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(Created page with "{{Interview|2012-02-10 |date=February 10, 2012 |interviewee=Shigeru Miyamoto |interviewer=Entertainment Weekly |description= Miyamoto talks briefly about the development o...") |
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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?}} |