Interview:Iwata Asks: Ocarina of Time 3D (Original Development Staff - Part 1): Difference between revisions

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{{Interview|2011-06-25
{{Infobox|interview|2011-06-16
|date = June 25, 2011
|date = June 16, 2011
|interviewee = [[Toru Osawa]], <br> [[Yoshiaki Koizumi]], <br> [[Takumi Kawagoe]], <br> [[Eiji Aonuma]], <br> [[Toshio Iwawaki]]
|interviewee = [[Toru Osawa]], <br/> [[Yoshiaki Koizumi]], <br/> [[Takumi Kawagoe]], <br/> [[Eiji Aonuma]], <br/> [[Toshio Iwawaki]]
|interviewer = [[Satoru Iwata]]
|interviewer = [[Satoru Iwata]]
|description = Iwata takes us behind-the-scenes of the development of the 1998 N64 game, with staff reactions to the 2011 remake.
|description = Iwata takes us behind-the-scenes of the development of the 1998 N64 game, with staff reactions to the 2011 remake.
|source = [http://www.nintendo.co.uk/NOE/en_GB/news/iwata/iwata_asks_the_legend_of_zelda_ocarina_of_time_3d_43214_43480.html]
|source = [http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/1/0] [http://www.nintendo.co.uk/NOE/en_GB/news/iwata/iwata_asks_the_legend_of_zelda_ocarina_of_time_3d_43214_43480.html]
}}
}}


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{{Interview/A|Iwata|You tied your own noose.}}
{{Interview/A|Iwata|You tied your own noose.}}


{{Interview/A|Koizumi|Yeah. In order to solve those problems, we had to create a bunch of new devices, one of which was [[Z Targeting]].}}
{{Interview/A|Koizumi|Yeah. In order to solve those problems, we had to create a bunch of new devices, one of which was [[Z-Targeting|Z Targeting]].}}


{{Interview/A|Iwata|How did Z Targeting come about?}}
{{Interview/A|Iwata|How did Z Targeting come about?}}
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{{Interview/A|Osawa|Yes.}}
{{Interview/A|Osawa|Yes.}}


{{Interview/A|Iwata|For example, was the division into [[Young Link]] and [[Adult Link]] something you were thinking about from the start?}}
{{Interview/A|Iwata|For example, was the division into [[Link|Young Link]] and [[Link|Adult Link]] something you were thinking about from the start?}}


{{Interview/A|Osawa|No, at first there was always Adult Link.}}
{{Interview/A|Osawa|No, at first there was always Adult Link.}}
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==Finding the Right Spot for the Opening Sequence==
==Finding the Right Spot for the Opening Sequence==


{{Interview/A|Iwata|In addition to the sword, a variety of items - such as a [[Bow and Arrow]] and the [[Hookshot]] - appear in The Legend of Zelda: Ocarina of Time. How did you make those?}}
{{Interview/A|Iwata|In addition to the sword, a variety of items - such as a [[Bow|Bow and Arrow]] and the [[Hookshot]] - appear in The Legend of Zelda: Ocarina of Time. How did you make those?}}


{{Interview/A|Koizumi|With regard to the items, we made each one because we thought, "It would be nice to have something like this." I'd say, "The Hookshot is done, so feel free to use it," and everyone would say, "Well, where shall we put it?"}}
{{Interview/A|Koizumi|With regard to the items, we made each one because we thought, "It would be nice to have something like this." I'd say, "The Hookshot is done, so feel free to use it," and everyone would say, "Well, where shall we put it?"}}
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=="Now That's The Legend of Zelda!"==
=="Now That's The Legend of Zelda!"==


{{Interview/A|Iwata|My own impression is that The Legend of Zelda: Ocarina of Time firmly established the “essence of Zelda.”}}
{{Interview/A|Aonuma|That’s right. That’s why it’s been hard to make anything ever since! (laughs)}}
{{Interview/A|Iwata|Yeah. (laughs)}}
{{Interview/A|Aonuma|Something I always think as I work on the series is how hard it was to make The Legend of Zelda: Ocarina of Time, but it was also a great time. As mentioned earlier, we were making something unprecedented.}}
{{Interview/A|Iwata|There wasn’t anything you could compare it to.}}
{{Interview/A|Aonuma|We didn’t know where the finish line was! (laughs)}}
{{Interview/A|Iwata|Without knowing a due date, time dragged on... (laughs)}}
{{Interview/A|Aonuma|Yeah. Sorry about that. (laughs)}}
{{Interview/A|Iwata|I was at a different company at the time, so no need to apologise to me! (laughs)}}
{{Interview/A|Everyone|(laughs)}}
{{Interview/A|Aonuma|As we went through a process of trial and error and watched it take shape each day, it was really fun working on it. Each day we said, “Oh, look at what we did!” and that built up.}}
{{Interview/A|Kawagoe|For example, we were really impressed when the sword was able to cut a sign.}}
{{Interview/A|Aonuma|Yeah. Miyamoto-san put that in when everyone was exhausted. (laughs)}}
{{Interview/A|Koizumi|(Kazuaki) Morita-san at SRD programmed that. You don’t just cut the sign, but float it in the pond. When Miyamoto-san saw that, he burst out laughing and said, “Now that’s The Legend of Zelda!” }}
{{Interview/A|Iwawaki|Yeah, he said that. (laughs)}}
{{Interview/A|Koizumi|I remember it clearly.}}
{{Interview/A|Iwata|Aside from cutting the signs, The Legend of Zelda: Ocarina of Time was a game with lots of forms of gameplay that players were experiencing for the first time and that must have made them think, “What’s this?” and “What’s going on here?” Kawagoe-san, why do you think you were able to make a game like that?}}
{{Interview/A|Kawagoe|In some ways, I think it was because of a certain fearlessness on the part of the staff. We were just getting acquainted with the Nintendo 64 hardware and began development in a state of excitement over all the possibilities. As a result, our feelings and behaviour packed a lot into the game out of a sense of “Well, if we can do this, then let’s do that, too!”}}
{{Interview/A|Aonuma|That’s right.}}
{{Interview/A|Kawagoe|Put another way, it’s like we were plunging into a pathless, misty expanse and thinking, “I’m sure we can do this!”}}
{{Interview/A|Iwata|I think that fearlessness was indeed a big factor. You were a group of people who hadn’t learned before you began how hard it could be or how long it could take. (laughs)}}
{{Interview/A|Aonuma|We really hadn’t.}}
{{Interview/A|Iwata|The group believed that anything was possible with the Nintendo 64 system, plunged ahead, discovered a lot of interesting stuff, omnivorously adopted it, and threw it all together in a way without any friction, resulting in a dense concentration of material.}}
{{Interview/A|Kawagoe|But as with the moon sliding into view, which came up earlier, a lot of things fell into place by chance.}}
{{Interview/A|Aonuma|That is true.}}
{{Interview/A|Osawa|We’d be feverishly working away at it and all of a sudden realise, “Oh, we did it!”}}
{{Interview/A|Aonuma|We’d get a lot done that we hadn’t even imagined.}}
{{Interview/A|Kawagoe|I feel like we encountered a lot of those happy chance occurrences.}}
{{Interview/A|Iwata|So the developers could get excited about the daily discoveries.}}
{{Interview/A|Osawa|Almost every day, I would think, “You made that?! Well then, I'm going to...”}}
{{Interview/A|Aonuma|Each day, I experienced the reward of seeing the practically empty world that I had first designed with only squares and triangles rapidly become more real as various people added their input. I was incredibly happy about that.}}
{{Interview/A|Kawagoe|I suppose we could do that because we were all young.}}
{{Interview/A|Aonuma|Yes. There’s nothing I can say in reply to that! (laughs)}}
{{Interview/A|Everyone|(laughs)}}
{{Interview/A|Iwata|Koizumi-san, I think you’re the youngest among the team members here today. How old were you when you made The Legend of Zelda: Ocarina of Time?}}
{{Interview/A|Koizumi|I was about 26 or 27. How about you, Aonuma-san?}}
{{Interview/A|Aonuma|I was in my thirties without doubt.}}
{{Interview/A|Koizumi|(looking serious) I was the youngest among those of us here, so I was ill at ease (laughs) and couldn’t really say what I wanted.}}
{{Interview/A|Aonuma|No way! You always said the harshest things! (laughs)}}
{{Interview/A|Everyone|(laughs)}}
{{Interview/A|Koizumi|Did I? (laughs) I think it will show up in the next session of “Iwata Asks,” but the designers (Yoshiki) Haruhana-san and (Satoru) Takizawa-san were in their early twenties then, and they kept up their enthusiasm. The development period was two and a half years.}}
{{Interview/A|Iwata|And it was a particularly intense two and a half years.}}
{{Interview/A|Koizumi|When it’s that long, you should run out of breath, but we never did.}}
{{Interview/A|Aonuma|Nope.}}
{{Interview/A|Koizumi|It wasn’t hard at all for me to work until or past midnight every day.}}
{{Interview/A|Kawagoe|Yeah, we were all young. (laughs)}}
{{Interview/A|Osawa|It was fun how each day was different.}}
{{Interview/A|Koizumi|It sure was.}}
{{Interview/A|Iwata|You raced along for two and a half years, experiencing immense changes each day.}}
{{Interview/A|Aonuma|That’s right.}}
{{Interview/A|Koizumi|Work is generally fun, but that may have been the most satisfying time. I was able to make a lot of selfish demands, so I think we caused everyone trouble...but it was fun.}}
{{Interview/A|Aonuma|We weren’t selfish - we were dedicated.}}
{{Interview/A|Koizumi|My mistake.}}
{{Interview/A|Aonuma|No problem. (laughs)}}
{{Interview/A|Osawa|I think if the same team ever had to make the next The Legend of Zelda: Ocarina of Time, it would probably be fun.}}
{{Interview/A|Koizumi|No... let’s not! (laughs)}}
{{Interview/A|Aonuma|Osawa-san... that’s no joke! (laughs)}}
{{Interview/A|Everyone|(laughs)}}


==Thirteen Years Later==
==Thirteen Years Later==


{{Interview/A|Iwata|Lastly, I’d like each of you to say a few words regarding the return of The Legend of Zelda: Ocarina of Time 13 years after its original release. Shall we start with you, Iwawaki-san?}}
{{Interview/A|Iwawaki|Sure. I actually tried out The Legend of Zelda: Ocarina of Time 3D for the Nintendo 3DS system and felt that big world of The Legend of Zelda drawing me in.}}
{{Interview/A|Iwata|That immense world was in the palm of your hand.}}
{{Interview/A|Iwawaki|Yes, just like that. I felt like that world was right there. I hope everyone else will enjoy the world of The Legend of Zelda to the fullest.}}
{{Interview/A|Aonuma|As mentioned earlier, it was really fun when we were making the original game, because each day we made rewarding progress and the world in the game rapidly came together. I think the players could sense the fun we had.}}
{{Interview/A|Iwata|You feel like the developers’ feelings reached the players through the game.}}
{{Interview/A|Aonuma|Right. Our feeling 13 years ago is even further amplified in the Nintendo 3DS version. I hope the players will sense that. If you go on an adventure in that gigantic world in the Nintendo 3DS version, new discoveries await.}}
{{Interview/A|Iwata|Some who played the Nintendo 64 version may not have played it to its fullest.}}
{{Interview/A|Aonuma|That’s right. We put in all sorts of weird stuff (laughs), so I hope everyone will find those things.}}
{{Interview/A|Kawagoe|The Nintendo 3DS version is a remake, but there are different directions to take with a remake. I don’t think simply spiffing up the graphics and making it more luxurious would inspire the same moving experience. But this remake takes advantage of the stereoscopic 3D, allowing players to experience the splendour of the Nintendo 64 version from a new perspective. I think that’s great.}}
{{Interview/A|Iwata|Kawagoe-san, have you played the Nintendo 3DS version?}}
{{Interview/A|Kawagoe|Yes. I was surprised to see what the landforms we had created were like!}}
{{Interview/A|Iwata|You didn’t know until seeing them on the Nintendo 3DS version?}}
{{Interview/A|Kawagoe|No. On the Nintendo 64 version, I sort of knew what they were like by filling in their real forms in my head, but on the Nintendo 3DS version, like when looking at Hyrule Field, I got a much clearer sense of what the landforms and distances were like.}}
{{Interview/A|Aonuma|That surprised me, too.}}
{{Interview/A|Iwata|You were surprised even though you had made them.}}
{{Interview/A|Kawagoe|A discovery 13 years later!}}
{{Interview/A|Iwata|I see. How about you, Koizumi-san?}}
{{Interview/A|Koizumi|I’m really scared to play the Nintendo 3DS version. That’s because I feel like if I encounter my work from 13 years ago, I’ll find a lot of stuff to make me cringe.}}
{{Interview/A|Kawagoe|I was the same way. (laughs)}}
{{Interview/A|Koizumi|But they’re making the Nintendo 3DS version in Tokyo, so they asked me to check it. I hesitantly tried it out (laughs) and was pleased to see how handsome Link looks!}}
{{Interview/A|Iwata|Uh-huh. (laughs)}}
{{Interview/A|Koizumi|I changed the character design for Link a lot for The Legend of Zelda: Ocarina of Time. At first he had a button-nose.}}
{{Interview/A|Iwata|Yeah, he had a distinctive nose.}}
{{Interview/A|Koizumi|My wife said, “All of Nintendo’s characters have funny noses. Don’t you have any handsome ones?” I was shocked.}}
{{Interview/A|Iwata|(laughs)}}
{{Interview/A|Koizumi|Then when we were making The Legend of Zelda: Ocarina of Time, I was in charge of Link’s character design, so I made him a little better-looking.}}
{{Interview/A|Aonuma|Huh? So Link is your wife’s type?}}
{{Interview/A|Koizumi|Yes. (firmly)}}
{{Interview/A|Everyone|(laughs)}}
{{Interview/A|Iwata|The truth comes out 13 years later. (laughs)}}
{{Interview/A|Koizumi|I cut back on his sideburns and made his nose a little stronger.}}
{{Interview/A|Iwata|It’s narrower.}}
{{Interview/A|Koizumi|And I pierced his ears, making him sort of cool. But it wouldn’t suit Nintendo if he were too cool, so he wears that long underwear. (laughs)}}
{{Interview/A|Aonuma|Huh? Is that long underwear? (laughs)}}
{{Interview/A|Koizumi|Yeah. He wears that green tunic and cool gloves, but underneath, it’s long underwear. (laughs) But when I saw Link on the Nintendo 3DS version, I was pleased by how incredibly refined he looked. So I want everyone to check out that even cooler Link!}}
{{Interview/A|Osawa|I haven’t laid hands on the Nintendo 3DS version yet. That’s not because I’m scared like Koizumi-san, but because I want to buy it myself and play it like any other gamer. I’m really looking forward to seeing how what we made 13 years ago has changed, and I’m glad what we made 13 years ago has had new light shed on it by someone else, so I can enjoy it too.}}
{{Interview/A|Iwata|I suppose you’ll feel like you’re opening a time capsule.}}
{{Interview/A|Osawa|Yes. The only Legend of Zelda game I’ve ever worked on was The Legend of Zelda: Ocarina of Time, so I felt like I had done everything I could. But today, 13 years later, I even want to enjoy looking at it again and noticing places where I could’ve done better, so I can’t wait for the release date.}}
{{Interview/A|Aonuma|(with feeling) I’m envious...}}
{{Interview/A|Everyone|(laughs)}}
{{Interview/A|Aonuma|I’ve been involved with every game in the series since The Legend of Zelda: Ocarina of Time, so I don’t feel that way. I’m like, “Tch!” (laughs)}}
{{Interview/A|Osawa|Well, that’s your job.}}
{{Interview/A|Koizumi|Aonuma-san, want to switch with me on Super Mario Bros. sometime?}}
{{Interview/A|Aonuma|Hey, that sounds good... Or maybe not!}}
{{Interview/A|Koizumi|I’ll make the next Legend of Zelda game. Then you can enjoy playing it.}}
{{Interview/A|Aonuma|No way. (firmly)}}
{{Interview/A|Everyone|(laughs)}}
{{Interview/A|Iwata|Today sort of felt like a class reunion. (laughs)}}
{{Interview/A|Osawa|It really is one! (laughs)}}
{{Interview/A|Iwata|I enjoyed hearing everything you had to say today. Thank you for taking so much time.}}
{{Interview/A|Everyone|Thank You!}}


{{IwataAsksFooter}}
{{IwataAsksFooter}}


{{Cat|Needed Interviews}} <!--TODO: remove this when the last two sections are complete, including internal links.-->
 
{{Cat|Ocarina of Time Interviews|2011-06-05}}
{{Cat|Ocarina of Time Interviews|2011-06-16}}
{{Cat|Interviews with Eiji Aonuma|2011-06-05}}
{{Cat|Interviews with Eiji Aonuma|2011-06-16}}
{{Cat|Interviews with Toru Osawa|2011-06-05}}
{{Cat|Interviews with Toru Osawa|2011-06-16}}
{{Cat|Interviews with Yoshiaki Koizumi|2011-06-05}}
{{Cat|Interviews with Yoshiaki Koizumi|2011-06-16}}
{{Cat|Iwata Asks|2011-06-05}}
{{Cat|Iwata Asks|2011-06-16}}
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