Interview:Incite December 1999: Difference between revisions

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{{IncInterview}}
{{Interview|1999-12-00
|date = December 1999
|interviewee = [[Shigeru Miyamoto]]
|interviewer = Incite Game Magazine
|description = Miyamoto talks about developing Zelda Gaiden (''[[The Legend of Zelda: Majora's Mask|Majora's Mask]]''), and what improvements they've made and can do now since Ocarina of Time.
----
Then, he talks briefly about Ura Zelda (''[[The Legend of Zelda: Ocarina of Time Master Quest|Ocarina of Time Master Quest]]'') and some possibilities of download-able content using the 64DD hardware.
----
He also talks about the development of [[The Legend of Zelda: Oracle Series]] for GameBoy Color.
|source = [http://web.archive.org/web/20040712054331/adventureofhyrule.com/interviews/incite.html]<br>Typing by adv2k1 of the IGN Zelda board.
}}


http://web.archive.org/web/20040712054331/adventureofhyrule.com/interviews/incite.html
{{Interview/Q|Incite Game Magazine|It's been a year since you released ''[[The Legend of Zelda: Ocarina of Time]]''. Looking back at its release, are you surprised it did so well?}}


Thanks to adv2k1 of the IGN Zelda board for typing this up.
{{Interview/A|Shigeru Miyamoto|To a certain degree I expected it to do well, but I'm really thankful that it was so successful. It's really difficult to sell over eight million copies with just talent and ability, especially in Japan where the N64 market was in an adverse condition. After taking so long to finish it, everyone was expecting it to be perfect so I was a little nervous, I wish I'd another three months to finish it off perfectly.}}


In this interview by what appears to be a now dead magazine, Incite, Shigeru Miyamoto talks about developing Zelda Gaiden (Majora's Mask), and what improvements they've made and can do now since Ocarina of Time. I sort of found it strange that he said "I" when refering to Zelda Gaiden, because I understand that it was largely Eiji Aonuma's work, and Miyamoto didn't have much hands on input. But he's probably just generally thinking about the team he is working with, as well as things he hoped Zelda Gaiden would accomplish that he couldn't do in Ocarina of Time. He also talks briefly about Ura Zelda (Master Quest) and some possibilities of downloadable content using the 64DD hardware.
{{Interview/Q|Incite|Now you're creating a new Zelda game. Is this going to contain the parts left over from Ocarina of Time or is it completely new?}}


{{Interview/A|SM|For Nintendo it's very rare case where we use the same game engine to create a new game. I'm using the same system and characters that were in The Ocarina of Time. However, it isn't a sequel. This time I wanted to make a new style for Zelda. I wanted to create a deeper story with more layers of depth to the game.}}


Getting Shiggy with it
{{Interview/Q|Incite|For your latest Zelda title you're going to using the memory pack. What will this allow you to that you couldn't do before?}}


The Creator of Mario. Link's father. Nintendo's maestro. Unassuming genius. Warren Harrod tracks down Shigeru Miyamoto in Tokyo and London, and probes him about his latest plans for the Zelda series.
{{Interview/A|SM|Now, you'll be able to meet more people and do more things at the same time. This will make both the game-play and the story denser. I'll also be able to make the enemies more intelligent.}}


If there's one man that.s shaped the video game industry by sitting down one day and thinking to himself, Hold on, let.s create a stout Brooklyn plumber and have him scoff down mushrooms in a freaky turtle-infested land it would be Miyamoto. The inspiration of Rare, and the envy of Sony, Shigeru Miyamoto.s previous opus, The Legend of Zelda- the Ocarina of Time, proved popular enough to shift two-and-a-half million copies in the US alone. His next body of work, the tentatively titled Zelda Gaiden, is set to give Nintendo gamers even more eleven adventures. We sat down to chat about all matters Link related, and found out what the future holds for this seminal series.
{{Interview/Q|Incite|Is flagship writing the scenario for this game?}}


Incite Game Magazine: It's been a year since you released The Legend of Zelda- the Ocarina of Time. Looking back at its release, are you surprised it did so well?
{{Interview/A|SM|I'm the producer, but it's the creation of the staff who worked on the previous Zelda game. They've thought it up themselves. Flagship is working on the scenarios for the Game Boy series of Zelda games and doesn't have any input into this new Zelda.}}


Miyamoto : To a certain degree I expected it to do well, but I'm really thankful that it was so successful. It's really difficult to sell over eight million copies with just talent and ability, especially in Japan where the n64 market was in an adverse condition. After taking so long to finish it, everyone was expecting it to be perfect so I was a little nervous, I wish I'd another three months to finish it off perfectly.
{{Interview/Q|Incite|With the game system already in place, what has been the biggest challenge for you this time?}}


Incite Game Magazine: Now you're creating a new Zelda game. Is this going to contain the parts left over from Ocarina of Time or is it completely new?
{{Interview/A|SM|Last time we weren't able to portray each character sufficiently. This is what I want to achieve this time around.}}


Miyamoto: For Nintendo it's very rare case where we use the same game engine to create a new game. I'm using the same system and characters that were in The Ocarina of Time. However, it isn't a sequel. This time I wanted to make a new style for Zelda. I wanted to create a deeper story with more layers of depth to the game.
{{Interview/Q|Incite|With the more detail to the characters' facial expressions, for example?}}


Incite Game Magazine: For your latest Zelda title you're going to using the memory pack. What will this allow you to that you couldn't do before?
{{Interview/A|SM|Naturally, with the memory pack that's possible, but it.s not something we.re concentrating our efforts on. Instead we're focusing our attention on the character.s animation and personality. This is more interesting than simply drawing.}}


Miyamoto: Now, you'll be able to meet more people and do more things at the same time. This will make both the gameplay and the story denser. I'll also be able to make the enemies more intelligent.
{{Interview/Q|Incite|On either the N64 or the GB, the brilliance of Zelda game still shines through. What do you think it is about Zelda that makes it enthralling?}}


Incite Game Magazine: Is flagship writing the scenario for this game?
{{Interview/A|SM|I think it's because we've been able to achieve a system where you.re able to control Link of your own accord. I don't like those scenarios where the flow of the story is fixed and your character just is take along with it. It's not very interactive at all. For Example, when I was creating the Super Famicom version of Zelda, at first, if you stood before an object and pressed the button they you would automatically pull it. However, I didn't like that system at all so I got rid of that and I changed it so that you have to move Link backwards yourself to pull it. That's what Zelda is about. If you can do something by just simply pressing a button, then it's not Zelda. I was very insistent about this point and it's the same for either Game Boy of for N64 version.}}


Miyamoto: I'm the producer, but it's the creation of the staff who worked on the previous Zelda game. They've thought it up themselves. Flagship is working on the scenarios for the Game Boy series of Zelda games and doesn't have any input into this new Zelda.
{{Interview/Q|Incite|What was the hardest aspect for you in carrying Zelda from its 2D roots to the 3D environment?}}


Incite Game Magazine: With the game system already in place, what has been the biggest challenge for you this time?
{{Interview/A|SM|I think it was probably the camera work. On the one hand you have to create it so that it's easy for the user to play around with. However, you also have to think about the player.s feelings and decide how to use the camera work emotionally in order to make them feel nervous or courageous in certain situations. Being able to switch between all these different types of camera work is the most important and difficult element. In the new version of Zelda, we've been able to improve the camera work even more to give more drastic presentation. In some parts, it has a movie-like feel to it with many things moving by themselves automatically. We've also improved the auto jump system as well to make it easier for the new players by incorporating various new types of jumping. In addition, when you jump, we've designed the camera work to make it look more exciting and gorgeous.}}


Miyamoto: Last time we weren't able to portray each character sufficiently. This is what I want to achieve this time around.
{{Interview/Q|Incite|Is this game system exactly the same or have you added any new features?}}


Incite Game Magazine: With the more detail to the characters' facial expressions, for example?
{{Interview/A|SM|Yes, its basically the same except for the masks. When you wear the masks you can transform into another creature and then you have controls to master.}}


Miyamoto: Naturally, with the memory pack that's possible, but it.s not something we.re concentrating our efforts on. Instead we.re focusing our attention on the character.s animation and personality. This is more interesting than simply drawing.
{{Interview/Q|Incite|Are there still plans to release a 64DD Zelda ?}}


Incite Game Magazine: On either the n64 or the GB, the brilliance of Zelda game still shines through. What do you think it is about Zelda that makes it enthralling?
{{Interview/A|SM|Distinct from this new version, we do have another 64DD Zelda game. We've currently suspended development because we're busy with so many projects and we wanted to concentrate on Zelda Gaiden, but we're still working on it. We weren't sure which one to do first but for the moment we've put the 64DD to one side to do this new Zelda. However, there's no relationship between them at all. Zelda Gaiden is an original story, while the 64DD uses Ocarina of Time as the base theme. In the 64DD version, certain elements in the story send you off on different paths.}}


Miyamoto: I think it's because we've been able to achieve a system where you.re able to control Link of your own accord. I don't like those scenarios where the flow of the story is fixed and your character just is take along with it. It's not very interactive at all. For Example, when I was creating the Super Famicom version of Zelda, at first, if you stood before an object and pressed the button they you would automatically pull it. However, I didn't like that system at all so I got rid of that and I changed it so that you have to move Link backwards yourself to pull it. That's what Zelda is about. If you can do something by just simply pressing a button, then it's not Zelda. I was very insistent about this point and it's the same for either Game Boy of for N64 version.
{{Interview/Q|Incite|What's different about the 64DD version?}}


Incite Game Magazine: What was the hardest aspect for you in carrying Zelda from its 2D roots to the 3D environment?
{{Interview/A|SM|Well, simply put, every time you go into a dungeon, the tasks will be different. If there was a treasure chest in a certain location the last time you went in, then the next time you in it won't be there.}}


Miyamoto: I think it was probably the camera work. On the one hand you have to create it so that it's easy for the user to play around with. However, you also have to think about the player.s feelings and decide how to use the camera work emotionally in order to make them feel nervous or courageous in certain situations. Being able to switch between all these different types of camera work is the most important and difficult element. In the new version of Zelda, we've been able to improve the camera work even more to give more drastic presentation. In some parts, it has a movie-like feel to it with many things moving by themselves automatically. We've also improved the auto jump system as well to make it easier for the new players by incorporating various new types of jumping. In addition, when you jump, we've designed the camera work to make it look more exciting and gorgeous.
{{Interview/Q|Incite|Will we be about to play an online Zelda?}}


Incite Game Magazine: Is this game system exactly the same or have you added any new features?
{{Interview/A|SM|Up to now we haven't really started to think about this. However, were not looking to create a multi-player on-line system for Zelda. With the 64DD's read/write capability, we're thinking along the lines of a new dungeon data downloads, and swapping your data with other players.}}


Miyamoto: Yes, its basically the same except for the masks. When you wear the masks you can transform into another creature and then you have controls to master.
{{Interview/Q|Incite|Can you tell us about the Game Boy Color Zeldas?}}


Incite Game Magazine: Are there still plans to release a 64DD Zelda ?
{{Interview/A|SM|There will be three versions: Tale of Power, Tale of Courage and Tale of Wisdom. Using our special link system, you'll be able to play any of them in any order and after you finish one of them the data from that game will directly affect factors in the other games you play.}}


Miyamoto: Distinct from this new version, we do have another 64DD Zelda game. We've currently suspended development because we're busy with so many projects and we wanted to concentrate on Zelda Gaiden, but we're still working on it. We weren't sure which one to do first but for the moment we've put the 64DD to one side to do this new Zelda. However, there's no relationship between them at all. Zelda Gaiden is an original story, while the 64DD uses Ocarina of Time as the base theme. In the 64DD version, certain elements in the story send you off on different paths.
{{Interview/Q|Incite|Was this your idea?}}


Incite Game Magazine: What's different about the 64DD version?
{{Interview/A|SM|Mr. Okamoto at Capcom, the president of flagship, contacted me. Capcom are developing, and we'll continue to meet and discuss how the games are progressing. In the end I have the final decision. Flagship are writing the games. scenarios and we check them several times a month.}}


Miyamoto: Well, simply put, every time you go into a dungeon, the tasks will be different. If there was a treasure chest in a certain location the last time you went in, then the next time you in it won't be there.
{{Interview/Q|Incite|Will you use the 64DD pack to transfer data from the GB version of Zelda to the N64 version?}}


Incite Game Magazine: Will we be about to play an online Zelda?
{{Interview/A|SM|No. Let's do it for the Dolphin! (laughs) We've announced this for Game Boy, and in the future we'll announce more special features for these games as well.}}


Miyamoto: Up to now we haven't really started to think about this. However, were not looking to create a multi-player on-line system for Zelda. With the 64DD's read/write capability, we're thinking along the lines of a new dungeon data downloads, and swapping your data with other players.


Incite Game Magazine: Can you tell us about the Game Boy Color Zeldas?
{{Cat|Ocarina of Time Interviews|1999-12-00}}
 
{{Cat|Majora's Mask Interviews|1999-12-00}}
Miyamoto: There will be three versions: Tale of Power, Tale of Courage and Tale of Wisdom.
{{Cat|Oracle of Ages Interviews|1999-12-00}}
Using our special link system, you.ll be able to play any of them in any order and after you finish one of them the data from that game will directly affect factors in the other games you play.
{{Cat|Oracle of Seasons Interviews|1999-12-00}}
 
{{Cat|Interviews with Shigeru Miyamoto|1999-12-00}}
Incite Game Magazine: Was this your idea?
 
Miyamoto: Mr. Okamoto at Capcom, the president of flagship, contacted me. Capcom are developing, and we'll continue to meet and discuss how the games are progressing. In the end I have the final decision. Flagship are writing the games. scenarios and we check them several times a month.
 
Incite Game Magazine: Will you use the 64DD pack to transfer data from the GB version of Zelda to the N64 version?
 
Miyamoto: No. Let's do it for the Dolphin! (laughs) We've announced this for Game Boy, and in the future we'll announce more special features for these games as well.

Revision as of 12:28, August 22, 2012

Incite December 1999

Date

December 1999

Interviewee

Interviewer

Incite Game Magazine

Description

Miyamoto talks about developing Zelda Gaiden (Majora's Mask), and what improvements they've made and can do now since Ocarina of Time.


Then, he talks briefly about Ura Zelda (Ocarina of Time Master Quest) and some possibilities of download-able content using the 64DD hardware.


He also talks about the development of The Legend of Zelda: Oracle Series for GameBoy Color.

Source

[1]
Typing by adv2k1 of the IGN Zelda board.

Incite Game Magazine: It's been a year since you released The Legend of Zelda: Ocarina of Time. Looking back at its release, are you surprised it did so well?
Shigeru Miyamoto: To a certain degree I expected it to do well, but I'm really thankful that it was so successful. It's really difficult to sell over eight million copies with just talent and ability, especially in Japan where the N64 market was in an adverse condition. After taking so long to finish it, everyone was expecting it to be perfect so I was a little nervous, I wish I'd another three months to finish it off perfectly.
Incite: Now you're creating a new Zelda game. Is this going to contain the parts left over from Ocarina of Time or is it completely new?
SM: For Nintendo it's very rare case where we use the same game engine to create a new game. I'm using the same system and characters that were in The Ocarina of Time. However, it isn't a sequel. This time I wanted to make a new style for Zelda. I wanted to create a deeper story with more layers of depth to the game.
Incite: For your latest Zelda title you're going to using the memory pack. What will this allow you to that you couldn't do before?
SM: Now, you'll be able to meet more people and do more things at the same time. This will make both the game-play and the story denser. I'll also be able to make the enemies more intelligent.
Incite: Is flagship writing the scenario for this game?
SM: I'm the producer, but it's the creation of the staff who worked on the previous Zelda game. They've thought it up themselves. Flagship is working on the scenarios for the Game Boy series of Zelda games and doesn't have any input into this new Zelda.
Incite: With the game system already in place, what has been the biggest challenge for you this time?
SM: Last time we weren't able to portray each character sufficiently. This is what I want to achieve this time around.
Incite: With the more detail to the characters' facial expressions, for example?
SM: Naturally, with the memory pack that's possible, but it.s not something we.re concentrating our efforts on. Instead we're focusing our attention on the character.s animation and personality. This is more interesting than simply drawing.
Incite: On either the N64 or the GB, the brilliance of Zelda game still shines through. What do you think it is about Zelda that makes it enthralling?
SM: I think it's because we've been able to achieve a system where you.re able to control Link of your own accord. I don't like those scenarios where the flow of the story is fixed and your character just is take along with it. It's not very interactive at all. For Example, when I was creating the Super Famicom version of Zelda, at first, if you stood before an object and pressed the button they you would automatically pull it. However, I didn't like that system at all so I got rid of that and I changed it so that you have to move Link backwards yourself to pull it. That's what Zelda is about. If you can do something by just simply pressing a button, then it's not Zelda. I was very insistent about this point and it's the same for either Game Boy of for N64 version.
Incite: What was the hardest aspect for you in carrying Zelda from its 2D roots to the 3D environment?
SM: I think it was probably the camera work. On the one hand you have to create it so that it's easy for the user to play around with. However, you also have to think about the player.s feelings and decide how to use the camera work emotionally in order to make them feel nervous or courageous in certain situations. Being able to switch between all these different types of camera work is the most important and difficult element. In the new version of Zelda, we've been able to improve the camera work even more to give more drastic presentation. In some parts, it has a movie-like feel to it with many things moving by themselves automatically. We've also improved the auto jump system as well to make it easier for the new players by incorporating various new types of jumping. In addition, when you jump, we've designed the camera work to make it look more exciting and gorgeous.
Incite: Is this game system exactly the same or have you added any new features?
SM: Yes, its basically the same except for the masks. When you wear the masks you can transform into another creature and then you have controls to master.
Incite: Are there still plans to release a 64DD Zelda ?
SM: Distinct from this new version, we do have another 64DD Zelda game. We've currently suspended development because we're busy with so many projects and we wanted to concentrate on Zelda Gaiden, but we're still working on it. We weren't sure which one to do first but for the moment we've put the 64DD to one side to do this new Zelda. However, there's no relationship between them at all. Zelda Gaiden is an original story, while the 64DD uses Ocarina of Time as the base theme. In the 64DD version, certain elements in the story send you off on different paths.
Incite: What's different about the 64DD version?
SM: Well, simply put, every time you go into a dungeon, the tasks will be different. If there was a treasure chest in a certain location the last time you went in, then the next time you in it won't be there.
Incite: Will we be about to play an online Zelda?
SM: Up to now we haven't really started to think about this. However, were not looking to create a multi-player on-line system for Zelda. With the 64DD's read/write capability, we're thinking along the lines of a new dungeon data downloads, and swapping your data with other players.
Incite: Can you tell us about the Game Boy Color Zeldas?
SM: There will be three versions: Tale of Power, Tale of Courage and Tale of Wisdom. Using our special link system, you'll be able to play any of them in any order and after you finish one of them the data from that game will directly affect factors in the other games you play.
Incite: Was this your idea?
SM: Mr. Okamoto at Capcom, the president of flagship, contacted me. Capcom are developing, and we'll continue to meet and discuss how the games are progressing. In the end I have the final decision. Flagship are writing the games. scenarios and we check them several times a month.
Incite: Will you use the 64DD pack to transfer data from the GB version of Zelda to the N64 version?
SM: No. Let's do it for the Dolphin! (laughs) We've announced this for Game Boy, and in the future we'll announce more special features for these games as well.