Interview:Developer Event E3 2006

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During Nintendo's developer event at E3 2006, shigeru Miyamoto commented on the difference between the Gamecube and the Wii version of The Legend of Zelda: Twilight Princess, along with some other Zelda-game comments.

The Wii version of The Legend of Zelda: Twilight Princess will only differ from the GameCube version because of the screensize and the Wii controller. For the rest, the two versions are basically the same. On Wii, The Legend of Zelda: Twilight Princess will be in 16:9 widescreen and use the 480p standard, where the GameCube version will play in normal 4:3 size. The Wii version of The Legend of Zelda: Twilight Princess will have slightly better graphical quality. With the virtual console of the Wii (the service where you can download and play games from previous generation consoles), Nintendo will possibly include Wii functionality in certain games. This 'could' mean that we will also be able to play Ocarina of Time and Majora's Mask with the Wii controller. The basics of an intuitive and easy to use gameplay Shigeru Miyamoto always kept in mind with the Zelda games, was the main goal when developing the Wii hardware.


How different is the experience between playing The Legend of Zelda: Twilight Princess on the Game Cube and Wii? "In terms of the experience itself, obviously the interface is different, so that's what makes a very different experience between the two games. I have actually already gotten used to the Wii controller with Zelda and because of that I'm incapable of going back to Gamecube. But there's also the 16:9 widescreen, which is obviously another difference. Then again, if you take the Wii version and go back to play it on a 4:3 television, then it's actually just shrinking down, it will cut off the edges, so that kind of offers a different experience as well."

What was one of the biggest challenges to overcome with Wii hardware development? "Well, first of all, for me, when I was working on the Zelda games, I've always wanted an interface that's intuitive and easy to use, but with the least number of buttons you can have, that's still functional. So really for us, it was in terms of the controller, really determining how many buttons to have and where to position them. Those types of decissions.