Interview:MTV September 9th 2013: Difference between revisions

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| interviewer = MTV
| interviewer = MTV
| description = Aonuma explains the changes in The Wind Waker HD
| description = Aonuma explains the changes in The Wind Waker HD
| source = [http://multiplayerblog.mtv.com/2013/09/09/eiji-aonuma-the-legend-of-zelda-wind-waker-hd/]
| source = [http://multiplayerblog.mtv.com/2013/09/09/eiji-aonuma-the-legend-of-zelda-wind-waker-hd/] [http://multiplayerblog.mtv.com/2013/09/12/eiji-aonuma-explains-what-makes-wind-waker-different-from-than-any-other-zelda-game/] [http://multiplayerblog.mtv.com/2013/09/19/eiji-aonuma-addresses-those-horrible-zelda-cd-i-games/]
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With games, it would be great if they were like DVDs, and you could play them any time, so ideally we'd have a situation like that. We certainly could come to a place in the industry where remakes are just an obvious thing, and people just come to expect them, and I think that that's fine and great. But, I also want to make sure that we're continuing to make new stuff, so we're making new experiences, and we're making new games for people to enjoy, and also reaching back and brining out those classics as well. I'm hoping that the industry continues to evolve with new experiences being introduced, and within that, remakes and classics are also brought to the surface again.
With games, it would be great if they were like DVDs, and you could play them any time, so ideally we'd have a situation like that. We certainly could come to a place in the industry where remakes are just an obvious thing, and people just come to expect them, and I think that that's fine and great. But, I also want to make sure that we're continuing to make new stuff, so we're making new experiences, and we're making new games for people to enjoy, and also reaching back and brining out those classics as well. I'm hoping that the industry continues to evolve with new experiences being introduced, and within that, remakes and classics are also brought to the surface again.
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''Mr. Aonuma on Developing Story First:''
[I feel] like that would be a game that's really hard to develop. If you have a story first, you're kind of tied to that story, and locked into it, and you have to alter gameplay to make sure that the story progresses in a certain way. That doesn't really mean that the gameplay itself will be fun. I know that there are many games that were created to fit an existing story, and I don’t know that there are that many that have been very successful at it.
'Wind Waker' is unlike anything that has ever happened on any other 'Zelda' game; the gameplay and the environment, the graphic style of the environment and the story kind of came together at the same time, or as development progressed. We knew that we wanted to have the seas as our setting, and we could really bring that sea to life via the toon shading. And, because exploration is such a huge part of the experience, for example, we decided that Hyrule has to exist somewhere in this expansive sea. Got it - it'll be under the sea, it'll be sunken Hyrule, and part way through your character will have to go diving into the sea, and discover it there. This is how the story will progress. So, it was a very organic process almost, with the gameplay, and the environment, and the story all being created as we went, as part of the process.
What I really, really want to create, what my ultimate hope or goal is, to create a game without a story - not to say that the story is nonexistent, but it's a story that isn't already created. It's a story that the player, in interacting with the space or environment, creates. So, a story that is defined by the player, not one that is already prepared, and a game that just kind of follows that path, if that makes sense.
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''Mr. Aonuma on the CD-i games:''
I don't know that those really fit in the 'Zelda' franchise.