Interview:Famitsu November 22nd 2011: Difference between revisions

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{{Interview/A|Aonuma|It's funny, but [[Fi]], the sword-spirit who appears in this game, was something we finished up before we decided this would be a Zelda that used Wii MotionPlus. We already had her as a sword spirit beforehand, and during our announcement at the 2009 E3 show, her design was modeled after the [[Master Sword]]. At the time, though, you used her in a completely different way gamewise than you do now. The MotionPlus swordplay was something that was completed later on, and as a result the game's story and action gameplay came to both focus more on the Master Sword. It wound up coming together pretty well.}}
{{Interview/A|Aonuma|It's funny, but [[Fi]], the sword-spirit who appears in this game, was something we finished up before we decided this would be a Zelda that used Wii MotionPlus. We already had her as a sword spirit beforehand, and during our announcement at the 2009 E3 show, her design was modeled after the [[Master Sword]]. At the time, though, you used her in a completely different way gamewise than you do now. The MotionPlus swordplay was something that was completed later on, and as a result the game's story and action gameplay came to both focus more on the Master Sword. It wound up coming together pretty well.}}


{{Interview/A|Fujibayashi|From our previous experience, we knew that Zelda needed some kind of character that was there to explain the situation to you. [[Link]], the hero, doesn't speak, so you need someone else talking to you if you want to give hints to the player. That sort of character also serves to expand on the game's world -- you have someone who handles navigation for the player and also holds a lot of responsibility for telling the story. Fi is the character who serves all those purposes in this game.<br><br>Something that always gives me trouble when I'm working on Zelda is the fact that, although the point of his adventure is always to save [[Princess Zelda]], that seems more and more contrived the further away Zelda is from Link in terms of relationship. It's like you see this girl for just a moment and you're supposed to want to rescue her because she's probably a princess or something. One of the themes here was to figure out how to really make the player think 'I want to save her!' instead of just making him do so as part of the story progression. The game's story would start to drag if we spent a long time framing this at the start, though, so having them be childhood friends is what we thought was the quickest and easiest way to establish their relationship and portray them in this new world.<br><br>In previous games, once you were separated from Zelda, you really didn't see her again until the very end of the game. That makes it harder to keep the player motivated through the whole adventure. We've tried to make it easier to care for Zelda in this game, but that won't be enough to keep the player going to the end, so you also have several near-misses with Zelda throughout the game. We tried to have it so you miss Zelda only by the slimmest of margins -- you have enemies like [[Ghirahim]] saying things like 'Zelda's right on the other side of this door.'<br><br>There are two reasons for this (Link returning to [[Skyloft]]). First, Aonuma requested that the system you use to choose the field you're adventuring in be simple, streamlined, and compact. Second, I liked skydiving so I wanted to do something like that.}}
{{Interview/A|Fujibayashi|From our previous experience, we knew that Zelda needed some kind of character that was there to explain the situation to you. [[Link]], the hero, doesn't speak, so you need someone else talking to you if you want to give hints to the player. That sort of character also serves to expand on the game's world -- you have someone who handles navigation for the player and also holds a lot of responsibility for telling the story. Fi is the character who serves all those purposes in this game.<br><br>Something that always gives me trouble when I'm working on Zelda is the fact that, although the point of his adventure is always to save [[Zelda|Princess Zelda]], that seems more and more contrived the further away Zelda is from Link in terms of relationship. It's like you see this girl for just a moment and you're supposed to want to rescue her because she's probably a princess or something. One of the themes here was to figure out how to really make the player think 'I want to save her!' instead of just making him do so as part of the story progression. The game's story would start to drag if we spent a long time framing this at the start, though, so having them be childhood friends is what we thought was the quickest and easiest way to establish their relationship and portray them in this new world.<br><br>In previous games, once you were separated from Zelda, you really didn't see her again until the very end of the game. That makes it harder to keep the player motivated through the whole adventure. We've tried to make it easier to care for Zelda in this game, but that won't be enough to keep the player going to the end, so you also have several near-misses with Zelda throughout the game. We tried to have it so you miss Zelda only by the slimmest of margins -- you have enemies like [[Ghirahim]] saying things like 'Zelda's right on the other side of this door.'<br><br>There are two reasons for this (Link returning to [[Skyloft]]). First, Aonuma requested that the system you use to choose the field you're adventuring in be simple, streamlined, and compact. Second, I liked skydiving so I wanted to do something like that.}}


{{Interview/A|Aonuma|Having [[The Sky|the sky]] be your base allows for easy access to all of the worlds. We hadn't thought about [[Loftwing|loftbird]]-based transport at the start -- instead, it was more a case of if you fall off Skyloft here you'll go to the [[Faron Woods|forest]], or if you fall off there you'll wind up by the [[Eldin Volcano|volcano]]. We realized, though, that that wasn't very realistic -- being able to access all these vast, different worlds from a single small island in the sky -- so that's where the loftbirds came from.}}
{{Interview/A|Aonuma|Having [[The Sky|the sky]] be your base allows for easy access to all of the worlds. We hadn't thought about [[Loftwing|loftbird]]-based transport at the start -- instead, it was more a case of if you fall off Skyloft here you'll go to the [[Faron Woods|forest]], or if you fall off there you'll wind up by the [[Eldin Volcano|volcano]]. We realized, though, that that wasn't very realistic -- being able to access all these vast, different worlds from a single small island in the sky -- so that's where the loftbirds came from.}}

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