Interview:IGN June 16th 2010: Difference between revisions

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{{Interview|2010-06-16
{{Infobox|interview|2010-06-16
|date = June 16, 2010
|date = June 16, 2010
|interviewee = [[Eiji Aonuma]]
|interviewee = [[Eiji Aonuma]]
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{{Interview/A|Aonuma|Well, really all it was was an accident in the presentation. I think [[Shigeru Miyamoto|Mr. Miyamoto]] did a great job following up with that. That being said, the best way to understand how the play controls are really implemented is to get hands-on time with it, and we hope that you're able to do that and that you'll follow up with an article explaining about how good the controls actually are.}}
{{Interview/A|Aonuma|Well, really all it was was an accident in the presentation. I think [[Shigeru Miyamoto|Mr. Miyamoto]] did a great job following up with that. That being said, the best way to understand how the play controls are really implemented is to get hands-on time with it, and we hope that you're able to do that and that you'll follow up with an article explaining about how good the controls actually are.}}


{{Interview/Q|IGN|Oh yes. I have played it -- I played it just after the press conference and I saw exactly what you were doing. You worked on [[The Legend of Zelda: Spirit Tracks|Spirit Tracks]] beforehand. I'm kind of wondering what the overlap was between the development cycle for Spirit Tracks and Skyward Sword.}}
<section begin=development />{{Interview/Q|IGN|Oh yes. I have played it -- I played it just after the press conference and I saw exactly what you were doing. You worked on [[The Legend of Zelda: Spirit Tracks|Spirit Tracks]] beforehand. I'm kind of wondering what the overlap was between the development cycle for Spirit Tracks and Skyward Sword.}}


{{Interview/A|Aonuma|The director for Skyward Sword is [[Hidemaro Fujibayashi]], who was the sub-director for [[The Legend of Zelda: Phantom Hourglass]]. So once he finished Phantom Hourglass, they started actually working on Skyward Sword. Then they started Spirit Tracks, and so those were all pretty much being worked on all at the same time. And then when they finished Spirit Tracks, Mr. Fujibayashi and the rest of his crew came back over to Skyward Sword.}}
{{Interview/A|Aonuma|The director for Skyward Sword is [[Hidemaro Fujibayashi]], who was the sub-director for [[The Legend of Zelda: Phantom Hourglass]]. So once he finished Phantom Hourglass, they started actually working on Skyward Sword. Then they started Spirit Tracks, and so those were all pretty much being worked on all at the same time. And then when they finished Spirit Tracks, Mr. Fujibayashi and the rest of his crew came back over to Skyward Sword.}}
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{{Interview/Q|IGN|So when the Wii MotionPlus was developed, everyone assumed that there would be a Zelda game that would use it for swordplay. Was that the way Skyward Sword was originally developed, or did the swordplay through Wii MotionPlus come about later in development?}}
{{Interview/Q|IGN|So when the Wii MotionPlus was developed, everyone assumed that there would be a Zelda game that would use it for swordplay. Was that the way Skyward Sword was originally developed, or did the swordplay through Wii MotionPlus come about later in development?}}


{{Interview/A|Aonuma|This is a difficult answer to give, kind of complicated. We had MotionPlus, and when that technology came out we wanted to implement it in Zelda and so we started looking at the sword. To be honest with you, we weren't able to get the effectiveness we were looking for, and we tried some different ways to implement it and it really wasn't going well for us. And we actually decided that "we're not going to put in MotionPlus, let's just move on with something else" and stop getting distracted from the rest of development. But then Wii Sports Resort came out, and its Swordplay mode used Wii MotionPlus really well. So then we said "Wait a minute, you can actually implement it in a way that allows people to use that sword very freely and very naturally." So we went and talked with that development team, and we were able to borrow some of their technology and then put it back into The Legend of Zelda.}}
{{Interview/A|Aonuma|This is a difficult answer to give, kind of complicated. We had MotionPlus, and when that technology came out we wanted to implement it in Zelda and so we started looking at the sword. To be honest with you, we weren't able to get the effectiveness we were looking for, and we tried some different ways to implement it and it really wasn't going well for us. And we actually decided that "we're not going to put in MotionPlus, let's just move on with something else" and stop getting distracted from the rest of development. But then Wii Sports Resort came out, and its Swordplay mode used Wii MotionPlus really well. So then we said "Wait a minute, you can actually implement it in a way that allows people to use that sword very freely and very naturally." So we went and talked with that development team, and we were able to borrow some of their technology and then put it back into The Legend of Zelda.}}<section end=development />


{{Interview/Q|IGN|When did the new, or "old/new" art style come into play? With realistic [[Link]], but with cartoony shading?}}
{{Interview/Q|IGN|When did the new, or "old/new" art style come into play? With realistic [[Link]], but with cartoony shading?}}
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{{Interview/Q|IGN|So the game itself that's on the show floor seems like it's just a demo made specifically for the E3 show floor -- it's just a bunch of pockets of things to do. Was there anything that you wanted to show us that you didn't have time to get into this demo version?}}
{{Interview/Q|IGN|So the game itself that's on the show floor seems like it's just a demo made specifically for the E3 show floor -- it's just a bunch of pockets of things to do. Was there anything that you wanted to show us that you didn't have time to get into this demo version?}}


{{Interview/A|Aonuma|Yeah. One of the things I would have loved to have shown -- and something we actually have ready -- is more of the [[:Category:Skyward Sword Dungeons|dungeon elements]]. You know, where you have to solve puzzles to move from room to room or advance to the next part of the level. That's something that's very Zelda-esque and something we do have ready, but we wanted to focus on the sword interaction and the fighting sequences here at E3. Most of what you're seeing in this demo will appear in-game. We wanted to concentrate on that seemless interaction of switching items and switching to your sword and didn't want to break that up by introducing puzzle elements. But yeah, that is one thing I would have liked to have shown here.<br><br>And also this time we have a lot of items in the demo. I think in the past we've shown just a select number of them and then just said "Hey, there are other items too, so look forward to them." And this time, because we wanted to highlight the item-switching interactions we went ahead and gave you access to some of the items you won't see until later on in the game.}}
{{Interview/A|Aonuma|Yeah. One of the things I would have loved to have shown -- and something we actually have ready -- is more of the [[:Category:Skyward Sword Dungeons|dungeon elements]]. You know, where you have to solve puzzles to move from room to room or advance to the next part of the level. That's something that's very Zelda-esque and something we do have ready, but we wanted to focus on the sword interaction and the fighting sequences here at E3. Most of what you're seeing in this demo will appear in-game. We wanted to concentrate on that seemless interaction of switching items and switching to your sword and didn't want to break that up by introducing puzzle elements. But yeah, that is one thing I would have liked to have shown here.<br/><br/>And also this time we have a lot of items in the demo. I think in the past we've shown just a select number of them and then just said "Hey, there are other items too, so look forward to them." And this time, because we wanted to highlight the item-switching interactions we went ahead and gave you access to some of the items you won't see until later on in the game.}}


{{Interview/Q|IGN|At last night's roundtable it was hinted and maybe even answered that you might have orchestral music like Super Mario Galaxy 2 has. Will Skyward Sword be fully orchestrated, or just part of it, or what?}}
{{Interview/Q|IGN|At last night's roundtable it was hinted and maybe even answered that you might have orchestral music like Super Mario Galaxy 2 has. Will Skyward Sword be fully orchestrated, or just part of it, or what?}}
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{{Interview/Q|IGN|With two Zelda games now in the works -- Skyward Sword and Ocarina of Time 3D, and both of them using an older, more realistic Link -- do you think we've seen a brief retirement of the Toon Link character? Or will we see Toon Link again pretty soon?}}
{{Interview/Q|IGN|With two Zelda games now in the works -- Skyward Sword and Ocarina of Time 3D, and both of them using an older, more realistic Link -- do you think we've seen a brief retirement of the Toon Link character? Or will we see Toon Link again pretty soon?}}


{{Interview/A|Aonuma|We haven't made a specific determination about what's going to happen with Toon Link. As we talked about earlier, I think the toon-shading style worked really well with The Wind Waker because it was a story of a young Link. So if we did something again with a Link at that age, maybe we'd re-use it. Who knows? If we're going forward, looking to adapt Link to a new piece of hardware, maybe we'd want to bring him to life again with the technology that'd be available then. I can't say -- I don't even want to say that he's retired. I just don't know.<br><br>And another thing I just thought of is that for Twilight Princess we made a more realistic Link, but with the fantasy realm if the art style is too realistic it really narrows down what you can do and still feel like what you're doing still fits within that world. I want to make sure that some of the crazier elements still fit within the game world, and aren't breaking that world view -- so sometimes it's better not to be so realistic. Sometimes we need that exaggeration to implement the elements that are more outlandish and could only fit within the realm of fantasy. I think there are a lot of games out there that are super-realistic, and I've never felt that Zelda really fits into the same category as those games.}}
{{Interview/A|Aonuma|We haven't made a specific determination about what's going to happen with Toon Link. As we talked about earlier, I think the toon-shading style worked really well with The Wind Waker because it was a story of a young Link. So if we did something again with a Link at that age, maybe we'd re-use it. Who knows? If we're going forward, looking to adapt Link to a new piece of hardware, maybe we'd want to bring him to life again with the technology that'd be available then. I can't say -- I don't even want to say that he's retired. I just don't know.<br/><br/>And another thing I just thought of is that for Twilight Princess we made a more realistic Link, but with the fantasy realm if the art style is too realistic it really narrows down what you can do and still feel like what you're doing still fits within that world. I want to make sure that some of the crazier elements still fit within the game world, and aren't breaking that world view -- so sometimes it's better not to be so realistic. Sometimes we need that exaggeration to implement the elements that are more outlandish and could only fit within the realm of fantasy. I think there are a lot of games out there that are super-realistic, and I've never felt that Zelda really fits into the same category as those games.}}


{{Interview/Q|IGN|So I've been sitting here just asking questions to you about Zelda. Kind of assuming that all you do at Nintendo is Zelda. But is there anything else you'd like to talk about? Other tasks at Nintendo that you work on, and maybe not everyone knows about?}}
{{Interview/Q|IGN|So I've been sitting here just asking questions to you about Zelda. Kind of assuming that all you do at Nintendo is Zelda. But is there anything else you'd like to talk about? Other tasks at Nintendo that you work on, and maybe not everyone knows about?}}
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{{Interview/A|Aonuma|It's interesting -- because we're doing this with Nintendo 3DS as well -- when we look at new hardware platforms and consult with software teams, we ask "what are you guys looking for, what do you want?" And everyone who comes and talks to me says, "Hey, if we're going to put Zelda on this platform, what would you like to do?" I always have to be thinking about, OK, Zelda. Zelda. And then more Zelda. It's all I'm able to think about, because I know all those questions will be coming to me and I have to prepare some answers. So if I ever wanted to do anything away from Zelda or outside of the Zelda universe, I think really what I'd have to do is take something like a year-long sabbatical, leave the company and go somewhere else. Otherwise I'm just trapped in the Zelda cage.}}
{{Interview/A|Aonuma|It's interesting -- because we're doing this with Nintendo 3DS as well -- when we look at new hardware platforms and consult with software teams, we ask "what are you guys looking for, what do you want?" And everyone who comes and talks to me says, "Hey, if we're going to put Zelda on this platform, what would you like to do?" I always have to be thinking about, OK, Zelda. Zelda. And then more Zelda. It's all I'm able to think about, because I know all those questions will be coming to me and I have to prepare some answers. So if I ever wanted to do anything away from Zelda or outside of the Zelda universe, I think really what I'd have to do is take something like a year-long sabbatical, leave the company and go somewhere else. Otherwise I'm just trapped in the Zelda cage.}}


{{Interview/Q|IGN|You don't have any pet projects you're working on that don't involve Link or [[Princess Zelda|Zelda]]?}}
{{Interview/Q|IGN|You don't have any pet projects you're working on that don't involve Link or [[Zelda]]?}}


{{Interview/A|Aonuma|Well, I can't really say that, because I do. I sit and think about stuff that has nothing to do with Link or Zelda, and I'll start writing down the ideas I have and start doing some character designs, and then before I know it I'll look at those character designs that I've set off to the side and they somehow make their way into Zelda.}}
{{Interview/A|Aonuma|Well, I can't really say that, because I do. I sit and think about stuff that has nothing to do with Link or Zelda, and I'll start writing down the ideas I have and start doing some character designs, and then before I know it I'll look at those character designs that I've set off to the side and they somehow make their way into Zelda.}}
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{{Interview/Q|IGN|So, I'm asking you Zelda questions basically. In [[The Legend of Zelda: Four Swords Adventures|Four Swords Adventures]] for example, people see that as a favorable game, but it was very limited in that you had to have several Game Boy Advance systems, and the GameCube, and bunch of Link Cables. Now that the technology allows for it, do you think that idea could come back? Maybe for the DS?}}
{{Interview/Q|IGN|So, I'm asking you Zelda questions basically. In [[The Legend of Zelda: Four Swords Adventures|Four Swords Adventures]] for example, people see that as a favorable game, but it was very limited in that you had to have several Game Boy Advance systems, and the GameCube, and bunch of Link Cables. Now that the technology allows for it, do you think that idea could come back? Maybe for the DS?}}


{{Interview/A|Aonuma|Absolutely. There's always the possibility of that coming back and taking center stage. Multi-play, online play -- I'm always think about how we could take that and re-envision it. It's in my mind a lot. I'm looking forward to the day when we can do that and present it to everyone. I don't have a plan or a definite timeline. But am I thinking about it? Absolutely.<br><br>Sorry, I can't give it away and I don't want to get too detailed, because it'll end up like Mr. Miyamoto and Pikmin 3 where people are asking me every year "When is that coming? Where is that?" And I don't want to get stuck in that loop.}}
{{Interview/A|Aonuma|Absolutely. There's always the possibility of that coming back and taking center stage. Multi-play, online play -- I'm always think about how we could take that and re-envision it. It's in my mind a lot. I'm looking forward to the day when we can do that and present it to everyone. I don't have a plan or a definite timeline. But am I thinking about it? Absolutely.<br/><br/>Sorry, I can't give it away and I don't want to get too detailed, because it'll end up like Mr. Miyamoto and Pikmin 3 where people are asking me every year "When is that coming? Where is that?" And I don't want to get stuck in that loop.}}


{{Interview/Q|IGN|Well, I will say that you can't be too obsessed with Link and Zelda, since you're wearing a Kirby shirt.}}
{{Interview/Q|IGN|Well, I will say that you can't be too obsessed with Link and Zelda, since you're wearing a Kirby shirt.}}
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