Interview:GDC Roundtable May 17th 2004: Difference between revisions

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{{Interview/A|EA|<section begin="team" />I wouldn't necessarily say that they intentionally tried to mimic specific events from the past game, but the fact of the matter is the Four Swords team does include members of the original LttP team, so obviously that may have had some affect of it. Also, the director of Four Swords is a huge fan of LttP and the old 2-D style games.<section end="team" /> But in bringing together the elements for the Four Swords, he looked at, essentially, taking elements from the 3-D Wind Waker, brining those into two dimensions, and finding ways to take elements that people who have played the newer games would then see in this game and be familiar with, in addition to taking some of the older elements from the past 2-D games and also applying them, so that we basically would come together with Four Swords being a game that is going to be something that will feel familiar, and be appealing to people of both time periods, both the old-school fans and the new-school fans. One example of that is, there was an element where he took the spotlight from the Wind Waker—you may remember on [[Windfall Island]] they have the spotlight where Link has to sneak around—if you play through Four Swords you'll find an area where he's done some kind of interesting things with the spotlight and applied that to 2-D. [Editor's Note: Wind Waker's spotlight is actually located in [[Forsaken Fortress]].]}}
{{Interview/A|EA|<section begin="team" />I wouldn't necessarily say that they intentionally tried to mimic specific events from the past game, but the fact of the matter is the Four Swords team does include members of the original LttP team, so obviously that may have had some affect of it. Also, the director of Four Swords is a huge fan of LttP and the old 2-D style games.<section end="team" /> But in bringing together the elements for the Four Swords, he looked at, essentially, taking elements from the 3-D Wind Waker, brining those into two dimensions, and finding ways to take elements that people who have played the newer games would then see in this game and be familiar with, in addition to taking some of the older elements from the past 2-D games and also applying them, so that we basically would come together with Four Swords being a game that is going to be something that will feel familiar, and be appealing to people of both time periods, both the old-school fans and the new-school fans. One example of that is, there was an element where he took the spotlight from the Wind Waker—you may remember on [[Windfall Island]] they have the spotlight where Link has to sneak around—if you play through Four Swords you'll find an area where he's done some kind of interesting things with the spotlight and applied that to 2-D. [Editor's Note: Wind Waker's spotlight is actually located in [[Forsaken Fortress]].]}}


{{Interview/Q|Q|In Four Swords I just wanted to ask about the voice work in [[Navi's Trackers]], and I was wondering if you've thought about using voice in future titles, and how they think it worked out [in Navi's Trackers].}}
{{Interview/Q|Q|In Four Swords I just wanted to ask about the voice work in [[Navi Trackers|Navi's Trackers]], and I was wondering if you've thought about using voice in future titles, and how they think it worked out [in Navi's Trackers].}}


{{Interview/A|EA|I mean, it's interesting to use voice in games. But using voice obviously leads to challenges in the localization process, because obviously you have to change the voice from one language to another. But in this case, with Tetra's Trackers, what we had was voice work that was used in the game not only to just convey story, but really voice work that was integ—inte...}}
{{Interview/A|EA|I mean, it's interesting to use voice in games. But using voice obviously leads to challenges in the localization process, because obviously you have to change the voice from one language to another. But in this case, with Tetra's Trackers, what we had was voice work that was used in the game not only to just convey story, but really voice work that was integ—inte...}}