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

Jump to navigation Jump to search
Want an adless experience? Log in or Create an account.
m (moved Interview:Iwata Asks: Twilight Princess (Volume One: The Indefinable Essence of Zelda) to Interview:Iwata Asks: Twilight Princess (Part 1) over redirect: This ''is'' one session, even though it's broken up and numbered strangely on the we...)
No edit summary
Line 1: Line 1:
{{IncInterview}}
{{IncInterview}}


{{Interview|YYYY-MM-DD
{{Interview|2006-11-03
|date =  
|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://www.nintendo.co.uk/NOE/en_GB/news/iwata/iwata_asks_-_wii_32854_17948.html]
|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]
}}
}}


==The Indefinable Essence of Zelda==
==The Indefinable Essence of Zelda==
{{Interview/A|Iwata|I would like to start talking about "The Legend of Zelda: Twilight Princess" today. Since many developers are involved with this project, I would like to have as many of them participate in this discussion as possible. First, I will talk with six young staff members who experienced being team leaders for the first time on this project. Just so you know, I am planning to talk with more experienced developers later on, and towards the end I will talk with the director (Eiji) Aonuma-san and (Shigeru) Miyamoto-san. So, let's start by having our young developers introduce themselves.}}
{{Interview/A|Iwata|I would like to start talking about "[[The Legend of Zelda: Twilight Princess]]" today. Since many developers are involved with this project, I would like to have as many of them participate in this discussion as possible. First, I will talk with six young staff members who experienced being team leaders for the first time on this project. Just so you know, I am planning to talk with more experienced developers later on, and towards the end I will talk with the director (Eiji) Aonuma-san and (Shigeru) Miyamoto-san. So, let's start by having our young developers introduce themselves.}}


{{Interview/A|Oyama|I'm Oyama from Entertainment Analysis and Development (EAD). I was mainly responsible for designing the enemies in Zelda. Before this project, I worked on The Legend of Zelda: Majora's Mask, Pokémon Stadium 2, Luigi's Mansion, The Legend of Zelda: The Wind Waker, Pikmin 2 and The Legend of Zelda: Four Swords Adventures.}}
{{Interview/A|Oyama|I'm Oyama from Entertainment Analysis and Development (EAD). I was mainly responsible for designing the enemies in Zelda. Before this project, I worked on [[The Legend of Zelda: Majora's Mask]], Pokémon Stadium 2, Luigi's Mansion, [[The Legend of Zelda: The Wind Waker]], Pikmin 2 and [[The Legend of Zelda: Four Swords Adventures]].}}


{{Interview/A|Nishimori|My name is Nishimori, and I also work in EAD. I was mainly in charge of designing the player, in other words, Link. Before that, I worked on the animations of the non-player characters (NPCs) in Wind Waker and the characters in Mario Kart: Double Dash!!}}
{{Interview/A|Nishimori|My name is Nishimori, and I also work in EAD. I was mainly in charge of designing the player, in other words, [[Link]]. Before that, I worked on the animations of the non-player characters (NPCs) in Wind Waker and the characters in Mario Kart: Double Dash!!}}


{{Interview/A|Kitagawa|I'm Kitagawa from EAD. With this project, I started out as a chief designer for the dungeons, but part way through the project I took over the entire direction of the dungeons, creating the puzzles and and other challenges for the player. Before this project, I worked on the terrain in Luigi's Mansion, the dungeons in Wind Waker and after that on the design of the game logo and title screen for Pikmin 2.}}
{{Interview/A|Kitagawa|I'm Kitagawa from EAD. With this project, I started out as a chief designer for the dungeons, but part way through the project I took over the entire direction of the dungeons, creating the puzzles and and other challenges for the player. Before this project, I worked on the terrain in Luigi's Mansion, the dungeons in Wind Waker and after that on the design of the game logo and title screen for Pikmin 2.}}
Line 26: Line 26:
{{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 "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 (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|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)}}
Line 42: Line 42:
{{Interview/A|Iwata|The past games in the Zelda series act as a reference, something like a textbook, don't they?}}
{{Interview/A|Iwata|The past games in the Zelda series act as a reference, something like a textbook, don't they?}}


{{Interview/A|Kitagawa|That's right, because as Oyama-san mentioned, there is nothing like a textbook where these things are written down. So I did my best to find what Zelda meant for myself by playing The Legend of Zelda: Ocarina of Time, Majora's Mask and Wind Waker. What I came away with regarding the puzzles is that each one should build on what the player has already experienced. For example, after the player solves a puzzle by destroying a rock, just when they think that the next puzzle will be the same, you put the rock up somewhere high where it can't be reached. I feel that this gradual stepping up of puzzles is the essence of a Zelda game.}}
{{Interview/A|Kitagawa|That's right, because as Oyama-san mentioned, there is nothing like a textbook where these things are written down. So I did my best to find what Zelda meant for myself by playing [[The Legend of Zelda: Ocarina of Time]], Majora's Mask and Wind Waker. What I came away with regarding the puzzles is that each one should build on what the player has already experienced. For example, after the player solves a puzzle by destroying a rock, just when they think that the next puzzle will be the same, you put the rock up somewhere high where it can't be reached. I feel that this gradual stepping up of puzzles is the essence of a Zelda game.}}


{{Interview/A|Iwata|In other words, what the player has just done will be useful to them, but by itself it isn't enough to solve the next puzzle. So you feel that making the player think about that extra step is what makes a Zelda game?}}
{{Interview/A|Iwata|In other words, what the player has just done will be useful to them, but by itself it isn't enough to solve the next puzzle. So you feel that making the player think about that extra step is what makes a Zelda game?}}
Line 68: Line 68:
{{Interview/A|Iwata|It's like a Zen riddle! (laughs)}}
{{Interview/A|Iwata|It's like a Zen riddle! (laughs)}}


{{Interview/A|Miyagi|I remember being very perplexed! (laughs) When I re-played all of the Zelda games starting with the first one, I realised that although what was just mentioned about meeting the expectations of the user is certainly a core part of the Zelda experience, so too is cutting out all of the unnecessary elements. Something that is all too common with games nowadays are movie scenes that the user can't interact with. In Zelda, these are removed to the greatest extent possible in order to allow the player to do what they want. In this respect, Zelda games have a very high level of quality. So when I approached the development of this title, rather than thinking about what Zelda is or means, it was more important for me to preserve the quality of the Zelda series. Rather than thinking about what Zelda is, I thought about where the real quality of Zelda games should lie. For example, the story in Ocarina of Time starts when a small fairy called Navi flies from far away to find Link, an innocent young boy. Then, rather than just watching a movie, the player learns what kind of boy Link is by actually becoming him in the game, and the player is actually introduced to the town when Navi is flying around and bouncing from place to place. These were very effective devices in the introduction to that game.}}
{{Interview/A|Miyagi|I remember being very perplexed! (laughs) When I re-played all of the Zelda games starting with the first one, I realised that although what was just mentioned about meeting the expectations of the user is certainly a core part of the Zelda experience, so too is cutting out all of the unnecessary elements. Something that is all too common with games nowadays are movie scenes that the user can't interact with. In Zelda, these are removed to the greatest extent possible in order to allow the player to do what they want. In this respect, Zelda games have a very high level of quality. So when I approached the development of this title, rather than thinking about what Zelda is or means, it was more important for me to preserve the quality of the Zelda series. Rather than thinking about what Zelda is, I thought about where the real quality of Zelda games should lie. For example, the story in Ocarina of Time starts when a small fairy called [[Navi]] flies from far away to find Link, an innocent young boy. Then, rather than just watching a movie, the player learns what kind of boy Link is by actually becoming him in the game, and the player is actually introduced to the town when Navi is flying around and bouncing from place to place. These were very effective devices in the introduction to that game.}}


{{Interview/A|Iwata|There's nothing unnecessary in there, is there?}}
{{Interview/A|Iwata|There's nothing unnecessary in there, is there?}}
Line 76: Line 76:
{{Interview/A|Iwata|So, drawing the line between objects the player can interact with and which elicit responses, and those that don't, is very difficult. If you leave too much out the game world won't be realistic enough, but if you try to put too much in it will turn into an endless task.}}
{{Interview/A|Iwata|So, drawing the line between objects the player can interact with and which elicit responses, and those that don't, is very difficult. If you leave too much out the game world won't be realistic enough, but if you try to put too much in it will turn into an endless task.}}


{{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 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 "upended the tea table" with his last-minute suggestions later in the interview! (laughs) Tominaga-san, what are your thoughts about what Zelda means?}}
Line 105: Line 105:


{{Interview/A|Kyogoku|I think you can say the same thing Tominaga-san just said about what the characters in the game say. For example, hearing something unexpected when you talk to a character you haven't talked to in a while, or being surprised when a character gets angry at you for something you casually did. If you overdo it, then it will be a nuisance to players, and there's also no point in putting something in that no one will ever notice. That's why I was always trying to think of subtle things that might or might not be noticed by players. These things are silly in a good way, and I tried to put in as many of them as possible.}}
{{Interview/A|Kyogoku|I think you can say the same thing Tominaga-san just said about what the characters in the game say. For example, hearing something unexpected when you talk to a character you haven't talked to in a while, or being surprised when a character gets angry at you for something you casually did. If you overdo it, then it will be a nuisance to players, and there's also no point in putting something in that no one will ever notice. That's why I was always trying to think of subtle things that might or might not be noticed by players. These things are silly in a good way, and I tried to put in as many of them as possible.}}


{{Interview/A|Iwata|Mention Zelda and people will often say that it's hard-core, a traditional gamer's game, but it's actually completely crammed with these silly things! (laughs)}}
{{Interview/A|Iwata|Mention Zelda and people will often say that it's hard-core, a traditional gamer's game, but it's actually completely crammed with these silly things! (laughs)}}
Line 118: Line 117:


{{Interview/A|Iwata|Well, I now understand what Zelda means to each of you. As far as my own opinion is concerned, I have a strong feeling that there are as many definitions of Zelda as there are people. But these definitions are not completely different from each other. Rather they all overlap to some extent with one another. That's why I feel confident that it will come together nicely in the end. Taking it one step further, I think the fact that there isn't a perfect definition that can be expressed in words is the reason that Zelda games offer such a rich and rewarding experience.}}
{{Interview/A|Iwata|Well, I now understand what Zelda means to each of you. As far as my own opinion is concerned, I have a strong feeling that there are as many definitions of Zelda as there are people. But these definitions are not completely different from each other. Rather they all overlap to some extent with one another. That's why I feel confident that it will come together nicely in the end. Taking it one step further, I think the fact that there isn't a perfect definition that can be expressed in words is the reason that Zelda games offer such a rich and rewarding experience.}}


==Ideas Born Out of Functionality==
==Ideas Born Out of Functionality==
Line 135: Line 135:
{{Interview/A|Iwata|With a project this large, it's difficult to know at what pace to work, isn’t it? Naturally at the beginning you didn't know how much work there was to be done. What about you, Kitagawa-san?}}
{{Interview/A|Iwata|With a project this large, it's difficult to know at what pace to work, isn’t it? Naturally at the beginning you didn't know how much work there was to be done. What about you, Kitagawa-san?}}


{{Interview/A|Kitagawa|Honestly, I was one of the people who was happy to hear about the delay. At the beginning of the project, the director (Eiji) Aonuma-san told me how many dungeons to make, and it wouldn't have been possible to make that many by the original deadline. But with the delay, it was possible to put together a realistic plan to create that many dungeons. Of course, I mean this in terms of quality as well as quantity. The dungeons in Zelda games are the biggest part of the gameplay, so it wouldn't make sense if only the outside parts of the game were complete. We constantly received feedback from people whom we have asked to test play, about how to have the player use certain items or at what angle to place the camera, and we used that feedback to improve the dungeons. With the extra year, I felt that we were able to polish the dungeons to a level that I am personally satisfied with.}}
{{Interview/A|Kitagawa|Honestly, I was one of the people who was happy to hear about the delay. At the beginning of the project, the director [[Eiji Aonuma|(Eiji) Aonuma-san]] told me how many dungeons to make, and it wouldn't have been possible to make that many by the original deadline. But with the delay, it was possible to put together a realistic plan to create that many dungeons. Of course, I mean this in terms of quality as well as quantity. The dungeons in Zelda games are the biggest part of the gameplay, so it wouldn't make sense if only the outside parts of the game were complete. We constantly received feedback from people whom we have asked to test play, about how to have the player use certain items or at what angle to place the camera, and we used that feedback to improve the dungeons. With the extra year, I felt that we were able to polish the dungeons to a level that I am personally satisfied with.}}


{{Interview/A|Iwata|What were your impressions, Miyagi-san?}}
{{Interview/A|Iwata|What were your impressions, Miyagi-san?}}
Line 165: Line 165:
{{Interview/A|Nishimori|The fact that the final game is so solidly put together makes me feel a real sense of achievement. Often people who play the Wii version for the first time will express astonishment that the game was originally developed for the GameCube. I am truly happy that so many people feel it is so well made that it feels as if it was designed for Wii from the start. When the decision was made to develop a Wii version, I had serious doubts that a Zelda game could be played with so few buttons. But in the end, thanks to the control offered by the Wii Remote, the range of ways to enjoy the game expanded even further, which was fantastic.}}
{{Interview/A|Nishimori|The fact that the final game is so solidly put together makes me feel a real sense of achievement. Often people who play the Wii version for the first time will express astonishment that the game was originally developed for the GameCube. I am truly happy that so many people feel it is so well made that it feels as if it was designed for Wii from the start. When the decision was made to develop a Wii version, I had serious doubts that a Zelda game could be played with so few buttons. But in the end, thanks to the control offered by the Wii Remote, the range of ways to enjoy the game expanded even further, which was fantastic.}}


{{Interview/A|Kitagawa|That's right. When you use the remote for pointing with items such as the bow and arrow and other projectile weapons, you really feel like you have become Link. Now, if I had to choose between one controller or the other, I would choose the Wii Remote every time. Swinging the sword, using the bow, doing Link's spin attack: they all become completely different. It may feel confusing at first, but I honestly feel that you won't know how good this controller really is until you get your hands on it.}}
{{Interview/A|Kitagawa|That's right. When you use the remote for pointing with items such as the bow and arrow and other projectile weapons, you really feel like you have become Link. Now, if I had to choose between one controller or the other, I would choose the Wii Remote every time. Swinging the [[Sword|sword]], using the [[Bow|bow]], doing Link's [[Spin Attack|spin attack]]: they all become completely different. It may feel confusing at first, but I honestly feel that you won't know how good this controller really is until you get your hands on it.}}


{{Interview/A|Iwata|So you mean you shouldn't say you don't like a dish until you taste it, right?}}
{{Interview/A|Iwata|So you mean you shouldn't say you don't like a dish until you taste it, right?}}
Line 199: Line 199:
{{Interview/A|Iwata|Interesting. I am looking forward to seeing whether you'll see things the same way as you go on to develop more games in the future. (laughs) How about you, Miyagi-san?}}
{{Interview/A|Iwata|Interesting. I am looking forward to seeing whether you'll see things the same way as you go on to develop more games in the future. (laughs) How about you, Miyagi-san?}}


{{Interview/A|Miyagi|For field design, which I was responsible for, there were not that many things which he changed. But actually my opinion varies a little from everyone else here, in that I think that Miyamoto-san limited his demands on us to ensure that everything we developed had that fundamental Zelda feel. To give an example, when we showed the game at E3, the feature allowing you to fire arrows at enemies was included in the game, but I had serious doubts about the controls for this. Not to beat around the bush, I thought that it was much simpler to use the GameCube controller. It was then that Miyamoto-san introduced the slingshot, which had not featured up to then, in the early stages of the game, which acts as a tutorial. At the same time, he put in a feature where, when you go to hit something with a projectile, the action stops to give you a second to line up your pointer. That brief pause is a great feature, and renews the player's feeling of excitement and urgency. The second I experienced this, my view of the game changed right away. I have the impression that by Miyamoto-san adding those subtle refinements to the game, elements that had caused me concern were dealt with one by one. Thanks to Miyamoto-san's guidance, the introductory stages that draw new players into the game in particular, became extremely "Zelda-like". So although he didn't shake things up in a dramatic way, I would say that Miyamoto-san made a remarkable difference in changing the finished product into a Zelda game, through making numerous small changes. But rather than feeling awestruck by this, personally I felt strongly that I needed to work a little harder as a game developer! (laughs)}}
{{Interview/A|Miyagi|For field design, which I was responsible for, there were not that many things which he changed. But actually my opinion varies a little from everyone else here, in that I think that Miyamoto-san limited his demands on us to ensure that everything we developed had that fundamental Zelda feel. To give an example, when we showed the game at E3, the feature allowing you to fire arrows at enemies was included in the game, but I had serious doubts about the controls for this. Not to beat around the bush, I thought that it was much simpler to use the GameCube controller. It was then that Miyamoto-san introduced the [[Slingshot|slingshot]], which had not featured up to then, in the early stages of the game, which acts as a tutorial. At the same time, he put in a feature where, when you go to hit something with a projectile, the action stops to give you a second to line up your pointer. That brief pause is a great feature, and renews the player's feeling of excitement and urgency. The second I experienced this, my view of the game changed right away. I have the impression that by Miyamoto-san adding those subtle refinements to the game, elements that had caused me concern were dealt with one by one. Thanks to Miyamoto-san's guidance, the introductory stages that draw new players into the game in particular, became extremely "Zelda-like". So although he didn't shake things up in a dramatic way, I would say that Miyamoto-san made a remarkable difference in changing the finished product into a Zelda game, through making numerous small changes. But rather than feeling awestruck by this, personally I felt strongly that I needed to work a little harder as a game developer! (laughs)}}


{{Interview/A|Iwata|Maybe you felt that you had to get things into better shape before Miyamoto-san took a look at your work?}}
{{Interview/A|Iwata|Maybe you felt that you had to get things into better shape before Miyamoto-san took a look at your work?}}
Line 280: Line 280:


{{Interview/A|All|Thank you very much!}}
{{Interview/A|All|Thank you very much!}}
{{Cat|Twilight Princess Interviews|2006-11-03}}
{{Cat|Iwata Asks|2006-11-03}}