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(Originally found at GameInformer.com)<br><br> | (Originally found at GameInformer.com)<br><br> | ||
During the Game | During the Game Developer's Conference (yeah, that long ago), Game Informer Online Managing Editor Billy Berghammer got an | ||
exclusive one-on-one interview with | exclusive one-on-one interview with Nintendo's new Zelda producer and Deputy Manager of EAD's Software Designing Department, | ||
Eiji Aonuma. We asked Mr. Aonuma about his new position, the upcoming Legend of Zelda: Four Swords Adventures, Wind Waker 2, | Eiji Aonuma. We asked Mr. Aonuma about his new position, the upcoming Legend of Zelda: Four Swords Adventures, Wind Waker 2, | ||
and the Nintendo DS.<br><br> | and the Nintendo DS.<br><br> | ||
Since this | Since this interview's embargo was lifted today, we can finally share it with you. Realize that back in March when this | ||
interview was conducted we were unaware that The Wind Waker 2 was actually the new “mature” Legend of Zelda title that we | interview was conducted we were unaware that The Wind Waker 2 was actually the new “mature” Legend of Zelda title that we | ||
were teased with at during E3.<br><br> | were teased with at during E3.<br><br> | ||
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<br> | <br> | ||
<b> | <b> | ||
Billy Berghammer: Yesterday you announced that you were the official new producer over the entire Zelda franchise. | Billy Berghammer: Yesterday you announced that you were the official new producer over the entire Zelda franchise. You've | ||
obviously worked with the series for a long time, and with gamers, the Zelda series is held in such high regard. How do you | obviously worked with the series for a long time, and with gamers, the Zelda series is held in such high regard. How do you | ||
feel about that? Are you nervous about your new position?</b> <br><br> | feel about that? Are you nervous about your new position?</b> <br><br> | ||
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problems with that – there are many things that went wrong. So, obviously I realized quickly that there are a lot of high | problems with that – there are many things that went wrong. So, obviously I realized quickly that there are a lot of high | ||
expectations for the Zelda franchise, and that Zelda fans are expecting a lot out of me, and I know that I have a mountain of | expectations for the Zelda franchise, and that Zelda fans are expecting a lot out of me, and I know that I have a mountain of | ||
things to still learn about the franchise. So, | things to still learn about the franchise. So, I'm going to be going forward, talking with Mr. Miyamoto, having conversations | ||
with him as often as I can, learning more about the franchise and continuing to develop it in ways that people will look | with him as often as I can, learning more about the franchise and continuing to develop it in ways that people will look | ||
forward to.<br><br><br><br> | forward to.<br><br><br><br> | ||
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everything in comparison to you?</b> <br><br> | everything in comparison to you?</b> <br><br> | ||
EA: Well, Mr. Miyamoto is still absolute. What he says goes. (Laughs) In that sense, things really | EA: Well, Mr. Miyamoto is still absolute. What he says goes. (Laughs) In that sense, things really haven't changed that | ||
much. Obviously, I as producer cannot go to Mr. Miyamoto and say we | much. Obviously, I as producer cannot go to Mr. Miyamoto and say we can't do this, or hey, we have to do this because this | ||
isn't something I fully understand, and demand things like that. So, we'll talk and exchange ideas and decide on things | |||
together. | together. It's fairly similar to the situation where I was director and Mr. Miyamoto was producer. In this case, I'm now | ||
producer, and Mr. Miyamoto is looking over me, so it | producer, and Mr. Miyamoto is looking over me, so it hasn't really changed. But we've gotten to this situation where we now | ||
have other directors working on Zelda games. So, we still have Mr. Miyamoto there, and I just want to make sure that everybody | have other directors working on Zelda games. So, we still have Mr. Miyamoto there, and I just want to make sure that everybody | ||
is aware that | is aware that he's still very much involved with the Zelda franchise, and still “upending the tea table” every once in a while. | ||
It's just kind of a new development for the series that's going to allow us to do things differently.<br><br><br><br> | |||
<b>BB: You said yesterday that when you played the first Legend Of Zelda title that it | <b>BB: You said yesterday that when you played the first Legend Of Zelda title that it wasn't a game that appeals to you. Do you | ||
find that kind of ironic that | find that kind of ironic that it's your job to direct this franchise?</b> <br><br> | ||
EA: (laughs) Yeah, I do think it is kind of ironic. I remember working on Zelda, and getting close to the final stages of | EA: (laughs) Yeah, I do think it is kind of ironic. I remember working on Zelda, and getting close to the final stages of | ||
development and thinking to myself, “Wow I | development and thinking to myself, “Wow I can't believe there was actually a time where I couldn't stand Zelda.” Obviously, | ||
that opinion changed when I played A Link To The Past. I played that game, and really had fun with it. In that sense, for me, | that opinion changed when I played A Link To The Past. I played that game, and really had fun with it. In that sense, for me, | ||
it's kind of like following in Mr. Miyamoto's footsteps, where, I'm sure with the original Zelda there were things that Mr. | |||
Miyamoto wanted to do but he | Miyamoto wanted to do but he couldn't do, where he tried, and with The Link To the Past he introduced these new elements into | ||
the Zelda franchise. And likewise, in my work | the Zelda franchise. And likewise, in my work I'm going on and looking at the things that we hadn't been able to do. Maybe | ||
technologically speaking with the GameCube, or new hardware where we want to introduce these new elements. For me, | technologically speaking with the GameCube, or new hardware where we want to introduce these new elements. For me, it's really | ||
more like an extension of what he did, or in the next step of that the work that | more like an extension of what he did, or in the next step of that the work that he's been doing has been passed on to me, and | ||
now | now I'm moving in the direction that he's moved in.<br><br><br><br> | ||
<b>BB: Link is a creation of Mr. Miyamoto, his flavor, the “Zelda-ness” as you described. Now that you are the director, what | <b>BB: Link is a creation of Mr. Miyamoto, his flavor, the “Zelda-ness” as you described. Now that you are the director, what | ||
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EA: I think in my speech yesterday, I think I elaborated on the thoughts that I had about the first time I played A Link To | EA: I think in my speech yesterday, I think I elaborated on the thoughts that I had about the first time I played A Link To | ||
The Past. And the idea of seeing my actions reflected on the screen and seeing these actions that | The Past. And the idea of seeing my actions reflected on the screen and seeing these actions that I've done on screen | ||
leading to this chain reaction of events that take place that then effect the storyline, and that bring me through the Zelda | leading to this chain reaction of events that take place that then effect the storyline, and that bring me through the Zelda | ||
storyline, and the feeling and effect of that, and how much fun I had with that.<br><br> | storyline, and the feeling and effect of that, and how much fun I had with that.<br><br> | ||
For me, | For me, it's going to be looking to expand on that, and expanding the way that the player can experience that reality of being | ||
in that Zelda world and being a part of that Zelda story.<br><br><br><br> | in that Zelda world and being a part of that Zelda story.<br><br><br><br> | ||
<b>BB: As far as the storyline, there was kind of a certain progression of the way Link progressed through the original Legend Of | <b>BB: As far as the storyline, there was kind of a certain progression of the way Link progressed through the original Legend Of | ||
Zelda, to The Link To The Past, To Ocarina Of Time, and the rest of the titles, until Wind Waker. Miyamoto stated that the | Zelda, to The Link To The Past, To Ocarina Of Time, and the rest of the titles, until Wind Waker. Miyamoto stated that the | ||
Link in the Wind Waker was really another Link. Can you explain that? | Link in the Wind Waker was really another Link. Can you explain that? It's a little confusing for some people that this is a | ||
different Link. Did Wind Waker start a whole new chapter, or a whole new story?</b> <br><br> | different Link. Did Wind Waker start a whole new chapter, or a whole new story?</b> <br><br> | ||
EA: I think the easiest way to explain this is that Link is always the main character in Zelda titles. With new games, | EA: I think the easiest way to explain this is that Link is always the main character in Zelda titles. With new games, | ||
naturally people are going to think how does this Link relate to the Link from the last game? The thing is, when making a new | naturally people are going to think how does this Link relate to the Link from the last game? The thing is, when making a new | ||
Zelda game, we | Zelda game, we don't necessarily start with the storyline first, we start with the game, and we think, “What's Link going to be | ||
like in this game? What kind of a character is he going to be, and what kind of a personality is he going to have?” In that | like in this game? What kind of a character is he going to be, and what kind of a personality is he going to have?” In that | ||
sense, for us, we | sense, for us, we didn't necessarily feel there was a need to have an infinitive connection between everything, because it was | ||
this idea that Link is the hero no matter what. | this idea that Link is the hero no matter what. He's here, and he's part of the story. Obviously for people that are fans, | ||
it's something that they pay a lot of attention to. If you start thinking about that, then you'll have questions, say, if this | |||
Link is related to that Link in this way, what does that say about the four Links in Four Swords? How does that all fit in? | Link is related to that Link in this way, what does that say about the four Links in Four Swords? How does that all fit in? | ||
To me storyline is important, and as producer, I am going to be going through, and trying to bring all of these stories together, | To me storyline is important, and as producer, I am going to be going through, and trying to bring all of these stories together, | ||
and kind of make them a little bit more clear. Unfortunately, we just | and kind of make them a little bit more clear. Unfortunately, we just haven't done that yet. <br><br><br><br> | ||
<b>BB: | <b>BB: That's something that, you (Bill Trinen – Localization Team) and I have talked about with the release of the Zelda | ||
compilation disc, cleaning up some of the spellings like Ganon, and making sure everything is cohesive. Maybe | compilation disc, cleaning up some of the spellings like Ganon, and making sure everything is cohesive. Maybe that's an American | ||
thing – us wanting to know how it all works together. I guess that leads me to my next questions. How do the Links in The Four | thing – us wanting to know how it all works together. I guess that leads me to my next questions. How do the Links in The Four | ||
Swords Adventure relate to the overall story line? Or is it just a subchapter or something like that?</b> <br><br> | Swords Adventure relate to the overall story line? Or is it just a subchapter or something like that?</b> <br><br> | ||
EA: The GBA Four Swords Zelda is what | EA: The GBA Four Swords Zelda is what we're thinking as the oldest tale in the Zelda timeline. With this one on the GameCube | ||
being a sequel to that, and taking place sometime after that. <br><br><br><br> | being a sequel to that, and taking place sometime after that. <br><br><br><br> | ||
<b>BB: | <b>BB: I've been playing through the Japanese version of Four Swords, and I was wondering why the game was broken down into 8 | ||
chapters with 3 subchapters per chapter.</b> <br><br> | chapters with 3 subchapters per chapter.</b> <br><br> | ||
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been a big adventure, and requires a lot of time to finish. Because of the way the game was designed, it becomes difficult to | been a big adventure, and requires a lot of time to finish. Because of the way the game was designed, it becomes difficult to | ||
stop halfway through, take a break, and then come back later to try and finish it again. Part of this problem stems to the fact | stop halfway through, take a break, and then come back later to try and finish it again. Part of this problem stems to the fact | ||
that in the Japanese market where a lot of game consumers say that they | that in the Japanese market where a lot of game consumers say that they don't have the kind of time to devote to a game of that | ||
epic scale – to play all the way through, and complete it. So one thought that we had this time with Four Swords, was if we go | epic scale – to play all the way through, and complete it. So one thought that we had this time with Four Swords, was if we go | ||
through this method of level-clearing type of gameplay, that gives people the opportunity to sit down and play it, and pick it | through this method of level-clearing type of gameplay, that gives people the opportunity to sit down and play it, and pick it | ||
up again sometime later. | up again sometime later. It's something that you don't have to play all the way through in one sitting.<br><br><br><br> | ||
<b>BB: When you were making Four Swords for the Game Boy Advance, was the thought process that the next step was to make a Zelda | <b>BB: When you were making Four Swords for the Game Boy Advance, was the thought process that the next step was to make a Zelda | ||
connectivity title for the GameCube?</b> <br><br> | connectivity title for the GameCube?</b> <br><br> | ||
EA: I actually | EA: I actually wasn't involved in the Game Boy Advance Four Swords game – that was before I became producer of the Zelda | ||
series. So there was another person at EAD that was responsible for the supervision of that title. I, of course, was solely | series. So there was another person at EAD that was responsible for the supervision of that title. I, of course, was solely | ||
dedicated to the production of the Wind Waker at that time. This time around, as producer, our initial idea was how do we take | dedicated to the production of the Wind Waker at that time. This time around, as producer, our initial idea was how do we take | ||
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seal him away, and protect the world from what he was trying to do. In this game Vaati returns, but he returns because Shadow | seal him away, and protect the world from what he was trying to do. In this game Vaati returns, but he returns because Shadow | ||
Link appears in the beginning of the game, and basically causes this problem which forces Link to draw out the four sword. In | Link appears in the beginning of the game, and basically causes this problem which forces Link to draw out the four sword. In | ||
doing so, it releases Vaati back into the world. The problem is, in the beginning of the game, that you | doing so, it releases Vaati back into the world. The problem is, in the beginning of the game, that you don't really understand | ||
why Shadow Link has done this or for what purpose Shadow Link is being used to do this. That becomes and integral part of the | why Shadow Link has done this or for what purpose Shadow Link is being used to do this. That becomes and integral part of the | ||
story line.<br><br><br><br> | story line.<br><br><br><br> | ||
<b>BB: Square-Enix tried to make a single player element out of Final Fantasy Crystal Chronicles and it was sort of lacking, to | <b>BB: Square-Enix tried to make a single player element out of Final Fantasy Crystal Chronicles and it was sort of lacking, to | ||
say the least. In playing Four Swords alone and with friends, | say the least. In playing Four Swords alone and with friends, you've seemingly pulled it off. What were some of the challenges | ||
that you faced balancing the single player and multiplayer game of Four Swords Adventures?</b> <br><br> | that you faced balancing the single player and multiplayer game of Four Swords Adventures?</b> <br><br> | ||
EA: First off, | EA: First off, I'm very happy to hear that you enjoyed both modes. Our first idea in making Four Swords, and making a | ||
connectivity Zelda game was essentially to make a game that would be most fun multiplayer as a connectivity title. But then, we | connectivity Zelda game was essentially to make a game that would be most fun multiplayer as a connectivity title. But then, we | ||
think back and say well, the single player element has always what has been most important in the Zelda series, up until now. | think back and say well, the single player element has always what has been most important in the Zelda series, up until now. | ||
So we thought it would be very important, to again include some type of single player mode that can be enjoyed by Zelda fans. | So we thought it would be very important, to again include some type of single player mode that can be enjoyed by Zelda fans. | ||
To do that, obviously as | To do that, obviously as you've seen, we incorporated the formation system. What that allowed us to do was let a single player | ||
to go through and play the same levels and the same maps that normally | to go through and play the same levels and the same maps that normally you'd need four players to clear the levels and puzzles | ||
with. In doing that people would say, oh if the single player game and the multiplayer game are exactly the same, obviously | with. In doing that people would say, oh if the single player game and the multiplayer game are exactly the same, obviously | ||
there's no reason to play it both ways. I think what people are going to find is that is completely incorrect. When you play | |||
it alone you have a single goal that you are working towards, and | it alone you have a single goal that you are working towards, and that's getting to the end, and you are entirely focused on that. | ||
When you play in multiplayer you kind of have this goal of getting to the end, but at the same time you have this other goal of | When you play in multiplayer you kind of have this goal of getting to the end, but at the same time you have this other goal of | ||
trying to be the one who collects the most stuff, and ultimately wins.<br><br> | trying to be the one who collects the most stuff, and ultimately wins.<br><br> | ||
So, it leads to essentially, you know, you have four people playing, and each of those players are going to have their very own | So, it leads to essentially, you know, you have four people playing, and each of those players are going to have their very own | ||
style of play, and | style of play, and that's going to bring a lot of variety into the game play. Then you have this unique element of the nature of | ||
the game, which is cooperating to the extent that you have to, and then competing to get the rewards that are the result of that | the game, which is cooperating to the extent that you have to, and then competing to get the rewards that are the result of that | ||
cooperation. So it really mixes up and kind of adds a completely different vibe from the style of gameplay that you get from the | cooperation. So it really mixes up and kind of adds a completely different vibe from the style of gameplay that you get from the | ||
single player experience. I think if people were to sit down, like you did, and play it single player, | single player experience. I think if people were to sit down, like you did, and play it single player, they'll find that that's | ||
fun, and then play it multiplayer | fun, and then play it multiplayer they'll find that that is fun too. <br><br><br><br> | ||
<b>BB: Is Ganon at all in Four Swords Adventures?</b> <br><br> | <b>BB: Is Ganon at all in Four Swords Adventures?</b> <br><br> | ||
EA: If I tell you that, it | EA: If I tell you that, it won't be interesting by the time you find out. (laughs)<br><br><br><br> | ||
<b>BB: Is there anything different that players will see if they only play it single player, and not multiplayer – or visa versa.</b> <br><br> | <b>BB: Is there anything different that players will see if they only play it single player, and not multiplayer – or visa versa.</b> <br><br> | ||
EA: There are some slight changes. Obviously, technically, | EA: There are some slight changes. Obviously, technically, there's four ways to play the game. You can play it single player, | ||
and you can play it multiplayer with four players. Or you can play it multiplayer with three or with two. So there are some very | and you can play it multiplayer with four players. Or you can play it multiplayer with three or with two. So there are some very | ||
subtle differences with the puzzles that you will see in the levels. Partially because, if | subtle differences with the puzzles that you will see in the levels. Partially because, if you're playing this single player, and | ||
you have a formation, you can do different formations with the four links, whereas if | you have a formation, you can do different formations with the four links, whereas if you're playing with three players, you may | ||
not be able to get all those formations, or the ones that you can do with four players. So in that sense, | not be able to get all those formations, or the ones that you can do with four players. So in that sense, you'll see some slight | ||
changes in the puzzles.<br><br><br><br> | changes in the puzzles.<br><br><br><br> | ||
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EA: You know we had so many discussions up until the tail end of development – we should do this, and we should do that – there | EA: You know we had so many discussions up until the tail end of development – we should do this, and we should do that – there | ||
was so much that we were talking about doing that I | was so much that we were talking about doing that I can't remember what we ended up doing. (laughs) But, I'm pretty sure there's | ||
something.<br><br><br><br> | something.<br><br><br><br> | ||
<b>BB: | <b>BB: What's your favorite part about Legend Of Zelda: The Four Swords Adventures?</b> <br><br> | ||
EA: Actually, the individual director of this game Toshiaki Suzuki, is a big fan of the Zelda series. So one thing that he did | EA: Actually, the individual director of this game Toshiaki Suzuki, is a big fan of the Zelda series. So one thing that he did | ||
with this game that I really want to praise him for and the work that | with this game that I really want to praise him for and the work that he's done on it, was he went back and looked at a lot of past | ||
Zelda games, and he took elements almost from each game. So if | Zelda games, and he took elements almost from each game. So if you're playing through, and if the only Zelda game that you played | ||
was The Wind Waker, | was The Wind Waker, you'll look at that and say that this is very familiar to The Wind Waker. Or for people that know Ocarina very | ||
well, might be able to pick up little hints from Ocarina. Obviously, | well, might be able to pick up little hints from Ocarina. Obviously, it's not like we have the same exact same puzzles in these | ||
games, but kind of puzzles that evoke some of the same ideas and will give people a sense of familiarity and at the same time getting | games, but kind of puzzles that evoke some of the same ideas and will give people a sense of familiarity and at the same time getting | ||
something new. He did a really good job with it and | something new. He did a really good job with it and it's almost kind of a typical theme for the Zelda game – each new Zelda game has | ||
a lot of elements of past Zelda games in it, and he did a really good job of putting all the elements in this one? <br><br><br><br> | a lot of elements of past Zelda games in it, and he did a really good job of putting all the elements in this one? <br><br><br><br> | ||
<b>BB: You replaced rupees in the game for force gems. Why was this decision made, and | <b>BB: You replaced rupees in the game for force gems. Why was this decision made, and what's the difference between force gems and rupees?</b> <br><br> | ||
EA: If | EA: If you've played through Four Swords on Game Boy Advance, you'll see that in that game you do collect rupees, and it's a multiplayer | ||
game and so it makes sense for people to be basically scrapping for money, and trying to collect the most money. This time around, in | game and so it makes sense for people to be basically scrapping for money, and trying to collect the most money. This time around, in | ||
thinking that we really wanted to make a game that has both a very strong multiplayer and single player mode, we realized that in single | thinking that we really wanted to make a game that has both a very strong multiplayer and single player mode, we realized that in single | ||
player mode, it | player mode, it didn't seem right than in the single player mode the objective is to collect money. That felt very un-zelda-esque. In | ||
thinking about how we deal with that issue, there was this idea that well if we change it so, essentially if you are building up or | thinking about how we deal with that issue, there was this idea that well if we change it so, essentially if you are building up or | ||
storing up a sort of power in your sword, so you can defeat enemies, although | storing up a sort of power in your sword, so you can defeat enemies, although it's the same collection, and you're collecting these gems, | ||
your motivation for that is completely different. As you play Four Swords Adventures, and you collect the gems, | your motivation for that is completely different. As you play Four Swords Adventures, and you collect the gems, you'll notice the more | ||
you collect the more power gets built up in your sword, it allows you to defeat some of the enemies. Instead of collecting money, | you collect the more power gets built up in your sword, it allows you to defeat some of the enemies. Instead of collecting money, you're | ||
collecting the essence of power and putting it into your sword. That is another example of Mr. Miyamoto upending the tea table. (laughs)<br><br><br><br> | collecting the essence of power and putting it into your sword. That is another example of Mr. Miyamoto upending the tea table. (laughs)<br><br><br><br> | ||
<b>BB: | <b>BB: You're going to be the producer on the upcoming Wind Waker 2. Will Wind Waker 2 be a direct sequel, or will it be kind of a departure | ||
like how | like how Majora's Mask was?</b> <br><br> | ||
EA: | EA: You'll have to wait and see. If it'll be a direct sequel or not, it is being called Wind Waker 2, so what does that mean? (laughs)<br><br><br><br> | ||
<b>BB: | <b>BB: You've hinted that Wind Waker 2 would have some sort of relationship to the Nintendo DS. Would this be some sort of DS – GameCube | ||
connectivity title?</b> <br><br> | connectivity title?</b> <br><br> | ||
EA: I guess what I was trying to say was with the development of the DS, and with the development of this new platform arriving. | EA: I guess what I was trying to say was with the development of the DS, and with the development of this new platform arriving. We're | ||
going to look at the Zelda series, and take that in new directions on the new platform. Some people took that there would be some | going to look at the Zelda series, and take that in new directions on the new platform. Some people took that there would be some | ||
connection between the GameCube and the DS. The Wind Waker 2 is a new game with new ideas. As far as the DS, | connection between the GameCube and the DS. The Wind Waker 2 is a new game with new ideas. As far as the DS, you'll have to wait and see.<br><br><br><br> | ||
<b>BB: Would you like to make a Zelda title for the DS?</b> <br><br> | <b>BB: Would you like to make a Zelda title for the DS?</b> <br><br> | ||
EA: Yes, I do. | EA: Yes, I do. |