Interview:Iwata Asks: Link's Crossbow Training: Difference between revisions

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{{Interview/A|Miyamoto|That, and also the fact that it's a total waste not to have Link visible on screen when he is so cool looking! (laughs) So, we decided to have the hero visible in Ocarina of Time, but I had always thought that FPS games which you could operate from your own perspective were really interesting, so I was proactively supporting such projects like the 007 GoldenEye game.}}
{{Interview/A|Miyamoto|That, and also the fact that it's a total waste not to have Link visible on screen when he is so cool looking! (laughs) So, we decided to have the hero visible in Ocarina of Time, but I had always thought that FPS games which you could operate from your own perspective were really interesting, so I was proactively supporting such projects like the 007 GoldenEye game.}}


{{Interview/A|Iwata|While there are people like you, Mr. [[Miyamoto]], who find these FPS games to be really fun, there are, on the other hand, people who feel FPS games are too difficult. I think that quite a lot of Japanese people feel this way – why do you think this is?}}
{{Interview/A|Iwata|While there are people like you, Mr. Miyamoto, who find these FPS games to be really fun, there are, on the other hand, people who feel FPS games are too difficult. I think that quite a lot of Japanese people feel this way – why do you think this is?}}


{{Interview/A|Miyamoto|I really don't know what the reason could be.}}
{{Interview/A|Miyamoto|I really don't know what the reason could be.}}