Interview:IGN October 25th 2013: Difference between revisions

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{{Interview/Q|On working with players' memories on remakes}}
{{Interview/Q|On working with players' memories on remakes}}


{{Interview/A|Aonuma|The memories that users have in their heads aren't just about the gameplay of the game, not just about the experience in the game, but it's more like… Their memories are about their lives mixed in with those memories. So it's really difficult for us to re-create that whole situation, that whole memory, because it depends on the players.<br><br>What we have to be careful about, when it comes to the remake, is that we'd like to create something that can be better than the image inside the players' minds, but still retains the atmosphere of the original. When it comes to the Wind Waker HD version, we think that we've managed to create a game that doesn't ruin that [nostalgic] image, but sticks with the original atmosphere as well. What's most important is to stick with the original – we don't want to make any huge changes, even though we're creating something new.<br><br>The staff were really nervous about [[The Legend of Zelda: Ocarina of Time 3D|Ocarina of Time 3D]], but I was completely fine. I said, 'Come on, let's just make changes.' I asked the staff to be more free. because we had to create something that's not exactly like the original game. We had to bring some additional fun to it. So I told the staff to be more creative, to not be afraid of making something new.<br><br>We don't go out to just make a remake. There should be some kind of meaning to it. For example, the reason why we released the 3DS version of Ocarina of Time, is that we wanted users to enjoy the stereoscopic 3D version. Now that HD is possible with the [[Nintendo Wii U|Wii U]], for the same reason, we wanted users to enjoy an HD version [of Wind Waker] and to be able to use the [[Nintendo Wii U#GamePad|GamePad]], so they could see a difference there. So it's not just making a remake that's the important thing. We wanted to have a particular reason to do it. If there's a meaning behind doing a remake, then of course we'll consider it.}}
{{Interview/A|Aonuma|The memories that users have in their heads aren't just about the gameplay of the game, not just about the experience in the game, but it's more like… Their memories are about their lives mixed in with those memories. So it's really difficult for us to re-create that whole situation, that whole memory, because it depends on the players.<br/><br/>What we have to be careful about, when it comes to the remake, is that we'd like to create something that can be better than the image inside the players' minds, but still retains the atmosphere of the original. When it comes to the Wind Waker HD version, we think that we've managed to create a game that doesn't ruin that [nostalgic] image, but sticks with the original atmosphere as well. What's most important is to stick with the original – we don't want to make any huge changes, even though we're creating something new.<br/><br/>The staff were really nervous about [[The Legend of Zelda: Ocarina of Time 3D|Ocarina of Time 3D]], but I was completely fine. I said, 'Come on, let's just make changes.' I asked the staff to be more free. because we had to create something that's not exactly like the original game. We had to bring some additional fun to it. So I told the staff to be more creative, to not be afraid of making something new.<br/><br/>We don't go out to just make a remake. There should be some kind of meaning to it. For example, the reason why we released the 3DS version of Ocarina of Time, is that we wanted users to enjoy the stereoscopic 3D version. Now that HD is possible with the [[Nintendo Wii U|Wii U]], for the same reason, we wanted users to enjoy an HD version [of Wind Waker] and to be able to use the [[Nintendo Wii U#GamePad|GamePad]], so they could see a difference there. So it's not just making a remake that's the important thing. We wanted to have a particular reason to do it. If there's a meaning behind doing a remake, then of course we'll consider it.}}


{{Interview/Q|On his favorite Zelda title}}
{{Interview/Q|On his favorite Zelda title}}