Interview:Iwata Asks: Twilight Princess (Part 3): Difference between revisions

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{{Interview/A|Iwata|This is a good opportunity to discuss the start-up time for the game. From turning on the console to actually playing Zelda, how long does it take in the final version?}}
{{Interview/A|Iwata|This is a good opportunity to discuss the start-up time for the game. From turning on the console to actually playing Zelda, how long does it take in the final version?}}


{{Interview/A|Miyamoto|Well, when you start Wii, a screen showing you how to hold the remote, and health and safety warning screens appear. It takes time to read those, so it's not easy to give the precise number of seconds it takes. But I can say that it feels as if the game begins quickly. Shall we give it a go?}}
{{Interview/A|Miyamoto|Well, when you start Wii, a screen showing you how to hold the remote, and health and safety warning screens appear. It takes time to read those, so it's not easy to give the precise number of seconds it takes. But I can say that it feels as if the game begins quickly. Shall we give it '''a go?'''
 
Particularly with the expansion in the memory of game consoles these days, it's become natural to expect a lengthy loading time, but we didn't want to use this as an excuse, so we tried to make sure the games would load quickly.}}
{{Interview/A|?|Particularly with the expansion in the memory of game consoles these days, it's become natural to expect a lengthy loading time, but we didn't want to use this as an excuse, so we tried to make sure the games would load quickly.}}


{{Interview/A|Iwata|If you insert the Game Disc after switching on the console, it takes a little time to recognise the disc. But if you switch off the console with the disc still inserted, it will start up faster the next time you want to play.}}
{{Interview/A|Iwata|If you insert the Game Disc after switching on the console, it takes a little time to recognise the disc. But if you switch off the console with the disc still inserted, it will start up faster the next time you want to play.}}
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{{Interview/A|Iwata|I really get the sense of it starting up smoothly. But ever since we settled on the development concept for Wii, the two of us have constantly stressed to the development team that we should be aiming for a three second load-up time. We haven't got there yet though, have we?}}
{{Interview/A|Iwata|I really get the sense of it starting up smoothly. But ever since we settled on the development concept for Wii, the two of us have constantly stressed to the development team that we should be aiming for a three second load-up time. We haven't got there yet though, have we?}}


{{Interview/A|Miyamoto|Not yet. It takes longer than I thought it would to go from the Channels to the Wii Menu, or from one Channel to another. It bothers me a bit that it's slower than the time it takes to flick between channels on a TV.}}
{{Interview/A|Miyamoto|Not yet. It takes longer than I thought it would to go from the Channels to the Wii Menu, or from one Channel to another. It bothers me a bit that it's slower than the time it takes to flick between channels '''on a TV.'''
 
I really want to get working on making everything faster when the system is updated. But even now, when you compare it to the load-up time on a computer, it's extremely fast, but I'm still not completely satisfied. If we could just get it even a little closer to the speed of flicking between channels on a TV...}}
{{Interview/A|?|I really want to get working on making everything faster when the system is updated. But even now, when you compare it to the load-up time on a computer, it's extremely fast, but I'm still not completely satisfied. If we could just get it even a little closer to the speed of flicking between channels on a TV...}}


{{Interview/A|Iwata|Yes, I'm particularly concerned about the time it takes to return to the Wii Menu. As Wii has a function which allows the system to be updated both through the Internet or disc media, so even the customers who buy the Wii early on will always be able to have it updated.}}
{{Interview/A|Iwata|Yes, I'm particularly concerned about the time it takes to return to the Wii Menu. As Wii has a function which allows the system to be updated both through the Internet or disc media, so even the customers who buy the Wii early on will always be able to have it updated.}}
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{{Interview/A|Aonuma|Well, as you can imagine, I had no idea it would turn into such an enormous project.}}
{{Interview/A|Aonuma|Well, as you can imagine, I had no idea it would turn into such an enormous project.}}


{{Interview/A|Iwata:</b> You mean you didn't intend it to grow to be quite this size?}}
{{Interview/A|Iwata|You mean you didn't intend it to grow to be quite this size?}}


{{Interview/A|Aonuma|At the very least, at the start I didn't envisage the project expanding to the scale it eventually did. But it seems that in the minds of the staff, they wanted to make a very big Zelda, and as development continued, the project grew and grew. At one point, in the middle of development, I actually thought: "This is getting a bit out of hand." I made various attempts to rein in the project, but when something has developed naturally to that size, it becomes somewhat difficult to apply the brakes. At that point, all we could do was fill in the space by cramming it full of more fun elements for the player to enjoy. We kept adding more and more to the game, but the size caused a lot of trouble, right up to the end. Of course, this is not a bad thing, and in the end it has become a Zelda game which has retained a sense of proportion. It's undeniably big, but I believe all those fun elements which make up this world justify this size. Now that we have finished, I feel that with a generation accustomed to watching epic films like Lord of the Rings, when you want to design a convincing world, that sort of vast scale becomes necessary. But it's a fact that putting it all together was a challenge, and I sensed how much I still had to learn as a director.}}
{{Interview/A|Aonuma|At the very least, at the start I didn't envisage the project expanding to the scale it eventually did. But it seems that in the minds of the staff, they wanted to make a very big Zelda, and as development continued, the project grew and grew. At one point, in the middle of development, I actually thought: "This is getting a bit out of hand." I made various attempts to rein in the project, but when something has developed naturally to that size, it becomes somewhat difficult to apply the brakes. At that point, all we could do was fill in the space by cramming it full of more fun elements for the player to enjoy. We kept adding more and more to the game, but the size caused a lot of trouble, right up to the end. Of course, this is not a bad thing, and in the end it has become a Zelda game which has retained a sense of proportion. It's undeniably big, but I believe all those fun elements which make up this world justify this size. Now that we have finished, I feel that with a generation accustomed to watching epic films like Lord of the Rings, when you want to design a convincing world, that sort of vast scale becomes necessary. But it's a fact that putting it all together was a challenge, and I sensed how much I still had to learn as a director.}}