Interview:Famitsu November 16th 2011: Difference between revisions

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{{Interview|2011-11-16
{{Infobox|interview|2011-11-16
|date = November 16, 2011
|date = November 16, 2011
|interviewee = [[Shigeru Miyamoto]]
|interviewee = [[Shigeru Miyamoto]]
|interviewer = Famitsu
|interviewer = Famitsu
|description = Miyamoto tells Famitsu about what was focused on for ''[[The Legend of Zelda: Skyward Sword|Skyward Sword]]'' development and why.
|description = Miyamoto tells Famitsu about what was focused on for ''[[The Legend of Zelda: Skyward Sword|Skyward Sword]]'' development and why.
|source = [http://www.1up.com/news/miyamoto-twists-turns-skyward-sword] [http://www.zeldadungeon.net/2011/11/miyamoto-on-skyward-sword-development/]
|source = [http://www.1up.com/news/miyamoto-twists-turns-skyward-sword] [https://www.zeldadungeon.net/miyamoto-on-skyward-sword-development/]
}}
}}


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In previous Zeldas we had players assign items to specific buttons in order to make it as instinctive as possible. Just having multiple buttons, though, opens up the possibility of making mistakes. With this game, you use the B button to switch between items and A to use all of them, which cuts down on mistakes. We're able to do this because you don't use A to swing your sword any longer; that comes from flicking the remote. That's really important, and it makes it feel like that much more of an action game.
In previous Zeldas we had players assign items to specific buttons in order to make it as instinctive as possible. Just having multiple buttons, though, opens up the possibility of making mistakes. With this game, you use the B button to switch between items and A to use all of them, which cuts down on mistakes. We're able to do this because you don't use A to swing your sword any longer; that comes from flicking the remote. That's really important, and it makes it feel like that much more of an action game.


With previous Zeldas, we took what we thought was good from the past and used that as a base to build on. Sooner or later, though, we need to add some new play structure to the thing, or else people will say 'Well, Zelda's just the same old puzzles going across the same eight dungeons.' I don't feel a need to stick with that system, because I think Zelda's core lies in playing around in the same world over a period time, gradually learning more about it and building experience as you discover new secrets. [[The Legend of Zelda (Game)|The NES Zelda]] had a small map so that worked, but as hardware progressed, the scale got large enough that often you'd see places that you only visited once in the game. I wasn't entirely sure that made for a real Zelda-like experience.
With previous Zeldas, we took what we thought was good from the past and used that as a base to build on. Sooner or later, though, we need to add some new play structure to the thing, or else people will say 'Well, Zelda's just the same old puzzles going across the same eight dungeons.' I don't feel a need to stick with that system, because I think Zelda's core lies in playing around in the same world over a period time, gradually learning more about it and building experience as you discover new secrets. [[The Legend of Zelda|The NES Zelda]] had a small map so that worked, but as hardware progressed, the scale got large enough that often you'd see places that you only visited once in the game. I wasn't entirely sure that made for a real Zelda-like experience.


That thought drove us to structure this game so you play in the same places many times through the game and the story is built on top of that. Outside of [[Link]]'s home turf, there are essentially only three major sections -- but there are lots of events in each of these sections, as well as dungeons to explore. It's not a set system of eight dungeons, but instead three sections that gradually open themselves more as you dive deeper in. Maybe it sounds complex, but as you play, it'll basically feel like you have the sky, and then three different areas to play in.
That thought drove us to structure this game so you play in the same places many times through the game and the story is built on top of that. Outside of [[Link]]'s home turf, there are essentially only three major sections -- but there are lots of events in each of these sections, as well as dungeons to explore. It's not a set system of eight dungeons, but instead three sections that gradually open themselves more as you dive deeper in. Maybe it sounds complex, but as you play, it'll basically feel like you have the sky, and then three different areas to play in.

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