Interview:Iwata Asks: Twilight Princess (Part 1): Difference between revisions

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{{Interview|2006-11-03
{{Infobox|interview|2006-11-03
|date = November 3, 2006
|date = November 3, 2006
|interviewee = [[Yoshiyuki Oyama]] <br> [[Keisuke Nishimori]] <br> [[Koji Kitagawa]] <br> [[Atsushi Miyagi]] <br> [[Kentaro Tominaga]] <br> [[Aya Kyogoku]]
|interviewee = [[Yoshiyuki Oyama]] <br/> [[Keisuke Nishimori]] <br/> [[Koji Kitagawa]] <br/> [[Atsushi Miyagi]] <br/> [[Kentaro Tominaga]] <br/> [[Aya Kyogoku]]
|interviewer = [[Satoru Iwata]]
|interviewer = [[Satoru Iwata]]
|description = Nintendo President Satoru Iwata sits down with six of the newer members of the Zelda development team to talk about the soon to be released Twilight Princess.
|description = Nintendo President Satoru Iwata sits down with six of the newer members of the Zelda development team to talk about the soon to be released Twilight Princess.
|source = [http://iwataasks.nintendo.com/interviews/#/wii/twilight_princess/0/0] [http://www.nintendo.co.uk/NOE/en_GB/news/iwata/iwata_asks_-_wii_32854_17948.html]
|source = [https://iwataasks.nintendo.com/interviews/#/wii/twilight_princess/0/0] [https://www.nintendo.co.uk/NOE/en_GB/news/iwata/iwata_asks_-_wii_32854_17948.html]
}}
}}


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{{Interview/A|Iwata|I would guess that for all of you here today, this is the first project of this magnitude that you have worked on. The scale of development for a single title doesn't get any bigger than it was for this project. With a project this large, there is always the monumental challenge of including everyone's various ideas in the game while at the same time maintaining its overall integrity. If I were to pinpoint what it is that binds all of these seemingly disparate elements together, I would say that it is each individual's concept of what makes Zelda unique. I would like to ask each of you how you define that for yourself. Let's start with Oyama-san.}}
{{Interview/A|Iwata|I would guess that for all of you here today, this is the first project of this magnitude that you have worked on. The scale of development for a single title doesn't get any bigger than it was for this project. With a project this large, there is always the monumental challenge of including everyone's various ideas in the game while at the same time maintaining its overall integrity. If I were to pinpoint what it is that binds all of these seemingly disparate elements together, I would say that it is each individual's concept of what makes Zelda unique. I would like to ask each of you how you define that for yourself. Let's start with Oyama-san.}}


{{Interview/A|Oyama|Let's see...we are always discussing in the development team what it means for a game to be called a Zelda game, and I really think that there's no clear definition that is shared by everyone. It isn't like there are any rules written down on a piece of paper somewhere. What we do have are the unbroken traditions from the very first "[[The Legend of Zelda (Game)|Legend of Zelda]]" for the Famicom Disk System. So we know for instance that Link holds his sword with his left hand...}}
{{Interview/A|Oyama|Let's see...we are always discussing in the development team what it means for a game to be called a Zelda game, and I really think that there's no clear definition that is shared by everyone. It isn't like there are any rules written down on a piece of paper somewhere. What we do have are the unbroken traditions from the very first "[[The Legend of Zelda|Legend of Zelda]]" for the Famicom Disk System. So we know for instance that Link holds his sword with his left hand...}}


{{Interview/A|Iwata|But we suddenly broke with that tradition this time, didn't we! (laughs)}}
{{Interview/A|Iwata|But we suddenly broke with that tradition this time, didn't we! (laughs)}}
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{{Interview/A|Miyagi|That's right. I'm ashamed to admit it, but when I wasn't able to find the right balance I had to seek support from [[Shigeru Miyamoto|Miyamoto-san]]. This made me realise how little experience I have! (laugh)}}
{{Interview/A|Miyagi|That's right. I'm ashamed to admit it, but when I wasn't able to find the right balance I had to seek support from [[Shigeru Miyamoto|Miyamoto-san]]. This made me realise how little experience I have! (laugh)}}


{{Interview/A|Iwata|I will be sure to ask you about how much Miyamoto-san "upended the tea table" with his last-minute suggestions later in the interview! (laughs) Tominaga-san, what are your thoughts about what Zelda means?}}
{{Interview/A|Iwata|I will be sure to ask you about how much Miyamoto-san "[[Upending the Tea Table|upended the tea table]]" with his last-minute suggestions later in the interview! (laughs) Tominaga-san, what are your thoughts about what Zelda means?}}


{{Interview/A|Tominaga|Apart from what everyone else has said, but I would say that it's the realism of the game world. In other words, whether or not the player will be able to enjoy the story without feeling that it is unnatural. This is something that Miyamoto-san mentions frequently, but I don't mean the kind of realism where each individual strand of hair is accurately depicted, but rather the fact that a shop owner is not likely to give a hearty welcome to a child that comes into their shop in the middle of the night.}}
{{Interview/A|Tominaga|Apart from what everyone else has said, but I would say that it's the realism of the game world. In other words, whether or not the player will be able to enjoy the story without feeling that it is unnatural. This is something that Miyamoto-san mentions frequently, but I don't mean the kind of realism where each individual strand of hair is accurately depicted, but rather the fact that a shop owner is not likely to give a hearty welcome to a child that comes into their shop in the middle of the night.}}
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