Interview:Game Informer December 10th 2011: Difference between revisions

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{{Interview|2011-12-10
{{Infobox|interview|2011-12-10
|date = December 10, 2011
|date = December 10, 2011
|interviewee = [[Eiji Aonuma]]<br>[[Koji Kondo]]
|interviewee = [[Eiji Aonuma]]<br/>[[Koji Kondo]]
|interviewer = Game Informer
|interviewer = Game Informer
|description = Aonuma and Kondo answer questions about ''[[The Legend of Zelda: Skyward Sword|Skyward Sword]]'''s gameplay and story, as well as the future of ''[[The Legend of Zelda (Series)|Zelda]]''
|description = Aonuma and Kondo answer questions about ''[[The Legend of Zelda: Skyward Sword|Skyward Sword]]'''s gameplay and story, as well as the future of ''[[The Legend of Zelda (Series)|Zelda]]''
|source = [http://www.zeldadungeon.net/2011/12/game-informer-interviews-eiji-aonuma-and-koji-kondo/]
|source = [https://www.zeldadungeon.net/game-informer-interviews-eiji-aonuma-and-koji-kondo/]
}}
}}


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{{Interview/Q|Game Informer|[[Skyward Sword Story|Skyward Sword's story]] doesn't follow the predictable path of earlier titles. As you create more Zelda games, do you have the desire to create stories that stand out from the more simplistic tales that the series started out with?}}
{{Interview/Q|Game Informer|[[Skyward Sword Story|Skyward Sword's story]] doesn't follow the predictable path of earlier titles. As you create more Zelda games, do you have the desire to create stories that stand out from the more simplistic tales that the series started out with?}}


{{Interview/A|Eiji Aonuma|I wouldn't say that we were striving to create a deeper story this time around necessarily. We started with the idea for the overall game. One of the main themes that drove us this time was wanting people to explore the world. The impetus for [[Link]] going out and exploring the world became [[Princess Zelda|Zelda]] falling down below and Link needing to find her. But of course the challenge with a story like this is, once you find her, there's no longer any need to continue exploring. We were looking for ways to draw that experience out… so when it seemed like you were just about to get back together with Zelda, something would happen, and it would shift. The goal has really been not necessarily making the story deeper, but making it more interesting so that it keeps the player wanting to play all the way through to the end of the game.}}
{{Interview/A|Eiji Aonuma|I wouldn't say that we were striving to create a deeper story this time around necessarily. We started with the idea for the overall game. One of the main themes that drove us this time was wanting people to explore the world. The impetus for [[Link]] going out and exploring the world became [[Zelda]] falling down below and Link needing to find her. But of course the challenge with a story like this is, once you find her, there's no longer any need to continue exploring. We were looking for ways to draw that experience out… so when it seemed like you were just about to get back together with Zelda, something would happen, and it would shift. The goal has really been not necessarily making the story deeper, but making it more interesting so that it keeps the player wanting to play all the way through to the end of the game.}}


{{Interview/Q|Game Informer|Why did you decide to pursue a love story angle and increase Zelda's role in Skyward Sword?}}
{{Interview/Q|Game Informer|Why did you decide to pursue a love story angle and increase Zelda's role in Skyward Sword?}}


{{Interview/A|Eiji Aonuma|The game is The Legend of Zelda, so every time we're making a new game, we struggle with how we're going to portray the title character. This time what stood out for us was that Link and Zelda start off as childhood friends. We felt it was important to make that clear to the player. We look at this game as the earliest in the [[Timeline|Zelda timeline]], so we wanted to create a story where Zelda had a role that would help explain why it is The Legend of Zelda.<br><br>As far as the love story goes, it wasn't that we wanted to create a romance between Link and Zelda as much as we wanted the player to feel like this is a person who's very important to me, who I need to find. We used that hint of a romance between the two to tug at the heartstrings.}}
{{Interview/A|Eiji Aonuma|The game is The Legend of Zelda, so every time we're making a new game, we struggle with how we're going to portray the title character. This time what stood out for us was that Link and Zelda start off as childhood friends. We felt it was important to make that clear to the player. We look at this game as the earliest in the [[Timeline|Zelda timeline]], so we wanted to create a story where Zelda had a role that would help explain why it is The Legend of Zelda.<br/><br/>As far as the love story goes, it wasn't that we wanted to create a romance between Link and Zelda as much as we wanted the player to feel like this is a person who's very important to me, who I need to find. We used that hint of a romance between the two to tug at the heartstrings.}}


{{Interview/Q|Game Informer|Do you see any possibility for more games in the Skyward Sword style or taking place in the same world?}}
{{Interview/Q|Game Informer|Do you see any possibility for more games in the Skyward Sword style or taking place in the same world?}}
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{{Interview/A|Koji Kondo|The most important thing about the Zelda series is that the player becomes Link. One of the challenges with full voice is that if we're trying to convey the player's emotion through Link, but you hear Link talking in somebody else's voice, that creates a disconnect between you and the role that you're taking on.}}
{{Interview/A|Koji Kondo|The most important thing about the Zelda series is that the player becomes Link. One of the challenges with full voice is that if we're trying to convey the player's emotion through Link, but you hear Link talking in somebody else's voice, that creates a disconnect between you and the role that you're taking on.}}


{{Interview/A|Eiji Aonuma|One of the challenges with going full voice with the other characters is that because Link doesn't talk, if you create a game where everybody else in the game speaks but Link doesn't, it emphasizes the fact that he is silent and draws more attention to it. It's a big challenge to find that balance between how you portray the other characters versus what you're doing with the player's character in a way that doesn't make it seem awkward or out of place.<br><br>Of course, this was the first time we went with fully orchestrated songs in the game, and we've seen what that can do to help bring the world alive and make the game that much more fun. We're continually looking at ways that we can evolve the series. We're not confident that we can find the right balance with full voice, so we'll see. The other issue is that everyone would be speaking [[Hylian Language|Hylian]], so even if you heard them speak, you wouldn't understand them. [laughs]}}
{{Interview/A|Eiji Aonuma|One of the challenges with going full voice with the other characters is that because Link doesn't talk, if you create a game where everybody else in the game speaks but Link doesn't, it emphasizes the fact that he is silent and draws more attention to it. It's a big challenge to find that balance between how you portray the other characters versus what you're doing with the player's character in a way that doesn't make it seem awkward or out of place.<br/><br/>Of course, this was the first time we went with fully orchestrated songs in the game, and we've seen what that can do to help bring the world alive and make the game that much more fun. We're continually looking at ways that we can evolve the series. We're not confident that we can find the right balance with full voice, so we'll see. The other issue is that everyone would be speaking [[Hylian Language|Hylian]], so even if you heard them speak, you wouldn't understand them. [laughs]}}


{{Interview/Q|Game Informer|Having proven with Skyward Sword that the Zelda series can evolve while maintaining the classic structure, what's your vision for the future of Zelda?}}
{{Interview/Q|Game Informer|Having proven with Skyward Sword that the Zelda series can evolve while maintaining the classic structure, what's your vision for the future of Zelda?}}

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