Interview:Entertainment Weekly February 10th 2012: Difference between revisions

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{{Interview|2012-02-10
{{Infobox|interview|2012-02-10
|date=February 10, 2012
|date=February 10, 2012
|interviewee=[[Shigeru Miyamoto]]
|interviewee=[[Shigeru Miyamoto]]
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{{Interview/Q|ENTERTAINMENT WEEKLY|I just completed ''Skyward Sword'', which really makes good use of the Motion Plus controller. Can you talk a little bit about how existence of Motion Control changes the development process of these videogames?}}
{{Interview/Q|ENTERTAINMENT WEEKLY|I just completed ''Skyward Sword'', which really makes good use of the Motion Plus controller. Can you talk a little bit about how existence of Motion Control changes the development process of these videogames?}}


{{Interview/A|SHIGERU MIYAMOTO|First of all, thank you for completing ''Skyward Sword''. You probably know more than I do when it comes to the game, because the version I played was actually the prototype. The version I played through was more challenging than the version you did.<br><br>The very first ''Legend of Zelda'' game for Wii was ''[[The Legend of Zelda: Twilight Princess|Twilight Princess]]''. At the time when we were designing the Wii remote, we were thinking about incorporating the pointer functionality into the new ''Legend of Zelda'' game. I think, to some extent, our efforts worked out. For example: When players were trying to aim at some objects in order to shoot an [[Bow|arrow]], or fire the [[Hookshot|hookshot]], we came up with something really handy. Unfortunately, when the player was required to take a sudden and immediate action, and aim at something with a pointer, it took some time. And [[Link]] could not perfectly reproduce whatever you were doing.<br><br>We really wanted to do that. With the Wii Motion Sensing technology, it became possible. So we were able to incorporate the real sword-fight feature. It's not like you're just fighting by freely waving your sword. [In ''Skyward Sword''], you need to see how your opponent is acting. You're taking into consideration your opponent's movements. It's actually a real sword fight!
{{Interview/A|SHIGERU MIYAMOTO|First of all, thank you for completing ''Skyward Sword''. You probably know more than I do when it comes to the game, because the version I played was actually the prototype. The version I played through was more challenging than the version you did.<br/><br/>The very first ''Legend of Zelda'' game for Wii was ''[[The Legend of Zelda: Twilight Princess|Twilight Princess]]''. At the time when we were designing the Wii remote, we were thinking about incorporating the pointer functionality into the new ''Legend of Zelda'' game. I think, to some extent, our efforts worked out. For example: When players were trying to aim at some objects in order to shoot an [[Bow|arrow]], or fire the [[Hookshot|hookshot]], we came up with something really handy. Unfortunately, when the player was required to take a sudden and immediate action, and aim at something with a pointer, it took some time. And [[Link]] could not perfectly reproduce whatever you were doing.<br/><br/>We really wanted to do that. With the Wii Motion Sensing technology, it became possible. So we were able to incorporate the real sword-fight feature. It's not like you're just fighting by freely waving your sword. [In ''Skyward Sword''], you need to see how your opponent is acting. You're taking into consideration your opponent's movements. It's actually a real sword fight!}}


{{Interview/Q|EW|You said that you had played an earlier version of Skyward Sword that was more challenging. How much more difficult was it?}}
{{Interview/Q|EW|You said that you had played an earlier version of Skyward Sword that was more challenging. How much more difficult was it?}}
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{{Interview/A|SM|Story is very important for ''Zelda''. In terms of the priority order, first of all, of course, is making the best possible game ever over anything else. Second, we are doing best to make the story consistent throughout the entire series. Hopefully people won't point out any contradictions.}}<section end=importance />
{{Interview/A|SM|Story is very important for ''Zelda''. In terms of the priority order, first of all, of course, is making the best possible game ever over anything else. Second, we are doing best to make the story consistent throughout the entire series. Hopefully people won't point out any contradictions.}}<section end=importance />


{{Interview/Q|EW|Both ''Mario'' and ''Zelda'' have celebrated their [[25th Anniversary|25th anniversary]]. What's it like to still be working on these franchises so many years later?}}
{{Interview/Q|EW|Both ''Mario'' and ''Zelda'' have celebrated their [[The Legend of Zelda 25th Anniversary|25th anniversary]]. What's it like to still be working on these franchises so many years later?}}


{{Interview/A|SM|When I first worked on the very first ''Mario'' game, I thought I would make ''Mario'' again and again, so that it would grow in conjunction with the technology. Mickey Mouse is a character that grew with the evolution of animation technology and motion picture technology. I thought that maybe I could do the same thing with Mario — he would be the character who grew with the evolution of digital technology. But I didn't know if Mario could really be appealing to fans. The fact that ''Super Mario'' could celebrate the 25th  anniversary last year might be the testament that people are appreciating it.}}
{{Interview/A|SM|When I first worked on the very first ''Mario'' game, I thought I would make ''Mario'' again and again, so that it would grow in conjunction with the technology. Mickey Mouse is a character that grew with the evolution of animation technology and motion picture technology. I thought that maybe I could do the same thing with Mario — he would be the character who grew with the evolution of digital technology. But I didn't know if Mario could really be appealing to fans. The fact that ''Super Mario'' could celebrate the 25th  anniversary last year might be the testament that people are appreciating it.}}
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{{Interview/Q|EW|Last question: In a couple of different ''Zelda'' games, there's a mysterious hand that appears that's never really explained. In ''Skyward Sword'', the hand appears in a toilet. Can you explain to me what that hand is?}}
{{Interview/Q|EW|Last question: In a couple of different ''Zelda'' games, there's a mysterious hand that appears that's never really explained. In ''Skyward Sword'', the hand appears in a toilet. Can you explain to me what that hand is?}}


{{Interview/A|SM|In the original ''[[The Legend of Zelda (Game)|Legend of Zelda]]'' game, a gigantic hand appears and grabs you at the entrance to a dungeon. Actually, that has nothing to do with ''Skyward Sword''. [''Laughs''] It's actually something from a Japanese ghost story. Not a specific ghost story. There are some ghost stories in Japan where — when you are sitting in the bathroom in the traditional style of the Japanese toilet — a hand is actually starting to grab you from beneath. It's a ''very'' scary story.}}
{{Interview/A|SM|In the original ''[[The Legend of Zelda|Legend of Zelda]]'' game, a gigantic hand appears and grabs you at the entrance to a dungeon. Actually, that has nothing to do with ''Skyward Sword''. [''Laughs''] It's actually something from a Japanese ghost story. Not a specific ghost story. There are some ghost stories in Japan where — when you are sitting in the bathroom in the traditional style of the Japanese toilet — a hand is actually starting to grab you from beneath. It's a ''very'' scary story.}}


{{Cat|Interviews with Shigeru Miyamoto|2011-02-10}}
{{Cat|Interviews with Shigeru Miyamoto|2012-02-10}}
{{Cat|Skyward Sword Interviews|2011-02-10}}
{{Cat|Skyward Sword Interviews|2012-02-10}}
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