Interview:Shack News October 15th 2013: Difference between revisions

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(Created page with "{{Infobox|interview|2013-10-15 | date = October 15, 2013 | interviewee = Eiji Aonuma | interviewer = Shack News | description = Aonuma discusses ''The Legend of Zelda: ...")
 
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==Annualization==
==Annualization==


{{Interview/Q|[on ''[[The Legend of Zelda: Majora's Mask|Majora's Mask]]'''s one-year development]}}
{{Interview/Q|[on ''[[The Legend of Zelda: Majora's Mask|Majora's Mask]]''<nowiki></nowiki>'s one-year development]}}


{{Interview/A|Aonuma|This was an idea that came from [[Shigeru Miyamoto|Mr. Miyamoto]]. The challenge he gave to me: to try and make a sequel to ''[[The Legend of Zelda: Ocarina of Time|Ocarina of Time]]'' in just one year.<br><br>Ocarina of Time was the first 3D Zelda game. When you make a 3D game, you have all these 3D models. But in a 2D game, you're drawing all these 2D images. Even if you wanted to make another game right away, if the background is different, you actually end up having to re-draw everything. But in a 3D game, you can put those 3D models in different backgrounds and animate them. So Mr. Miyamoto thought 'well, actually shouldn't this make it easier for us to make a sequel?'}}
{{Interview/A|Aonuma|This was an idea that came from [[Shigeru Miyamoto|Mr. Miyamoto]]. The challenge he gave to me: to try and make a sequel to ''[[The Legend of Zelda: Ocarina of Time|Ocarina of Time]]'' in just one year.<br><br>Ocarina of Time was the first 3D Zelda game. When you make a 3D game, you have all these 3D models. But in a 2D game, you're drawing all these 2D images. Even if you wanted to make another game right away, if the background is different, you actually end up having to re-draw everything. But in a 3D game, you can put those 3D models in different backgrounds and animate them. So Mr. Miyamoto thought 'well, actually shouldn't this make it easier for us to make a sequel?'}}