Interview:Iwata Asks: Twilight Princess (Part 2): Difference between revisions

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(Created page with "{{IncInterview}} You can view this interview over at <a href="http://us.wii.com/iwata_asks/twilight_princess/part_3/" target="new">Iwata Asks</a> on Nintendo's website.<br><b...")
 
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You can view this interview over at <a href="http://us.wii.com/iwata_asks/twilight_princess/part_3/" target="new">Iwata Asks</a> on Nintendo's website.<br><br>
{{Interview|YYYY-MM-DD
|date =  
|interviewee = Kawagoe, Asakawa, Takano, Takizawa, Miyanaga, Ikematsu.
|interviewer = [[Satoru Iwata]]
|description = The second batch of interviews for the Twilight Princess special as part of the Iwata Asks series. This section focuses on some of the more experience members of the Zelda development team.
|source = [http://iwataasks.nintendo.com/interviews/#/wii/twilight_princess/0/0] [http://www.nintendo.co.uk/NOE/en_GB/news/iwata/iwata_asks_-_wii_32854_17948.html]
}}


The second batch of interviews for the Twilight Princess special as part of the Iwata Asks series. This section focuses on some of the more experience members of the Zelda development team.<br><br>
==Part 3 - Like Trying to Mold Clay==


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{{Interview/A|Iwata|In the previous interview, I spoke with some of the younger developers that worked on the latest Zelda. This time, I have been joined by more experienced developers who over the years have become accustomed to working on Zelda titles. I'd like to ask each of you to introduce yourself. Let's start with you, Kawagoe-san.}}
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<b>Part 3 - Like Trying to Mold Clay</b><br><br>
 
<b>Iwata:</b> In the previous interview, I spoke with some of the younger developers that worked on the latest Zelda. This time, I have been joined by more experienced developers who over the years have become accustomed to working on Zelda titles. I'd like to ask each of you to introduce yourself. Let's start with you, Kawagoe-san.<br><br>


<b>Kawagoe:</b> I would like to start talking about "The Legend of Zelda: Twilight Princess" today. Since many developers are involved with this project, I would like to have as many of them participate in this discussion as possible. First, I will talk with six young staff members who experienced being team leaders for the first time on this project. Just so you know, I am planning to talk with more experienced developers later on, and towards the end I will talk with the director (Eiji) Aonuma-san and (Shigeru) Miyamoto-san. So, let's start by having our young developers introduce themselves.<br><br>
<b>Kawagoe:</b> I would like to start talking about "The Legend of Zelda: Twilight Princess" today. Since many developers are involved with this project, I would like to have as many of them participate in this discussion as possible. First, I will talk with six young staff members who experienced being team leaders for the first time on this project. Just so you know, I am planning to talk with more experienced developers later on, and towards the end I will talk with the director (Eiji) Aonuma-san and (Shigeru) Miyamoto-san. So, let's start by having our young developers introduce themselves.<br><br>
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<b>Part 4 - Always Striving to Stay True to the Spirit of Zelda</b><br><br>
==Part 4 - Always Striving to Stay True to the Spirit of Zelda==


<b>Iwata:</b> We had originally planned to release Twilight Princess at the end of 2005, but as we entered the final period before completion, we decided to postpone the release by a year. This decision had the effect of moving the finish line further away right at the end of the race, so to speak. There was also the added challenge of developing the Wii version, and I think this made things more difficult for everyone. I would like to hear how you felt about the extension of the release date and how the extra time impacted the project. Let's start with Oyama-san.<br><br>
<b>Iwata:</b> We had originally planned to release Twilight Princess at the end of 2005, but as we entered the final period before completion, we decided to postpone the release by a year. This decision had the effect of moving the finish line further away right at the end of the race, so to speak. There was also the added challenge of developing the Wii version, and I think this made things more difficult for everyone. I would like to hear how you felt about the extension of the release date and how the extra time impacted the project. Let's start with Oyama-san.<br><br>
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