.<ref name="Iwata Asks" /> People did whatever work needed to be done, and Koizumi ended up making the story for the entire game. Miyamoto didn't give the team much attention as producer, so Koizumi had almost free reign as long as he didn't push the story too much and make Miyamoto angry.<ref name="Wired" />
Following with most of the early Zelda titles, which were developed gameplay first, story second, they didn't need a writer until later in development. When the time came to work on the [[Link's Awakening Story|story]], they called Koizumi in from another division.<ref name="Iwata Asks" /> Like his last Zelda game, he came in to work on the manual, and again, it didn't have much of a story in place, so he had to make it up himself.<ref name="Wired" /> ''Link's Awakening'' had a unique development process, which was more like an after-school club than the disciplined teams with well-defined roles that create software today.<ref name="Iwata Asks" /> People did whatever work needed to be done, and Koizumi ended up making the story for the entire game. Miyamoto didn't give the team much attention as producer, so Koizumi had almost free reign as long as he didn't push the story too much and make Miyamoto angry.<ref name="Wired" />
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