Interview:SuperPlay April 23rd 2003: Difference between revisions

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{{Interview|2003-04-23
{{Infobox|interview|2003-04-23
|date = April 23, 2003
|date = April 23, 2003
|interviewee = [[Shigeru Miyamoto]]
|interviewee = [[Shigeru Miyamoto]]
|interviewer = SuperPlay
|interviewer = SuperPlay
|description = Miyamoto reflects on ''[[The Legend of Zelda (Game)|The Legend of Zelda]]'' and defends ''[[The Legend of Zelda: The Wind Waker|The Wind Waker]]''.
|description = Miyamoto reflects on ''[[The Legend of Zelda]]'' and defends ''[[The Legend of Zelda: The Wind Waker|The Wind Waker]]''.
|source = [http://www.angelfire.com/games5/makzelda/interviews/superplay.html] SuperPlay Magazine, April 2003<br>Translated by SuperSectionX of IGN Boards
|source = [http://www.angelfire.com/games5/makzelda/interviews/superplay.html] SuperPlay Magazine, April 2003<br/>Translated by SuperSectionX of IGN Boards
}}
}}


==A boy named Link. Battling the forces of evil==
==A boy named Link. Battling the forces of evil==


{{Interview/Q|SP|It's been 17 years since [[The Legend of Zelda (Game)|the Legend of Zelda]] was released in Japan. Do you remember that day?}}
{{Interview/Q|SP|It's been 17 years since [[The Legend of Zelda|the Legend of Zelda]] was released in Japan. Do you remember that day?}}


{{Interview/A|SM|Yes, I remember that we were very nervous since The Legend of Zelda was our first game that forced the players to think what they should do next. We were afraid that the games would be bored and stressed by the new concept.<br><br>Luckily, they reacted totally opposite. It was these elements that made the game so popular, and today gamers tell us how fun the zelda riddles are, and how happy they become when they solved a task and proceed with the adventure. It makes me a happy game producer.}}
{{Interview/A|SM|Yes, I remember that we were very nervous since The Legend of Zelda was our first game that forced the players to think what they should do next. We were afraid that the games would be bored and stressed by the new concept.<br/><br/>Luckily, they reacted totally opposite. It was these elements that made the game so popular, and today gamers tell us how fun the zelda riddles are, and how happy they become when they solved a task and proceed with the adventure. It makes me a happy game producer.}}


{{Interview/Q|SP|What visions and goals did you have when you started to develope the game?}}
{{Interview/Q|SP|What visions and goals did you have when you started to develope the game?}}
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{{Interview/Q|SP|I know what you mean, but at the same time many gamers think that they grow away from the Nintendo games. It's a fact that games like GTA appeal older gamers.}}
{{Interview/Q|SP|I know what you mean, but at the same time many gamers think that they grow away from the Nintendo games. It's a fact that games like GTA appeal older gamers.}}


{{Interview/A|SM|Yes it's true. The gaming industri are broader than ever, and there are many different ways to produce a game on. Appearently many older gamers like GTA , but that does not mean Nintendo will develope similar games, instead it is our task to find new ways and create substitute. It is our duty to produce alternatives to GTA.<br><br>I think it is important that we producers keep things inside moral and ethic borders. I actually think that game designers have some responsbility what we create. Of course the art of freedom and the right to speak are important, but we should beware what we do. Games are interactive entertainment and could affect young persons.}}
{{Interview/A|SM|Yes it's true. The gaming industri are broader than ever, and there are many different ways to produce a game on. Appearently many older gamers like GTA , but that does not mean Nintendo will develope similar games, instead it is our task to find new ways and create substitute. It is our duty to produce alternatives to GTA.<br/><br/>I think it is important that we producers keep things inside moral and ethic borders. I actually think that game designers have some responsbility what we create. Of course the art of freedom and the right to speak are important, but we should beware what we do. Games are interactive entertainment and could affect young persons.}}


{{Interview/Q|SP|GTA does not interest me, but I must say that I became a little disappointed in the first scenes I saw of [[The Legend of Zelda: The Wind Waker|Zelda TWW]]. Not that you used cellshading, but that Link looked childish.}}
{{Interview/Q|SP|GTA does not interest me, but I must say that I became a little disappointed in the first scenes I saw of [[The Legend of Zelda: The Wind Waker|Zelda TWW]]. Not that you used cellshading, but that Link looked childish.}}
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{{Interview/Q|SP|But is this the Link you first thought of when you created the first Zelda game?}}
{{Interview/Q|SP|But is this the Link you first thought of when you created the first Zelda game?}}


{{Interview/A|SM|Link long looked like the same even though that a new technic changed some details. But in [[The Legend of Zelda: Ocarina of Time|Ocarina of Time]] 2 versions were created in him. 1 younger and 1 older. As you see now, the younger Link is the main character in Zelda the Wind Waker. He blended in better in the surroundings than older Link. Adult Link is in Super Smash Bros Melee and SCII. And we started with him as the main character in the new Gamecube game before we changed direction and made the Wind Waker.<br><br>It's my responsibility that Link are always Link, the character I once created. And I always think of how he will look in future games.}}
{{Interview/A|SM|Link long looked like the same even though that a new technic changed some details. But in [[The Legend of Zelda: Ocarina of Time|Ocarina of Time]] 2 versions were created in him. 1 younger and 1 older. As you see now, the younger Link is the main character in Zelda the Wind Waker. He blended in better in the surroundings than older Link. Adult Link is in Super Smash Bros Melee and SCII. And we started with him as the main character in the new Gamecube game before we changed direction and made the Wind Waker.<br/><br/>It's my responsibility that Link are always Link, the character I once created. And I always think of how he will look in future games.}}


{{Interview/Q|SP|Shouldn't there be some room left for a Zelda adventure with adult Link as the main character? A darker, more serious Legend of Zelda with more depth?}}
{{Interview/Q|SP|Shouldn't there be some room left for a Zelda adventure with adult Link as the main character? A darker, more serious Legend of Zelda with more depth?}}
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{{Interview/Q|SP|What is the power in Legend of Zelda? And why has Link become such popular character?}}
{{Interview/Q|SP|What is the power in Legend of Zelda? And why has Link become such popular character?}}


{{Interview/A|SM|Link is a regular boy when the game begin, but destiny make him fight evil, and I think many people dream about becomming heroes. For me it has always been important that the gamers grow together with Link, that there are a strong relation between the one who holds the controller and the person who are on the screen. I have always tried to created the feeling that you really are in Hyrule. If you don't feel it that way, it will lose some of its maigc. One of the things that make Wind Waker so special is that we wanted to make the graphics clearer and in that way we could show Link's facial expressions.<br><br>The way Link's reacts creates a closer relationship with the player.<br><br>I strive to create communication and relationship in my games. Both social with several people gathering ifront of the tv to play together and relations with the controller and characthers on the screen.}}
{{Interview/A|SM|Link is a regular boy when the game begin, but destiny make him fight evil, and I think many people dream about becomming heroes. For me it has always been important that the gamers grow together with Link, that there are a strong relation between the one who holds the controller and the person who are on the screen. I have always tried to created the feeling that you really are in Hyrule. If you don't feel it that way, it will lose some of its maigc. One of the things that make Wind Waker so special is that we wanted to make the graphics clearer and in that way we could show Link's facial expressions.<br/><br/>The way Link's reacts creates a closer relationship with the player.<br/><br/>I strive to create communication and relationship in my games. Both social with several people gathering ifront of the tv to play together and relations with the controller and characthers on the screen.}}