Interview:Iwata Asks: Twilight Princess (Part 2): Difference between revisions

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{{Interview/A|Takizawa|For Link's design, we took a lot of care not to make him look too cool. We thought he should retain a kind of unsophisticated air, a certain lack of style. The reasoning behind that was that in Zelda games, Link has all sorts of expressions and actions which are a long way from the so-called dashing hero. His face when he catches a little fish or his expression when he is really surprised... The fact that the player can move freely throughout the "garden" which is the world of Zelda, is one of the game's major strong points. Because of this, there needs to be a rich variety of facial expressions and actions to go with the range of controls available to the player, otherwise the game won't ring true. For this reason, Link sometimes performs actions which would be considered strange if he were a "real person". These actions are something that a dashing, stylish character really couldn't pull off. So we have designed Link to look cool, but we have done a lot of fine tuning to ensure our aim that he is just cool enough, and no more. For instance, compared to illustrations of Link, the actual character in the game has slightly shorter legs. The legs are only just long enough to give the player that sense of the feel of the ground under their feet when they control Link.}}
{{Interview/A|Takizawa|For Link's design, we took a lot of care not to make him look too cool. We thought he should retain a kind of unsophisticated air, a certain lack of style. The reasoning behind that was that in Zelda games, Link has all sorts of expressions and actions which are a long way from the so-called dashing hero. His face when he catches a little fish or his expression when he is really surprised... The fact that the player can move freely throughout the "garden" which is the world of Zelda, is one of the game's major strong points. Because of this, there needs to be a rich variety of facial expressions and actions to go with the range of controls available to the player, otherwise the game won't ring true. For this reason, Link sometimes performs actions which would be considered strange if he were a "real person". These actions are something that a dashing, stylish character really couldn't pull off. So we have designed Link to look cool, but we have done a lot of fine tuning to ensure our aim that he is just cool enough, and no more. For instance, compared to illustrations of Link, the actual character in the game has slightly shorter legs. The legs are only just long enough to give the player that sense of the feel of the ground under their feet when they control Link.}}


{{Interview/A|Iwata:|Ah, I see! That's very interesting.}}
{{Interview/A|Iwata|Ah, I see! That's very interesting.}}


{{Interview/A|Takizawa|Another really fun "Zelda-esque" detail is the fact that as Link is placed at the heart of the game, all of the enemies and non-player characters in the game, as well as all of the action and events, even the very world around him, all communicate this subtle sense of unsophistication. To achieve that didn't entail me giving any major directions for that sort of design. When I was checking the design work, I always had a sense of what I wanted in my mind, but I didn't force that vision on other people. But in spite of this, the various people working on the game's design all made subtle adjustments to achieve that look that borders on being uncool, ensuring that the atmosphere of the game stayed consistent with the central character. After the experience this time round of developing Zelda, I have come to think that this awareness of the game-world as a whole is what makes the game "Zelda-esque".}}
{{Interview/A|Takizawa|Another really fun "Zelda-esque" detail is the fact that as Link is placed at the heart of the game, all of the enemies and non-player characters in the game, as well as all of the action and events, even the very world around him, all communicate this subtle sense of unsophistication. To achieve that didn't entail me giving any major directions for that sort of design. When I was checking the design work, I always had a sense of what I wanted in my mind, but I didn't force that vision on other people. But in spite of this, the various people working on the game's design all made subtle adjustments to achieve that look that borders on being uncool, ensuring that the atmosphere of the game stayed consistent with the central character. After the experience this time round of developing Zelda, I have come to think that this awareness of the game-world as a whole is what makes the game "Zelda-esque".}}
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{{Interview/A|All|(laughter)}}
{{Interview/A|All|(laughter)}}


{{Interview/A|Iwata:</b> In that case, let's begin with you, Takano-san!<br><br>
{{Interview/A|Iwata|In that case, let's begin with you, Takano-san!}}


{{Interview/A|Takano:</b> Ok, I'll go first! (laughs) As usual with a Zelda project, the last few months entailed a feverish effort to polish the game, and we got it into really good shape. But at the same time, the contents of the game were being changed to a degree that at times was downright frightening. The story, minor features, everything. And needless to say, it was Miyamoto-san's appearance on the scene which caused all this! <br><br>
{{Interview/A|Takano|Ok, I'll go first! (laughs) As usual with a Zelda project, the last few months entailed a feverish effort to polish the game, and we got it into really good shape. But at the same time, the contents of the game were being changed to a degree that at times was downright frightening. The story, minor features, everything. And needless to say, it was Miyamoto-san's appearance on the scene which caused all this!}}


{{Interview/A|Iwata:</b> I can imagine! (laughs)<br><br>
{{Interview/A|Iwata|I can imagine! (laughs)}}


{{Interview/A|Takano:</b> With Twilight Princess, the parts of the game that changed most dramatically were the early stages. Miyamoto-san has always put a lot of emphasis on the importance of the first section of games. Since we were all well aware of this, when we were making the early parts of the game along with Miyanaga-san and his team, we had this funny feeling that whatever we made, it would end up changing anyway! (laughs)<br><br>
{{Interview/A|Takano|With Twilight Princess, the parts of the game that changed most dramatically were the early stages. Miyamoto-san has always put a lot of emphasis on the importance of the first section of games. Since we were all well aware of this, when we were making the early parts of the game along with Miyanaga-san and his team, we had this funny feeling that whatever we made, it would end up changing anyway! (laughs)}}


{{Interview/A|Miyanaga:</b> I had the same feeling!<br><br>
{{Interview/A|Miyanaga|I had the same feeling!}}


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


{{Interview/A|Takano:</b> In the case of this game, we of course had to give the player everything they have come to expect from a Zelda game, but on top of that we also had to let them get accustomed to using the Wii Remote. In any case, all of these features were crammed into the start of the game because Miyamoto-san wanted to let the player experience everything they would need early on. Let's just say he wasn't in any mood for compromise.<br><br>
{{Interview/A|Takano|In the case of this game, we of course had to give the player everything they have come to expect from a Zelda game, but on top of that we also had to let them get accustomed to using the Wii Remote. In any case, all of these features were crammed into the start of the game because Miyamoto-san wanted to let the player experience everything they would need early on. Let's just say he wasn't in any mood for compromise.}}


{{Interview/A|Iwata:</b> So what you're saying is that the tea table was upended in spectacular style?<br><br>
{{Interview/A|Iwata|So what you're saying is that the tea table was upended in spectacular style?}}


{{Interview/A|Takano|Well, as things turned out, I guess you could say that... Miyamoto-san's "upending" is not simply a matter of him suddenly flipping over the table. On second thought, he does do that as well! (laughs) But usually the way he does things, and the start of the Zelda game this time is a particular case in point, is not to completely overturn the whole table. Rather, he takes it in turn to flip all of the dishes and bowls on the table one by one. (Takano gestures as if turning over plates one after the other)}}
{{Interview/A|Takano|Well, as things turned out, I guess you could say that... Miyamoto-san's "upending" is not simply a matter of him suddenly flipping over the table. On second thought, he does do that as well! (laughs) But usually the way he does things, and the start of the Zelda game this time is a particular case in point, is not to completely overturn the whole table. Rather, he takes it in turn to flip all of the dishes and bowls on the table one by one. (Takano gestures as if turning over plates one after the other)}}


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


{{Interview/A|Takano:</b> (While continuing to gesture as if turning over plates) He'll start like this, flipping a cup at the edge of the table, then work his way round before starting on the plates, then the bowls. Then, if he thinks it's necessary, he'll upend the actual table itself. That's why, when you look at the way everything ends up, it looks as if he has just flipped the entire table. But that isn't the case. <br><br>
{{Interview/A|Takano|(While continuing to gesture as if turning over plates) He'll start like this, flipping a cup at the edge of the table, then work his way round before starting on the plates, then the bowls. Then, if he thinks it's necessary, he'll upend the actual table itself. That's why, when you look at the way everything ends up, it looks as if he has just flipped the entire table. But that isn't the case.}}


{{Interview/A|Iwata:</b> So, he doesn't do things the same way as Ittetsu Hoshi? (laughs)<br><br>
{{Interview/A|Iwata|So, he doesn't do things the same way as Ittetsu Hoshi? (laughs)}}


{{Interview/A|Takano:</b> It's not the same. He isn't kicking over the table and saying: "Start again!" (Takano repeats the gesture of turning over plates) No, he's doing this, turning over the plates and bowls saying, change this, and this, and this...<br><br>
{{Interview/A|Takano|It's not the same. He isn't kicking over the table and saying: "Start again!" (Takano repeats the gesture of turning over plates) No, he's doing this, turning over the plates and bowls saying, change this, and this, and this...}}


{{Interview/A|Iwata:</b> And then before you know it, everything's been changed! (laughs)<br><br>
{{Interview/A|Iwata|And then before you know it, everything's been changed! (laughs)}}


{{Interview/A|Takano:</b> Exactly! If you just came in at the end, you'd think he's upended the table in spectacular fashion. But actually, he has put a lot of thought and care into his upending! He really is giving his attention to every detail, from the animation to the fine points of the script. He'll keep going until he decides that there are no more changes to be made and puts the brakes on. Then two hours after he's told that it's all finished, you'll receive an email saying: "I think we should change that line of the script!" And that's in the middle of the night... <br><br>
{{Interview/A|Takano|Exactly! If you just came in at the end, you'd think he's upended the table in spectacular fashion. But actually, he has put a lot of thought and care into his upending! He really is giving his attention to every detail, from the animation to the fine points of the script. He'll keep going until he decides that there are no more changes to be made and puts the brakes on. Then two hours after he's told that it's all finished, you'll receive an email saying: "I think we should change that line of the script!" And that's in the middle of the night...}}


{{Interview/A|Iwata:</b> So he decides to end it, then decides that after all he'll start it again! (laughs)<br><br>
{{Interview/A|Iwata|So he decides to end it, then decides that after all he'll start it again! (laughs)}}


{{Interview/A|Takano:</b> It really is incredible to witness. Everyone will be telling him that there is simply no more time left to make changes, and eventually Miyamoto-san will come round to what they're saying and say: "Okay, that's it! All done!" Then you can guarantee that in the middle of the night these e-mails will start appearing, sent to the game designers saying something along the lines of: "I want you to change this. If it's not possible, I'll understand, but..." He's asking if it's possible or not, but he's already been told that it's not possible! In any case, we'll receive any number of e-mails like that, so we'll decide that we have to do it. As this goes on, the staff develop the attitude of waiters and waitresses in a restaurant: "Yes, sir! Right away, sir!"<br><br>
{{Interview/A|Takano|It really is incredible to witness. Everyone will be telling him that there is simply no more time left to make changes, and eventually Miyamoto-san will come round to what they're saying and say: "Okay, that's it! All done!" Then you can guarantee that in the middle of the night these e-mails will start appearing, sent to the game designers saying something along the lines of: "I want you to change this. If it's not possible, I'll understand, but..." He's asking if it's possible or not, but he's already been told that it's not possible! In any case, we'll receive any number of e-mails like that, so we'll decide that we have to do it. As this goes on, the staff develop the attitude of waiters and waitresses in a restaurant: "Yes, sir! Right away, sir!"}}


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


{{Interview/A|Takano:</b> But there's no doubt in my mind that because of it, we end up with something that can be called a Zelda game.<br><br>
{{Interview/A|Takano|But there's no doubt in my mind that because of it, we end up with something that can be called a Zelda game.}}


{{Interview/A|Asakawa:</b> But we always get really nervous, especially wondering what he'll spring on us in the last week! (laughs)<br><br>
{{Interview/A|Asakawa|But we always get really nervous, especially wondering what he'll spring on us in the last week! (laughs)}}


{{Interview/A|Takano:</b> Whenever Miyamoto-san comes walking down the aisle, everyone pays attention to where he will turn off, because whatever team is there is about is have something changed! (laughs) The more experienced staff members are aware of this, so when they see him coming in the distance, they always grin and say: "I wonder where he's headed this time?" You see this all the time, and every time you do you think: "We're really making a Zelda game!" (laughs)<br><br>
{{Interview/A|Takano|Whenever Miyamoto-san comes walking down the aisle, everyone pays attention to where he will turn off, because whatever team is there is about is have something changed! (laughs) The more experienced staff members are aware of this, so when they see him coming in the distance, they always grin and say: "I wonder where he's headed this time?" You see this all the time, and every time you do you think: "We're really making a Zelda game!" (laughs)}}


{{Interview/A|Iwata:</b> It's also an important part of what defines Zelda! (laughs)<br><br>
{{Interview/A|Iwata|It's also an important part of what defines Zelda! (laughs)}}


{{Interview/A|Takizawa:</b> You see it all the time, don't you? (laughs)<br><br>
{{Interview/A|Takizawa|You see it all the time, don't you? (laughs)}}


{{Interview/A|Takano:</b> All the time! (laughs)<br><br>
{{Interview/A|Takano|All the time! (laughs)}}


{{Interview/A|Miyanaga:</b> This time around we got a lot of instructions from him by email. After you've been away from your seat for an hour or so and you notice that Miyamoto-san sent you an email while you were away, you're never sure if you really want to open it or not! (laughs)<br><br>
{{Interview/A|Miyanaga|This time around we got a lot of instructions from him by email. After you've been away from your seat for an hour or so and you notice that Miyamoto-san sent you an email while you were away, you're never sure if you really want to open it or not! (laughs)}}


{{Interview/A|Takano:</b> You get mails so late at night you wonder if he ever actually goes home!<br><br>
{{Interview/A|Takano|You get mails so late at night you wonder if he ever actually goes home!}}


{{Interview/A|Miyanaga:</b> That's right! (laughs)<br><br>
{{Interview/A|Miyanaga|That's right! (laughs)}}


{{Interview/A|Takano:</b> When the new employees are first exposed to this, it always comes as a shock to them. They come to us and timidly say: "He said that there wouldn't be any more changes, right?" But we haven't got an answer for them, either! (laughs) So we just say something like: "Well, it's difficult to know..."<br><br>
{{Interview/A|Takano|When the new employees are first exposed to this, it always comes as a shock to them. They come to us and timidly say: "He said that there wouldn't be any more changes, right?" But we haven't got an answer for them, either! (laughs) So we just say something like: "Well, it's difficult to know..."}}


{{Interview/A|Iwata:</b> But with this project, I think that Miyanaga-san was very careful with organizing things at the beginning of the project to make sure nothing would be upended by Miyamoto-san. Did he still find something to upend?<br><br>
{{Interview/A|Iwata|But with this project, I think that Miyanaga-san was very careful with organizing things at the beginning of the project to make sure nothing would be upended by Miyamoto-san. Did he still find something to upend?}}


{{Interview/A|Miyanaga:</b> Well, let's just say that he's very good at finding the places you haven't given enough attention.<br><br>
{{Interview/A|Miyanaga|Well, let's just say that he's very good at finding the places you haven't given enough attention.}}


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


{{Interview/A|Takano:</b> He always points out things that have obviously been overlooked.<br><br>
{{Interview/A|Takano|He always points out things that have obviously been overlooked.}}


{{Interview/A|Miyanaga:</b> Always. You try to predict what he'll notice and take the precaution of implementing something that will pass his inspection, but even then he will spot something that you hadn't considered at all. Regarding the sound or the animation, for example, if something doesn't seem quite right to him, he'll say: "What's this? You haven't finished have you?"<br><br>
{{Interview/A|Miyanaga|Always. You try to predict what he'll notice and take the precaution of implementing something that will pass his inspection, but even then he will spot something that you hadn't considered at all. Regarding the sound or the animation, for example, if something doesn't seem quite right to him, he'll say: "What's this? You haven't finished have you?"}}


{{Interview/A|Asakawa:</b> He never misses those really small details.<br><br>
{{Interview/A|Asakawa|He never misses those really small details.}}


{{Interview/A|Takano|And it's the small things that make a difference in the end. By just adding that one sound, the entire effect changes. Those are the kinds of results that you can only get from Miyamoto-san.}}
{{Interview/A|Takano|And it's the small things that make a difference in the end. By just adding that one sound, the entire effect changes. Those are the kinds of results that you can only get from Miyamoto-san.}}
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