Interview:Iwata Asks: Twilight Princess (Part 1): Difference between revisions

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{{Interview/A|Tominaga|Just like Miyagi-san, I also got the impression that we were being asked to change things one by one, beginning with those we could comfortably handle. Another way to look at it is that Miyamoto-san was clearly thinking through and methodically dealing with those issues which everyone was concerned about, but didn't know how to handle. For instance, in the version we showed at E3, you were able to play through the first village in the game. But even though that was specifically designed for E3, because it was a self-contained level the task of integrating it into the main Zelda game involved making a lot of adjustments, and we didn't quite know what to do. Miyamoto-san did that for us, which was a great help. So I think rather than upending the tea table, he was actually creating things we didn't have in the game. A change in the game which was particularly memorable was to do with a sub-event which had no connection with the main story. We made that sub-event, intending it to be completely optional, but then quite far into the latter stages of the project, Miyamoto-san proposed that this should be worked into the main body of the story. Because of the stage we were at, that sent shockwaves through the staff! (laughs) But once we'd actually made it, the item that you gain through that event linked really smoothly into the development of the main game, so the feeling was that we'd come up with something really good. So while it wasn't as if things had been totally thrown into disorder, I remember thinking that perhaps that was an example of Miyamoto-san upending the tea table.}}
{{Interview/A|Tominaga|Just like Miyagi-san, I also got the impression that we were being asked to change things one by one, beginning with those we could comfortably handle. Another way to look at it is that Miyamoto-san was clearly thinking through and methodically dealing with those issues which everyone was concerned about, but didn't know how to handle. For instance, in the version we showed at E3, you were able to play through the first village in the game. But even though that was specifically designed for E3, because it was a self-contained level the task of integrating it into the main Zelda game involved making a lot of adjustments, and we didn't quite know what to do. Miyamoto-san did that for us, which was a great help. So I think rather than upending the tea table, he was actually creating things we didn't have in the game. A change in the game which was particularly memorable was to do with a sub-event which had no connection with the main story. We made that sub-event, intending it to be completely optional, but then quite far into the latter stages of the project, Miyamoto-san proposed that this should be worked into the main body of the story. Because of the stage we were at, that sent shockwaves through the staff! (laughs) But once we'd actually made it, the item that you gain through that event linked really smoothly into the development of the main game, so the feeling was that we'd come up with something really good. So while it wasn't as if things had been totally thrown into disorder, I remember thinking that perhaps that was an example of Miyamoto-san upending the tea table.}}


<b>Iwata:</b> How about you, Kyogoku-san?<br><br>
{{Interview/A|Iwata|How about you, Kyogoku-san?}}


<b>Kyogoku:</b> Personally, I definitely experienced that tea table being upended! (laughs)<br><br>
{{Interview/A|Kyogoku|Personally, I definitely experienced that tea table being upended! (laughs)}}


<b>All:</b> (laughter)<br><br>
{{Interview/A|Everyone|(laughter)}}


<b>Kyogoku:</b> The reason we had to change things boils down to the fact that in the first village, there were a lot of things particular to the GameCube version. This meant that there were many aspects of the Wii version that did not take into consideration the fact that players wouldn't be familiar with the game itself or the Wii Remote. Because of this, and I think this again goes back to what Iwata-san just referred to as "ideas born from functionality", there were still a huge number of things that needed to be communicated to the player at the beginning of the game so they would be able to enjoy playing it on Wii. At first, the idea was that the player would spend one day in the village, but out of the blue it was decided to make it three days. We got a sheet of paper with a specification plan written on it, a kind of "Miyamoto-san's Three-Day Plan"... <br><br>
{{Interview/A|Kyogoku|The reason we had to change things boils down to the fact that in the first village, there were a lot of things particular to the GameCube version. This meant that there were many aspects of the Wii version that did not take into consideration the fact that players wouldn't be familiar with the game itself or the Wii Remote. Because of this, and I think this again goes back to what Iwata-san just referred to as "ideas born from functionality", there were still a huge number of things that needed to be communicated to the player at the beginning of the game so they would be able to enjoy playing it on Wii. At first, the idea was that the player would spend one day in the village, but out of the blue it was decided to make it three days. We got a sheet of paper with a specification plan written on it, a kind of "Miyamoto-san's Three-Day Plan"...}}


<b>Iwata:</b> Ah, a "specification plan?" That's always an indication that he wants to make some major changes!<br><br>
{{Interview/A|Iwata|Ah, a "specification plan?" That's always an indication that he wants to make some major changes!}}


<b>All:</b> (laughter)<br><br>
{{Interview/A|All|(laughter)}}


<b>Kyogoku:</b> This really was at the latter stages of development... Well, to be precise, it was just after E3... <br><br>
{{Interview/A|Kyogoku|This really was at the latter stages of development... Well, to be precise, it was just after E3... }}


<b>Iwata:</b> (laughter)<br><br>
{{Interview/A|Iwata|(laughter)}}


<b>Kyogoku:</b> Localization had already gotten underway. To suddenly go and make a change like this, well I was speechless... The programming had to be changed, the number of items increased and of course the positioning of the characters also changed. It also required some adjustment of the field design. Naturally, all of the lines spoken by the characters were affected so I was frantically getting in touch with Europe and America. I had to tell them: "That village is going to be completely changed, so please wait a couple of weeks! Please don't translate anything yet!"<br><br>
{{Interview/A|Kyogoku|Localization had already gotten underway. To suddenly go and make a change like this, well I was speechless... The programming had to be changed, the number of items increased and of course the positioning of the characters also changed. It also required some adjustment of the field design. Naturally, all of the lines spoken by the characters were affected so I was frantically getting in touch with Europe and America. I had to tell them: "That village is going to be completely changed, so please wait a couple of weeks! Please don't translate anything yet!"}}


<b>All:</b> (laughter)<br><br>
{{Interview/A|All|(laughter)}}


<b>Kyogoku:</b> So we made the changes, and just as I was thinking we were going to make it in time, the table was overturned again when it was decided to tie a sub-event into the game's main narrative, as Tominaga-san just mentioned. So I got in touch with everyone around the world and told them: "It's going to change again!" Personally speaking, I felt that the table was being constantly overturned. When we somehow managed to finish in time for the release date, I thought: so that must be the "legend" of Zelda... <br><br>
{{Interview/A|Kyogoku|So we made the changes, and just as I was thinking we were going to make it in time, the table was overturned again when it was decided to tie a sub-event into the game's main narrative, as Tominaga-san just mentioned. So I got in touch with everyone around the world and told them: "It's going to change again!" Personally speaking, I felt that the table was being constantly overturned. When we somehow managed to finish in time for the release date, I thought: so that must be the "legend" of Zelda...}}


<b>All:</b> (Roaring laughter)<br><br>
{{Interview/A|All|(Roaring laughter)}}


<b>Kitagawa:</b> You were just dying to say that, weren't you? <br><br>
{{Interview/A|Kitagawa|You were just dying to say that, weren't you?}}


<b>Iwata:</b> Trust the scriptwriter to get the best lines! (laughs) But seriously, I think that, as you said, Miyamoto-san probably viewed that first part of the game as performing an absolutely crucial function. That's why he had such a definite idea of precisely what needed to be communicated to the player at that point. This is exactly why he gave such clear directions that there was something missing, or that things needed to be introduced to the player in a specific order. As the project draws to its conclusion, and the development team are working like crazy, they will naturally become increasingly less sensitive to what kind of things might confuse a first-time player. For that reason, I think it's actually inevitable that Miyamoto-san will come in at the last moment and upend the tea table. Now that things have calmed down, when you look back at those major changes made to the first village, do you think those changes were a good thing?<br><br>
{{Interview/A|Iwata|Trust the scriptwriter to get the best lines! (laughs) But seriously, I think that, as you said, Miyamoto-san probably viewed that first part of the game as performing an absolutely crucial function. That's why he had such a definite idea of precisely what needed to be communicated to the player at that point. This is exactly why he gave such clear directions that there was something missing, or that things needed to be introduced to the player in a specific order. As the project draws to its conclusion, and the development team are working like crazy, they will naturally become increasingly less sensitive to what kind of things might confuse a first-time player. For that reason, I think it's actually inevitable that Miyamoto-san will come in at the last moment and upend the tea table. Now that things have calmed down, when you look back at those major changes made to the first village, do you think those changes were a good thing?}}


<b>Kyogoku:</b> Yes. It's not only easier for the first-time player to become familiar with the Wii Remote, but in terms of the story the player will be drawn straight into the world of Zelda. As a result, I am really glad that we made those changes. <br><br>
{{Interview/A|Kyogoku|Yes. It's not only easier for the first-time player to become familiar with the Wii Remote, but in terms of the story the player will be drawn straight into the world of Zelda. As a result, I am really glad that we made those changes.}}


<b>Iwata:</b> Incidentally, I remember being told a long time ago that Miyamoto-san's definition of an idea is apparently: "something that solves multiple problems at the same time with just a single adjustment." What you've just told us seems to fit that definition to a tee. Now, I've got a final question I would like to ask each of you. Can I get each of you to give me one aspect of The Legend Of Zelda: Twilight Princess which you are particularly proud of, and that you want everyone to see? Let's begin with you, Oyama-san. <br><br>
{{Interview/A|Iwata|Incidentally, I remember being told a long time ago that Miyamoto-san's definition of an idea is apparently: "something that solves multiple problems at the same time with just a single adjustment." What you've just told us seems to fit that definition to a tee. Now, I've got a final question I would like to ask each of you. Can I get each of you to give me one aspect of The Legend Of Zelda: Twilight Princess which you are particularly proud of, and that you want everyone to see? Let's begin with you, Oyama-san.}}


<b>Oyama:</b> There are just too many to mention! (laughs) Naturally, as I was in charge of the enemies, I think it's the battles. The fighting techniques, the effects you see when an enemy is hit, falls to the ground and disappears, and what Link does during that time as well. I certainly want players to enjoy savoring those details. Also, several familiar enemies from previous Zelda games make an appearance, and it wasn't simply a case of giving the graphics a polish. We have also given them slightly different methods of attack, so both people playing for the first time and experienced Zelda fans will be able to enjoy a fresh challenge. <br><br>
{{Interview/A|Oyama|There are just too many to mention! (laughs) Naturally, as I was in charge of the enemies, I think it's the battles. The fighting techniques, the effects you see when an enemy is hit, falls to the ground and disappears, and what Link does during that time as well. I certainly want players to enjoy savoring those details. Also, several familiar enemies from previous Zelda games make an appearance, and it wasn't simply a case of giving the graphics a polish. We have also given them slightly different methods of attack, so both people playing for the first time and experienced Zelda fans will be able to enjoy a fresh challenge.}}


<b>Iwata:</b> Nishimori-san?<br><br>
{{Interview/A|Iwata|Nishimori-san?}}


<b>Nishimori:</b> Firstly, as the Wii version is being advertised so widely, I would like to say to everyone that the GameCube version is also packed with great features, so please give it a go! Of course, it has a completely different feel from the Wii version. Something which I gave a lot of attention, and which I think is one of the game's outstanding features, are the horse-riding scenes. In particular, the parts where you are fighting enemies while on horseback is something I've been dying to do ever since Ocarina of Time. When we let people have a go at a horseback battle scene at E3, there was an incredibly positive response, but within the team there were those who felt that this part of the game needed a little more work. After Miyamoto-san suggested it, I even went horse-riding! <br><br>
{{Interview/A|Nishimori|Firstly, as the Wii version is being advertised so widely, I would like to say to everyone that the GameCube version is also packed with great features, so please give it a go! Of course, it has a completely different feel from the Wii version. Something which I gave a lot of attention, and which I think is one of the game's outstanding features, are the horse-riding scenes. In particular, the parts where you are fighting enemies while on horseback is something I've been dying to do ever since Ocarina of Time. When we let people have a go at a horseback battle scene at E3, there was an incredibly positive response, but within the team there were those who felt that this part of the game needed a little more work. After Miyamoto-san suggested it, I even went horse-riding!}}


<b>Iwata:</b> You actually went horse-riding?<br><br>
{{Interview/A|Iwata|You actually went horse-riding?}}


<b>Nishimori:</b> I really did. Miyamoto-san just said: "Go and ride a horse!" (laughs) I got the designer responsible for the horse and the person responsible for the animations of Link and the horse, and the three of us went to do some field work. As we were beginners, we weren't able to fully master horse-riding, but we got to appreciate that feeling of the size of the horses you get by standing beside them as well as the sensation of riding a large animal, that kind of enjoyable sense of not being fully in control. We experienced a whole range of things, including the way riding a horse affects your line of vision, and I think there were elements of the game that we couldn't have made unless we had actually ridden a horse. So that's what I really want players to notice. <br><br>
{{Interview/A|Nishimori|I really did. Miyamoto-san just said: "Go and ride a horse!" (laughs) I got the designer responsible for the horse and the person responsible for the animations of Link and the horse, and the three of us went to do some field work. As we were beginners, we weren't able to fully master horse-riding, but we got to appreciate that feeling of the size of the horses you get by standing beside them as well as the sensation of riding a large animal, that kind of enjoyable sense of not being fully in control. We experienced a whole range of things, including the way riding a horse affects your line of vision, and I think there were elements of the game that we couldn't have made unless we had actually ridden a horse. So that's what I really want players to notice.}}


<b>Iwata:</b> How about you, Kitagawa-san?<br><br>
{{Interview/A|Iwata|How about you, Kitagawa-san?}}


<b>Kitagawa:</b> Well, as the person in charge of the dungeons, I want players to enjoy the rich variety and the attention to detail that has gone into all the dungeons. To give a more specific recommendation, there are some unexpected old-school elements making a 3D appearance, and I am sure they will bring smiles to the faces of long-time fans. I hope players enjoy the hard work that has gone into them. <br><br>
{{Interview/A|Kitagawa|Well, as the person in charge of the dungeons, I want players to enjoy the rich variety and the attention to detail that has gone into all the dungeons. To give a more specific recommendation, there are some unexpected old-school elements making a 3D appearance, and I am sure they will bring smiles to the faces of long-time fans. I hope players enjoy the hard work that has gone into them.}}


<b>Iwata:</b> And you, Miyagi-san?<br><br>
{{Interview/A|Iwata|And you, Miyagi-san?}}


<b>Miyagi:</b> If I'm asked to give a recommendation or an aspect that I am particularly proud of, I think I have to speak on behalf of all of the staff who worked on the field design, so it's very difficult to narrow it down. Firstly, of course, is the fun of galloping on your horse across the vast plains of Hyrule. I think the sense of speed is something the players will really enjoy. Another thing I secretly like is that once you have progressed to a certain point in the game, there is a place that has been designed so that the player can look out from Hyrule Plains and see exactly where the mountains, lakes, deserts and rivers you have journeyed through are located. Of course, it isn't perfect, but it has been made with the greatest effort to make it all consistent. You can enjoy that view in-between your adventures! <br><br>
{{Interview/A|Miyagi|If I'm asked to give a recommendation or an aspect that I am particularly proud of, I think I have to speak on behalf of all of the staff who worked on the field design, so it's very difficult to narrow it down. Firstly, of course, is the fun of galloping on your horse across the vast plains of Hyrule. I think the sense of speed is something the players will really enjoy. Another thing I secretly like is that once you have progressed to a certain point in the game, there is a place that has been designed so that the player can look out from Hyrule Plains and see exactly where the mountains, lakes, deserts and rivers you have journeyed through are located. Of course, it isn't perfect, but it has been made with the greatest effort to make it all consistent. You can enjoy that view in-between your adventures!}}


<b>Iwata:</b> Tominaga-san, please.<br><br>
{{Interview/A|Iwata|Tominaga-san, please.}}


<b>Tominaga:</b> As I feel like I want to recommend everything, I would urge players to get side-tracked and explore every corner of this world. To give an aspect of the game I paid particular attention to, I would make a slightly unusual choice. I really put a lot of effort into naturally leading the player in a particular direction when we didn't want them straying too far from the main plot of the story. The fact that you can move around freely is one of Zelda's great points, but there are situations where you definitely don't want the player to wander into a particular place. So you have to make sure you guide the player along the flow of the game without them noticing they are being guided. This is extremely difficult, and as I worked hard on it, I'd like to say that everyone should pay attention to it... But this is something that players aren't supposed to become aware of so we can't have them thinking: "Wow, someone has really put a lot of effort into making this seem so natural!" So in the end I can't really recommend that players pay attention to that! (laughs) <br><br>
{{Interview/A|Tominaga|As I feel like I want to recommend everything, I would urge players to get side-tracked and explore every corner of this world. To give an aspect of the game I paid particular attention to, I would make a slightly unusual choice. I really put a lot of effort into naturally leading the player in a particular direction when we didn't want them straying too far from the main plot of the story. The fact that you can move around freely is one of Zelda's great points, but there are situations where you definitely don't want the player to wander into a particular place. So you have to make sure you guide the player along the flow of the game without them noticing they are being guided. This is extremely difficult, and as I worked hard on it, I'd like to say that everyone should pay attention to it... But this is something that players aren't supposed to become aware of so we can't have them thinking: "Wow, someone has really put a lot of effort into making this seem so natural!" So in the end I can't really recommend that players pay attention to that! (laughs)}}


<b>Iwata:</b> And finally, Kyogoku-san.<br><br>
{{Interview/A|Iwata|And finally, Kyogoku-san.}}


<b>Kyogoku:</b> The worlds in the GameCube and Wii versions are mirror images of each other, with the left and right completely reversed. Just by using a different controller and experiencing a completely reversed world you really get a completely different type of enjoyment. All of us have become familiar with seeing this world on a daily basis, but I still get lost when I have a go with left and right reversed. I really want people to experience both. And personally, the parts which I put particular effort into were all the really insignificant details! (laughs) If you're progressing in the game, and you discover something where you laugh and think "This is just ridiculous...!", I'm certain that will be a part that I really gave a lot of attention to and want people to see! <br><br>
{{Interview/A|Kyogoku|The worlds in the GameCube and Wii versions are mirror images of each other, with the left and right completely reversed. Just by using a different controller and experiencing a completely reversed world you really get a completely different type of enjoyment. All of us have become familiar with seeing this world on a daily basis, but I still get lost when I have a go with left and right reversed. I really want people to experience both. And personally, the parts which I put particular effort into were all the really insignificant details! (laughs) If you're progressing in the game, and you discover something where you laugh and think "This is just ridiculous...!", I'm certain that will be a part that I really gave a lot of attention to and want people to see!}}


<b>All:</b> (laughter) <br><br>
{{Interview/A|All|(laughter)}}


<b>Iwata:</b> Thank you for joining me for such an extended discussion! I hope everyone will view this as the greatest game in the Zelda series. Thank you all.<br><br>
{{Interview/A|Iwata|Thank you for joining me for such an extended discussion! I hope everyone will view this as the greatest game in the Zelda series. Thank you all.}}


<b>All:</b> Thank you very much!
{{Interview/A|All|Thank you very much!}}
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