Interview:Nintendo Power December 6th 2011: Difference between revisions

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{{Interview|2011-12-06
{{Infobox|interview|2011-12-06
|date = December 6, 2011
|date = December 6, 2011
|interviewee = [[Eiji Aonuma]]
|interviewee = [[Eiji Aonuma]]
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{{Interview/Q|NP|How did you decide which items to bring back? Were there any items you considered but that got left on the cutting-room floor? Where's the [[Boomerang|boomerang]]?}}
{{Interview/Q|NP|How did you decide which items to bring back? Were there any items you considered but that got left on the cutting-room floor? Where's the [[Boomerang|boomerang]]?}}


{{Interview/A|EA|When we were exploring ways to use the Wii MotionPlus, we decided we wanted a projectile that players could control more directly, so we replaced the boomerang with the new [[Beetle (Item)|Beetle]] item. We also considered a lot of other classic items, and winnowed them down to the ones that would be the most fun to control with Wii MotionPlus. Instead of focusing on quantity, we wanted to offered a deeper experience with each item (which includes aspects like the upgrade system).<br><br>As a result of this rigorous selection process, there were some items that ended up on the cutting-room floor. I wish I could tell you what they were, but we may end up using them in the next Zelda game, so I want to keep them a secret for now.}}
{{Interview/A|EA|When we were exploring ways to use the Wii MotionPlus, we decided we wanted a projectile that players could control more directly, so we replaced the boomerang with the new [[Beetle (Item)|Beetle]] item. We also considered a lot of other classic items, and winnowed them down to the ones that would be the most fun to control with Wii MotionPlus. Instead of focusing on quantity, we wanted to offered a deeper experience with each item (which includes aspects like the upgrade system).<br/><br/>As a result of this rigorous selection process, there were some items that ended up on the cutting-room floor. I wish I could tell you what they were, but we may end up using them in the next Zelda game, so I want to keep them a secret for now.}}


{{Interview/Q|NP|We have to ask: What was [[Princess Zelda|Zelda]] going to tell [[Link]] before the black whirlwind seperated them at the beginning of the game?}}
{{Interview/Q|NP|We have to ask: What was [[Zelda]] going to tell [[Link]] before the black whirlwind seperated them at the beginning of the game?}}


{{Interview/A|EA|I wonder! I think I'd rather have each player come up with his own answer.}}
{{Interview/A|EA|I wonder! I think I'd rather have each player come up with his own answer.}}
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{{Interview/Q|NP|Aside from [[The Sky|the sky]], the game features only three main areas, each of which is visited multiple times during the adventure. Why was the game structured in this manner instead of including more areas?}}
{{Interview/Q|NP|Aside from [[The Sky|the sky]], the game features only three main areas, each of which is visited multiple times during the adventure. Why was the game structured in this manner instead of including more areas?}}


{{Interview/A|EA|We decided to simplify the world for this installment because we wanted players to feel more connected to each area, and find more of the secrets that we've hidden throughout them. Looking back at [[The Legend of Zelda: Twilight Princess|Twilight Princess]], we felt that its world was too large and too time-consuming to travel through, and that's what led us to structure Skyward Sword the way we did.<br><br>The most challenging part of implementing this new structure was making it so that players could reach their destinations as quickly as possible while still making new discoveries along the way.}}
{{Interview/A|EA|We decided to simplify the world for this installment because we wanted players to feel more connected to each area, and find more of the secrets that we've hidden throughout them. Looking back at [[The Legend of Zelda: Twilight Princess|Twilight Princess]], we felt that its world was too large and too time-consuming to travel through, and that's what led us to structure Skyward Sword the way we did.<br/><br/>The most challenging part of implementing this new structure was making it so that players could reach their destinations as quickly as possible while still making new discoveries along the way.}}


{{Interview/Q|NP|What's the deal with the evil catlike [[Remlit]]s in [[Skyloft]] at night? Did someone on the team have a bad experience with his cat or something?}}
{{Interview/Q|NP|What's the deal with the evil catlike [[Remlit]]s in [[Skyloft]] at night? Did someone on the team have a bad experience with his cat or something?}}
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{{Interview/Q|NP|We really like [[Groose]], and how he changes from a typical bully into a much more interesting character. How did the character evolve during development of the game? (And do you think he deserves to get a Legend of Groose game?)}}
{{Interview/Q|NP|We really like [[Groose]], and how he changes from a typical bully into a much more interesting character. How did the character evolve during development of the game? (And do you think he deserves to get a Legend of Groose game?)}}


{{Interview/A|EA|The Legend of Groose? That's an interesting idea! [Laughs]<br><br>In Skyward Sword, Link and Zelda begin the game as childhood friends and classmates at a [[Knight Academy|boarding school]], and we thought that it would make for a more interesting story if we also had a character who could act as Link's rival. After all, schoolyard rivalries are a staple element of boarding-school dramas.<br><br>One of the reasons Groose grows up and begins helping Link in the latter half of the story is that by having the characters around Link grow and mature, it helps strengthen the sense that the player's character is growing as well.}}
{{Interview/A|EA|The Legend of Groose? That's an interesting idea! [Laughs]<br/><br/>In Skyward Sword, Link and Zelda begin the game as childhood friends and classmates at a [[Knight Academy|boarding school]], and we thought that it would make for a more interesting story if we also had a character who could act as Link's rival. After all, schoolyard rivalries are a staple element of boarding-school dramas.<br/><br/>One of the reasons Groose grows up and begins helping Link in the latter half of the story is that by having the characters around Link grow and mature, it helps strengthen the sense that the player's character is growing as well.}}


<section begin=gaepora />{{Interview/Q|NP|The headmaster's name, [[Gaepora]], is pretty similar to the owl's name from [[The Legend of Zelda: Ocarina of Time|Ocarina of Time]], [[Kaepora Gaebora]]. The headmaster even has owl-like eyebrows and a hooting laugh. Were these characters intentionally made similar, or is that just a coincidence?}}
<section begin=gaepora />{{Interview/Q|NP|The headmaster's name, [[Gaepora]], is pretty similar to the owl's name from [[The Legend of Zelda: Ocarina of Time|Ocarina of Time]], [[Kaepora Gaebora]]. The headmaster even has owl-like eyebrows and a hooting laugh. Were these characters intentionally made similar, or is that just a coincidence?}}
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{{Interview/A|EA|Typically, Link uses his sword to fight through enemies, and that made me wonder what kind of game we could make if Link couldn't use his sword or any items at all. That thought ended up being the inspiration for th Silent Realms. We've incorporated the idea of battling indestructible enemies with the phantoms in Phantom Hourglass and [[The Legend of Zelda: Spirit Tracks|Spirit Tracks]], but this time we wanted to keep it simple by restricting players to using only Link's inherent abilities (like pressing A to dash). The time restrictions add an element of strategy, and make knowledge of the area the key to success, which is why we set them in the areas that players would be the most familiar with.}}
{{Interview/A|EA|Typically, Link uses his sword to fight through enemies, and that made me wonder what kind of game we could make if Link couldn't use his sword or any items at all. That thought ended up being the inspiration for th Silent Realms. We've incorporated the idea of battling indestructible enemies with the phantoms in Phantom Hourglass and [[The Legend of Zelda: Spirit Tracks|Spirit Tracks]], but this time we wanted to keep it simple by restricting players to using only Link's inherent abilities (like pressing A to dash). The time restrictions add an element of strategy, and make knowledge of the area the key to success, which is why we set them in the areas that players would be the most familiar with.}}


{{Interview/Q|NP|Although this game focused on the tale of the goddess, [[Hylia]], previous Zelda games talked about [[Golden Goddesses|three goddesses]] ([[Din]], [[Farore]], and [[Nayru]]) that created the world. How do you reconcile these different deities of [[Hyrule]]?}}
{{Interview/Q|NP|Although this game focused on the tale of the goddess, [[Hylia]], previous Zelda games talked about [[Golden Goddesses|three goddesses]] ([[Din]], [[Farore]], and [[Nayru (Goddess)|Nayru]]) that created the world. How do you reconcile these different deities of [[Hyrule]]?}}


{{Interview/A|EA|The goddess and Zelda – who had always been fated to be the bearer of divine power – are one and the same. People have simply called them by different names. The deeds of the goddess in the past marked the beginning of the Legend of Zelda, and the starting point of the destiny that was thereafter guided by the power of the three great goddesses (the [[Triforce]]).}}
{{Interview/A|EA|The goddess and Zelda – who had always been fated to be the bearer of divine power – are one and the same. People have simply called them by different names. The deeds of the goddess in the past marked the beginning of the Legend of Zelda, and the starting point of the destiny that was thereafter guided by the power of the three great goddesses (the [[Triforce]]).}}

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