Interview:Iwata Asks: Majora's Mask 3D: Difference between revisions

Want an adless experience? Log in or Create an account.
m
Text replacement - "http://iwataasks.nintendo.com/" to "https://iwataasks.nintendo.com/"
m (Text replacement - "http://iwataasks.nintendo.com/" to "https://iwataasks.nintendo.com/")
 
(4 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{Infobox|interview|2015-02-13
{{Infobox|interview|2015-02-13
| date = February 13, 2015
| date = February 13, 2015
| interviewee = [[Eiji Aonuma]]
| interviewee = [[Eiji Aonuma]], Tomomi Sano, Tomohiro Yamamura, Mikiharu Ooiwa
| interviewer = [[Satoru Iwata]]
| interviewer = [[Satoru Iwata]]
| description =  
| description = Members of the ''[[The Legend of Zelda: Majora's Mask 3D|Majora's Mask 3D]]'' team reflect on the development of the original, that of the remake, and the changes they made.
| source = [http://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d]
| source = [https://iwataasks.nintendo.com/interviews/#/3ds/majoras-mask-3d]
}}
}}


Line 517: Line 517:
{{Interview/A|Ooiwa|The gyro sensor controls are really good, too. Come to think of it, wasn't Aonuma-san playing the mini game, [[Town Shooting Gallery|Clock Town's Famous Archery Game]], in a recently uploaded video?}}
{{Interview/A|Ooiwa|The gyro sensor controls are really good, too. Come to think of it, wasn't Aonuma-san playing the mini game, [[Town Shooting Gallery|Clock Town's Famous Archery Game]], in a recently uploaded video?}}


{{Interview/A|Aonuma|Ohhhh, that's right. [[Termina Quest]], right? (laughs)}}
{{Interview/A|Aonuma|Ohhhh, that's right. Termina Quest, right? (laughs)}}


{{Interview/A|Ooiwa|It only took you three tries to get a perfect score. I shouted "Yes!" when you accomplished that! (laughs)}}
{{Interview/A|Ooiwa|It only took you three tries to get a perfect score. I shouted "Yes!" when you accomplished that! (laughs)}}
Line 530: Line 530:


=="Every Boss Stage is Weird"==
=="Every Boss Stage is Weird"==
{{Interview/A|Iwata|Sano-san, as a person that played the Nintendo 64 version of this game...and giving up on it, how did you think about the challenges in the newly created Majora's Mask 3D?}}
{{Interview/A|Sano|For this time, I did fail at the same scenes that I have failed at in the Nintendo 64 version. But, now I feel like it's because I'm not that skilled in playing video games to begin with, so I felt that I was able to accept defeat.}}
{{Interview/A|Iwata|So you've accepted your failures because you were convinced that they were your fault. That's why you were motivated to keep going.}}
{{Interview/A|Sano|Right. Also, in the Nintendo 64 version, there were scenes where I couldn't understand why I failed, so I couldn't get the motivation to keep trying. In the 3DS version, however, I felt that I rarely ran into these situations.}}
{{Interview/A|Aonuma|You feel that it's less unreasonable, right?}}
{{Interview/A|Sano|That's right. So, even if I never worked on this project and purchased this game as a consumer, I think I would enjoy the game because I can now understand my mistakes better.}}
{{Interview/A|Iwata|So it may sound impossible when the game is described as being as challenging as the Nintendo 64 version, and at the same time it may seem easier to play, but what it really means is that the unreasonableness of the Nintendo 64 version has been taken out, but the challenge is still there.}}
{{Interview/A|Aonuma|That's absolutely right. I repetitively told the staff to never make this game easier. For example, when you fight the bosses, I believe that you gain true satisfaction after you try many different things, and finally take the right steps to defeat it.}}
{{Interview/A|Iwata|Also, the thrill of not having enough time to get things done in three days is what defines this game, so if that's taken out it'll turn into an unmemorable game.}}
{{Interview/A|Sano|Well, if you clear the game without having the Moon fall from the sky at least once, it wouldn't leave a strong impression either.}}
{{Interview/A|Aonuma|I agree! (laughs)}}
{{Interview/A|Yamamura|From stuff like that, I think the staff was able to get a consensus of this game in the early stages of development. We spent a lot of time discussing what needs to be fixed, and what shouldn't.}}
{{Interview/A|Ooiwa|Based off of the "what in the world" list! (laughs)}}
{{Interview/A|Yamamura|Yeah. So for the sake of making it easier for the players to solve the riddles, an easy way is to present the obvious answers right in front of them, but we believed that that should never happen.}}
{{Interview/A|Iwata|If that happened, it wouldn't feel like you're doing the solving. Without the solving element, it cannot be a Zelda game, right?}}
{{Interview/A|Everyone|(Nods their heads in agreement.)}}
{{Interview/A|Iwata|If the challenges are easy, and the  {{Tt|"Se-sa-me-sa~uce♪" (go-ma-da-re~): Popular in Japan, this is the unofficial lyrics for the fanfare sound effect that plays when you find important items from places like treasure boxes in-game.|"se-sa-me-sa~uce♪"}} sound effect plays in the background, you wouldn't feel happy at all! (laughs)}}
{{Interview/A|All|(Laughs)}}
{{Interview/A|Yamamura|So, instead of giving out or forcing the answers onto the players, we focused our energy on how well we can communicate the meanings of the missions to the players. By doing this, I think we were able to make the challenges more comprehendible while keeping the same level of challenge as the Nintendo 64 version.}}
{{Interview/A|Aonuma|A great example for this are the boss battles.}}
{{Interview/A|Ooiwa|That's right; Aonuma-san said that he wanted to change all of the boss battles.}}
{{Interview/A|Aonuma|I've been saying that all of the boss battles are weird. All of them. When you first face a boss, it is natural to start looking for its weakness so you can figure out where to attack it. However, in the Nintendo 64 version of this game, you couldn't see the weaknesses at all.}}
{{Interview/A|Iwata|This is because you created this game as a challenge for the users to figure it out themselves, right?}}
{{Interview/A|Aonuma|This would be all right if the users understood this while they were fighting. However, this turned into a game where players won by randomly attacking the boss, without really figuring out what was its weakness.}}
{{Interview/A|Ooiwa|I personally wanted to fix this too. After I found out we had the same concerns, we reconstructed the battles by focusing on making the objective easier to understand, ensuring that there is the "a-ha" moment for the players, and the strategic elements that are needed to take them down wherever possible.}}
{{Interview/A|Iwata|So, you've remade every single boss fight?}}
{{Interview/A|Aonuma|Every single one of them. However, their models are virtually the same as the Nintendo 64 version.}}
{{Interview/A|Yamamura|However, the bosses' movements and strategies to take them down have all changed, so it took about the same effort as creating the stages from scratch.}}
{{Interview/A|Iwata|Well you say that quite frankly, even though this is supposed to be a remake.}}
{{Interview/A|Yamamura|(Laughs) We put in that much effort in creating this game, so it should be more convenient to play for players that are new to this game. It should also be refreshing to play for those that have played the Nintendo 64 version.}}
{{Interview/A|Aonuma|So this time, the GREZZO development team really contributed above and beyond what it takes to make a remake.}}
{{Interview/A|Ooiwa|In addition to boss battles, we were able to share several ideas this time around, too.}}
{{Interview/A|Aonuma|But there were some suggestions that seemed to be over the top! (laughs)}}
{{Interview/A|Ooiwa|Oh, sorry about that! (laughs) You did keep us on track, though.}}
{{Interview/A|Aonuma|The development team had a lot of motivation, so when they showed me some of their ideas, I had to turn down quite a few of them because it was so over the top. On the other hand, they've also created things that we've never noticed from our end.}}
{{Interview/A|Ooiwa|This was mentioned earlier, but we thought it would be a waste if the players didn't discover the fun elements of the game, so we focused on every detail in the game when we were improving and adjusting the contents. For example, we made it so [[Bombers Secret Society of Justice|The Bombers]] will give you some hints, and improved The [[Bombers' Notebook]].}}
{{Interview/A|Aonuma|The Bombers in [[Clock Town]] consist of five young boys, and they tell you that they're collecting information about the town. However, in the Nintendo 64 version, they didn't give you any useful information. So players might've thought, "What's the point of these kids?!" (laughs)}}
{{Interview/A|Iwata|How can you say that when you're their original creator? (laughs)}}
{{Interview/A|Everyone|(laughs)}}
{{Interview/A|Aonuma|So after I felt those regrets, we decided to make these kids more active in the 3DS version.}}
{{Interview/A|Ooiwa|There are many events that occur in the town, but it was easy to miss what was going on in the Nintendo 64 version.}}
{{Interview/A|Aonuma|And above that, events happen on a specific time, so if you're not in the area when the event happens, you will end your experience without ever knowing that such events existed.}}
{{Interview/A|Ooiwa|So this is why we had the Bombers give out hints.}}
{{Interview/A|Aonuma|Also, the Bombers' Notebook has improved quite a bit. The double screens on 3DS systems make it easy to read. You can get much more information out of it, and it now even has an alarm system that would alert you when specific events take place. That's really convenient, right?}}
{{Interview/A|Ooiwa|Right. Because they have finally realized their mission as a secret society, they actually started collecting information. (laugh)}}
{{Interview/A|Iwata|So now no one will think "What's the point of these kids?!" when they run into the Bombers in this version of the game.}}
{{Interview/A|Aonuma|My perspective about these kids completely changed. This time, I think, "Wow, you kids are quite useful!" (laughs)}}
{{Interview/A|Everyone|(laughs)}}


=="Adding New Discoveries"==
=="Adding New Discoveries"==
{{Interview/A|Iwata|By the way, Aonuma-san, it is very rare to create a new game from scratch in one year, especially for massive games like the Zelda series, but I haven't really heard of anyone taking three times as long as that original game either in order to make the remake.}}
{{Interview/A|Aonuma|Oh, I'm sorry about that! (laughs)}}
{{Interview/A|Iwata|Isn't that boast worthy, though?! (laughs)}}
{{Interview/A|Aonuma|Boast? Well, probably I shouldn't... (laughs)}}
{{Interview/A|Iwata|But after listening to you all today, I think I have a better understanding of why it took so long to finish this game.}}
{{Interview/A|Aonuma|Although this is technically a remake, we've crammed in a ton of new elements into this game.}}
{{Interview/A|Iwata|To close off this interview, I would like to ask each one of you to comment on what makes this game appealing. Can we start off with Sano-san?}}
{{Interview/A|Sano|Wait, I'm first?!! (laughs) Ummm...let's see...}}
{{Interview/A|Iwata|Well, you can ask someone else to take your turn too, only once though! (laughs)}}
{{Interview/A|Everyone|(laughs)}}
{{Interview/A|Sano|Well, if I do pass my turn with this group...}}
{{Interview/A|Iwata|...Wouldn't it be harder for you in the end?! (laughs)}}
{{Interview/A|Sano|You do have a point...this might sound repetitive, but we've made this game so that it's easier for players to find its charms they might have missed when they played the original, even if they've given up mid-way when they played the Nintendo 64 version. If you had some bitter experiences with the Nintendo 64 version...}}
{{Interview/A|Iwata|...you especially recommended this game to those that have had bitter experiences in the Nintendo 64 version?}}
{{Interview/A|Sano|Yes, that's what I'm trying to say! I personally had some sour and bitter experiences with the Nintendo 64 version, and the 3DS version successfully made me overcome them. So I hope players that are still lingering on their bitter experiences in the Nintendo 64 version will have a chance to experience the moment they overcome those feelings they had in the past.}}
{{Interview/A|Iwata|So you're telling them to experience that refreshing feeling by playing the renewed Majora's Mask 3D?}}
{{Interview/A|Sano|That's right. Also, I believe that some people that have never played the game before may be on the fence about playing after hearing rumors that Majora's Mask is a very challenging game. We've made some adjustments to make the gameplay experience feel smoother, so please don't shy away. Give it a shot if you're interested.}}
{{Interview/A|Aonuma|This time, you can solve challenges by not giving up!}}
{{Interview/A|Sano|If you try hard enough, you can reach the end of the game.}}
{{Interview/A|Iwata|In other words, it's still challenging, but you can overcome those challenges if you keep trying.}}
{{Interview/A|Sano|Right. I think you'll really cherish those moments when you go "Wow, I'm awesome!"}}
{{Interview/A|Iwata|Next up, Yamamura-san.}}
{{Interview/A|Yamamura|I think this is a highly satisfying game that wouldn't let down even the fans of the Nintendo 64 version. In addition to that, new players shouldn't feel that unreasonable hopelessness when they face challenges in this game. We've made it a really enjoyable experience, so I hope you'll play this as a brand new Zelda experience. There were many interesting elements already in the Nintendo 64 version, but GREZZO's development team included even more fun elements and...}}
{{Interview/A|Ooiwa|Um, I was actually planning to comment on that! (laughs)}}
{{Interview/A|Yamamura|Oh, sorry!}}
{{Interview/A|Aonuma|I guess both of you wanted to talk about the same thing! (laughs)}}
{{Interview/A|Everyone|(laughs)}}
{{Interview/A|Yamamura|Then I'll leave the rest to you, Mr. Ooiwa.}}
{{Interview/A|Ooiwa|Okay. Just as Yamamura-san was saying, our staff has included many new elements to this game. So I'm pretty sure that even those that have played the Nintendo 64 version will be surprised about the new things that were added. I hope players who own the New Nintendo 3DS XL will have a fun time discovering new things by using the C-stick.}}
{{Interview/A|Iwata|Looks like Aonuma-san's request to be able to move the camera with the C-Stick will come in handy while exploring.}}
{{Interview/A|Ooiwa|Right. The game, Majora's Mask 3D, runs on a three-day system, so you'll be repeating the same days over and over again. You might discover things you didn't notice on the first cycle during your second cycle, and you might keep finding more discoveries when you continue on your third and fourth cycles. It's one of those games that gives off more flavor the more you sink your teeth into it, so I hope you fully enjoy this experience that no other game can offer.}}
{{Interview/A|Iwata|Thank you very much Ooiwa-san. To close it off, I'll leave it to you, Aonuma-san.}}
{{Interview/A|Aonuma|When I finished creating Majora's Mask for the Nintendo 64, I assumed that other companies would be releasing games similar to this one. But in reality, no one did.}}
{{Interview/A|Iwata|I certainly haven't seen anything like this anywhere else.}}
{{Interview/A|Aonuma|Even 15 years after the Nintendo 64 version of this game released, no one created a game like this. Because of this, the unique taste and feel of this game seems to exist for a long time...}}
{{Interview/A|Iwata|So, a game that's timeless?}}
{{Interview/A|Aonuma|I believe so. So even if people of this generation play this game, I think they can find something that will call out to their hearts, and have a fresh experience that they can gain something from. So I hope many people will play this game, to have an experience that can only be gained by playing Majora's Mask 3D.}}
{{Interview/A|Iwata|By the way, there were some unexpected confessions made by Aonuma-san today...}}
{{Interview/A|Aonuma|Yes! (laughs)}}
{{Interview/A|Iwata|But I was glad that you were able to "open the lid" again.}}
{{Interview/A|Aonuma|I agree. I'm really glad I did. I was fortunate to work with great developers, and thanks to this experience, I've overcome some of my personal bittersweet experiences.}}
{{Interview/A|Iwata|So Sano-san's bitter experience as a player, and your bitter experience as a developer have disappeared after this experience! (laughs)}}
{{Interview/A|Aonuma|That's right. My traumas from 15 years ago have finally disappeared! (laughs)}}
{{Interview/A|Iwata|I also believe that by playing Majora's Mask 3D, many people would now fully understand the appeal of this game. Thank you all for your hard work on this long-term project. Everyone Thank you very much.}}


{{IwataAsksFooter}}
{{IwataAsksFooter}}