Interview:GG8 November 12th 2000: Difference between revisions

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{{Infobox|interview|2000-11-12
{{Infobox|interview|2000-11-12
|date = November 12, 2000
|date = November 12, 2000
|interviewee = [[Shigeru Miyamoto]]<br>[[Eiji Aonuma]]<br>[[Mitsuhiro Takano]]
|interviewee = [[Shigeru Miyamoto]]<br/>[[Eiji Aonuma]]<br/>[[Mitsuhiro Takano]]
|interviewer = GG8
|interviewer = GG8
|description = Shigeru Miyamoto, Eiji Aonuma, and Mitsuhiro Takano sits down with Kris of GG8 to discuss about ''[[The Legend of Zelda: Majora's Mask|Majora's Mask]]''.  
|description = Shigeru Miyamoto, Eiji Aonuma, and Mitsuhiro Takano sits down with Kris of GG8 to discuss about ''[[The Legend of Zelda: Majora's Mask|Majora's Mask]]''.  
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{{Interview/Q|Kris|A game that is very repetitive or continues to cover the same ground over and over again can become boring quickly, yet in ''Majora's Mask'' you've actually done just that, using a time loop to make players repeat the same three days and the result is far from boring. How much of a challenge was it to keep the game's repetition from becoming tiresome?}}
{{Interview/Q|Kris|A game that is very repetitive or continues to cover the same ground over and over again can become boring quickly, yet in ''Majora's Mask'' you've actually done just that, using a time loop to make players repeat the same three days and the result is far from boring. How much of a challenge was it to keep the game's repetition from becoming tiresome?}}


{{Interview/A|SM|Actually those challenges were met, not by myself, but by directors like Mr. Aunoma. As a matter of fact, we intentionally made it so that people would have to repeat the same set of events during the three days. You may recall that the Zelda series before has had that same kind of repetition, not within a time frame, but within the terrain, the game's map. By exploring the same section of terrain again and again, game players are meant to become masters of the landscape. With ''Majora's Mask'' we've simply added another landscape called time. We want the game players to become fully familiar with the events and the happenings during the three days of the game along with the kind of changes that can be made to the world that's being explored, thus the primary role the time element plays. So, with that being our premise, the game's goal, we of course have made every effort to prevent that repetition from becoming a boring process.<br><br>We believed, right from the very beginning, that if we were going to add a time element to the Legend of Zelda series, it should definitely not be a boring one. It was kind of a pre-conditioned premise, a condition that we accepted before we started working on the game. The rest was up to Directors like Mr. Aunoma and the others, who had to make the effort to assure that the repetition of the game would never become boring.}}
{{Interview/A|SM|Actually those challenges were met, not by myself, but by directors like Mr. Aunoma. As a matter of fact, we intentionally made it so that people would have to repeat the same set of events during the three days. You may recall that the Zelda series before has had that same kind of repetition, not within a time frame, but within the terrain, the game's map. By exploring the same section of terrain again and again, game players are meant to become masters of the landscape. With ''Majora's Mask'' we've simply added another landscape called time. We want the game players to become fully familiar with the events and the happenings during the three days of the game along with the kind of changes that can be made to the world that's being explored, thus the primary role the time element plays. So, with that being our premise, the game's goal, we of course have made every effort to prevent that repetition from becoming a boring process.<br/><br/>We believed, right from the very beginning, that if we were going to add a time element to the Legend of Zelda series, it should definitely not be a boring one. It was kind of a pre-conditioned premise, a condition that we accepted before we started working on the game. The rest was up to Directors like Mr. Aunoma and the others, who had to make the effort to assure that the repetition of the game would never become boring.}}


{{Interview/A|Eiji Aonuma|Yes, it was very important for us to keep that in mind, that there is a time element, that time flows in the game world, and those who are playing within it will notice some of the differences depending on when and where they have been. For example, at a certain place, at a certain time, game players are going to try to be there and try to make a change. At ten in the morning for example, one event happens, but if they instead arrive at 10:20, there is a completely different event that takes place. It is just a ten minute difference, but it's a significant difference, and the way in which players will react to it, we just don't believe that it is going to be boring. The way in which the time difference can be conceived or experienced by a player is a very important factor in keeping ''Majora's Mask'' from becoming tired or repetitive.}}
{{Interview/A|Eiji Aonuma|Yes, it was very important for us to keep that in mind, that there is a time element, that time flows in the game world, and those who are playing within it will notice some of the differences depending on when and where they have been. For example, at a certain place, at a certain time, game players are going to try to be there and try to make a change. At ten in the morning for example, one event happens, but if they instead arrive at 10:20, there is a completely different event that takes place. It is just a ten minute difference, but it's a significant difference, and the way in which players will react to it, we just don't believe that it is going to be boring. The way in which the time difference can be conceived or experienced by a player is a very important factor in keeping ''Majora's Mask'' from becoming tired or repetitive.}}
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{{Interview/A|SM|I think it is a hardship that all designers have to face whenever they are making sequels or a game that's within a series. Generally when I'm creating a game, I make it a point of keeping in mind the people who have never played the prequels. But with Majora's Mask, we had to keep in mind those who had played ''[[The Legend of Zelda: Ocarina of Time|Ocarina of Time]]'', and so we used a different approach.}}
{{Interview/A|SM|I think it is a hardship that all designers have to face whenever they are making sequels or a game that's within a series. Generally when I'm creating a game, I make it a point of keeping in mind the people who have never played the prequels. But with Majora's Mask, we had to keep in mind those who had played ''[[The Legend of Zelda: Ocarina of Time|Ocarina of Time]]'', and so we used a different approach.}}


{{Interview/A|EA|I do not know how I would go about doing it with another title or series, but as far as creating ''Majora's Mask'' is concerned:-<br><br>
{{Interview/A|EA|I do not know how I would go about doing it with another title or series, but as far as creating ''Majora's Mask'' is concerned:-<br/><br/>
# The creative staff members were almost identical between ''Ocarina of Time'' and ''Majora's Mask'';
# The creative staff members were almost identical between ''Ocarina of Time'' and ''Majora's Mask'';
#  There were elements in ''Ocarina of Time'' that we could further expand on, and;
#  There were elements in ''Ocarina of Time'' that we could further expand on, and;
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{{Interview/Q|Kris|I've read that in your games there is often an area that was particularly hard to achieve and yet its usually something so simple to players playing the game that they would never guess. Was there an area like that in ''Majora's Mask''?}}
{{Interview/Q|Kris|I've read that in your games there is often an area that was particularly hard to achieve and yet its usually something so simple to players playing the game that they would never guess. Was there an area like that in ''Majora's Mask''?}}


{{Interview/A|EA|The fact that if you go back in time, then all the items you have secured will be lost. We had a very heated discussion as to what we could or could not allow the player to keep. You know, the Legend of Zelda games have always offered the joy of securing many different items, and there is a joy for players in choosing which items to use within the game. This time we've changed that concept so that players can also look at finding the most efficient way to gather the needed items within the time limitation and this way keep the enjoyment of gathering the items even though the items will be lost when going back in time. Players will have already enjoyed gathering the items the first time, and so on the second time, they can get some enjoyment from trying to find the most efficient way to do it again.<br><br>Asking players to repeat the things they do is a kind of hardship and we had to try to implement different ideas to make it easier for players to do so. Even though we had done everything we could when we made the Japanese version, we realized afterward that there were still some hardships, big hardships, which we should not have let the Japanese players suffer. So, when creating the English version of ''Majora's Mask'', we have added some extra features, for example we have added the intercept save function during game-play, a feature that only appears in the English version. With this, I believe that western players are going to have a lot less difficulty when playing ''Majora's Mask''.}}
{{Interview/A|EA|The fact that if you go back in time, then all the items you have secured will be lost. We had a very heated discussion as to what we could or could not allow the player to keep. You know, the Legend of Zelda games have always offered the joy of securing many different items, and there is a joy for players in choosing which items to use within the game. This time we've changed that concept so that players can also look at finding the most efficient way to gather the needed items within the time limitation and this way keep the enjoyment of gathering the items even though the items will be lost when going back in time. Players will have already enjoyed gathering the items the first time, and so on the second time, they can get some enjoyment from trying to find the most efficient way to do it again.<br/><br/>Asking players to repeat the things they do is a kind of hardship and we had to try to implement different ideas to make it easier for players to do so. Even though we had done everything we could when we made the Japanese version, we realized afterward that there were still some hardships, big hardships, which we should not have let the Japanese players suffer. So, when creating the English version of ''Majora's Mask'', we have added some extra features, for example we have added the intercept save function during game-play, a feature that only appears in the English version. With this, I believe that western players are going to have a lot less difficulty when playing ''Majora's Mask''.}}


{{Interview/Q|Kris|Will there be another adventure in The Legend of Zelda series?}}
{{Interview/Q|Kris|Will there be another adventure in The Legend of Zelda series?}}


{{Interview/A|EA|The next platform will be the Game Cube and with it we will have the new controller. With a change of controllers you can have new kinds of actions with different ways to control them. So with the next Zelda game, we are currently experimenting with exactly what kind of actions and moves can be used in the new game. We are trying to work out a basic system, which can fully realize the game-play and then maximize the capacity of the Game Cube's control.<br><br>What we have to do next, and what we haven't started at all is to work on the details of the storyline, but before we do that we like to have decided on what the kind of actions and controls we can have with the controller before we come up with the story. Already at this point we have a version of Link running about the screen and at this time he very cute, or you might say adorable.}}
{{Interview/A|EA|The next platform will be the Game Cube and with it we will have the new controller. With a change of controllers you can have new kinds of actions with different ways to control them. So with the next Zelda game, we are currently experimenting with exactly what kind of actions and moves can be used in the new game. We are trying to work out a basic system, which can fully realize the game-play and then maximize the capacity of the Game Cube's control.<br/><br/>What we have to do next, and what we haven't started at all is to work on the details of the storyline, but before we do that we like to have decided on what the kind of actions and controls we can have with the controller before we come up with the story. Already at this point we have a version of Link running about the screen and at this time he very cute, or you might say adorable.}}


{{Interview/Q|Kris|What kind of stories and adventures inspired you as a kid growing up?}}
{{Interview/Q|Kris|What kind of stories and adventures inspired you as a kid growing up?}}