Interview:IGN June 16th 2010: Difference between revisions

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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 start=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?}}