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

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{{Interview|YYYY-MM-DD
{{Interview|2006-11-07
|date =  
|date = November 7, 2006
|interviewee = [[Takumi Kawagoe]], <br> [[Satomi Asakawa]], <br> [[Mitsuhiro Takano]], <br> [[Satoru Takizawa]], <br> [[Makoto Miyanaga]], <br> [[Shinichi Ikematsu]].
|interviewee = [[Takumi Kawagoe]], <br> [[Satomi Asakawa]], <br> [[Mitsuhiro Takano]], <br> [[Satoru Takizawa]], <br> [[Makoto Miyanaga]], <br> [[Shinichi Ikematsu]].
|interviewer = [[Satoru Iwata]]
|interviewer = [[Satoru Iwata]]
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{{Interview/A|Iwata|In the previous interview, I spoke with some of the younger developers that worked on the latest Zelda. This time, I have been joined by more experienced developers who over the years have become accustomed to working on Zelda titles. I'd like to ask each of you to introduce yourself. Let's start with you, Kawagoe-san.}}
{{Interview/A|Iwata|In the previous interview, I spoke with some of the younger developers that worked on the latest Zelda. This time, I have been joined by more experienced developers who over the years have become accustomed to working on Zelda titles. I'd like to ask each of you to introduce yourself. Let's start with you, Kawagoe-san.}}


{{Interview/A|Kawagoe|I would like to start talking about "The Legend of Zelda: Twilight Princess" today. Since many developers are involved with this project, I would like to have as many of them participate in this discussion as possible. First, I will talk with six young staff members who experienced being team leaders for the first time on this project. Just so you know, I am planning to talk with more experienced developers later on, and towards the end I will talk with the director (Eiji) Aonuma-san and (Shigeru) Miyamoto-san. So, let's start by having our young developers introduce themselves.}}
{{Interview/A|Kawagoe|I would like to start talking about "[[The Legend of Zelda: Twilight Princess]]" today. Since many developers are involved with this project, I would like to have as many of them participate in this discussion as possible. First, I will talk with six young staff members who experienced being team leaders for the first time on this project. Just so you know, I am planning to talk with more experienced developers later on, and towards the end I will talk with the director [[Eiji Aonuma|(Eiji) Aonuma-san]] and [[Shigeru Miyamoto|(Shigeru) Miyamoto-san]]. So, let's start by having our young developers introduce themselves.}}


{{Interview/A|Iwata|OK, next is Asakawa-san.}}
{{Interview/A|Iwata|OK, next is Asakawa-san.}}


{{Interview/A|Asakawa|I'm Asakawa. On this project, I was in charge of bringing together various elements related to the non-player characters (NPCs) in the game. In previous projects, I was responsible for the NPCs in Ocarina of Time, Pokémon Stadium 2, Majora's Mask and Super Mario Sunshine. I worked on the enemies and cut-scenes in Pikmin and Pikmin 2, and was in charge of the boss character animations in Wind Waker.}}
{{Interview/A|Asakawa|I'm Asakawa. On this project, I was in charge of bringing together various elements related to the non-player characters (NPCs) in the game. In previous projects, I was responsible for the NPCs in [[The Legend of Zelda: Ocarina of Time|Ocarina of Time]], Pokémon Stadium 2, [[The Legend of Zelda: Majora's Mask|Majora's Mask]] and Super Mario Sunshine. I worked on the enemies and cut-scenes in Pikmin and Pikmin 2, and was in charge of the boss character animations in [[The Legend of Zelda: The Wind Waker|Wind Waker]].}}


{{Interview/A|Iwata|I see. Takano-san?}}
{{Interview/A|Iwata|I see. Takano-san?}}
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{{Interview/A|Iwata|I see. Next is Miyanaga-san.}}
{{Interview/A|Iwata|I see. Next is Miyanaga-san.}}


{{Interview/A|Miyanaga|My name is Miyanaga. I was the sub-director for Twilight Princess. I was mainly in charge of devising game content and positioning various characters in the field portion of the game. After working on Ocarina of Time, Twilight Princess is actually just my second time working on a Zelda project. I was the field designer for Ocarina of Time, and I was basically in charge of designing Hyrule Field in that game.}}
{{Interview/A|Miyanaga|My name is Miyanaga. I was the sub-director for Twilight Princess. I was mainly in charge of devising game content and positioning various characters in the field portion of the game. After working on Ocarina of Time, Twilight Princess is actually just my second time working on a Zelda project. I was the field designer for Ocarina of Time, and I was basically in charge of designing [[Hyrule Field]] in that game.}}


{{Interview/A|Iwata|Last but not least, we have Ikematsu-san.}}
{{Interview/A|Iwata|Last but not least, we have Ikematsu-san.}}
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{{Interview/A|Iwata|I think that people looking in from the outside think that Nintendo's Zelda team is incredibly experienced, capable of maintaining its motivation and carrying large projects through to the finish without any external input. But as it turns out, everyone on the Zelda development team is only human after all! (laughs) You're all nervous the first time you show your work to other people and you're happy when they like what you've done.}}
{{Interview/A|Iwata|I think that people looking in from the outside think that Nintendo's Zelda team is incredibly experienced, capable of maintaining its motivation and carrying large projects through to the finish without any external input. But as it turns out, everyone on the Zelda development team is only human after all! (laughs) You're all nervous the first time you show your work to other people and you're happy when they like what you've done.}}


{{Interview/A|Takizawa|I was particularly nervous about Link's design. The reason for that is, although we were continuing with the aesthetic style of Ocarina of Time, the more realistic you make characters, the more they tend to start looking a bit like plastic dolls.}}
{{Interview/A|Takizawa|I was particularly nervous about [[Link]]'s design. The reason for that is, although we were continuing with the aesthetic style of Ocarina of Time, the more realistic you make characters, the more they tend to start looking a bit like plastic dolls.}}


{{Interview/A|Iwata|Although the visual design of Twilight Princess is indeed realistic, I think it has a unique atmosphere that conventional photo realism cannot offer. There were a lot of people, mostly from overseas, who said they really wanted to play a realistic-looking Zelda. I don't think it was easy for you to come up with a visual design that met those expectations. Could you tell me about what you struggled with in that area?}}
{{Interview/A|Iwata|Although the visual design of Twilight Princess is indeed realistic, I think it has a unique atmosphere that conventional photo realism cannot offer. There were a lot of people, mostly from overseas, who said they really wanted to play a realistic-looking Zelda. I don't think it was easy for you to come up with a visual design that met those expectations. Could you tell me about what you struggled with in that area?}}
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{{Interview/A|Iwata|But that's much easier said than done, isn't it? Surely everyone has their own individual artistic style and there were a huge number of people working on the graphics of this game. I think that it would be no small task to come up with a consistent atmosphere if everyone just drew whatever they felt like. How did you work around this issue?}}
{{Interview/A|Iwata|But that's much easier said than done, isn't it? Surely everyone has their own individual artistic style and there were a huge number of people working on the graphics of this game. I think that it would be no small task to come up with a consistent atmosphere if everyone just drew whatever they felt like. How did you work around this issue?}}


{{Interview/A|Takizawa|This is actually something that always surprises me, but there's no special effort or fantastic trick to accomplishing this. It was the same when we were working on Ocarina of Time and Wind Waker. For example, the graphical style in Wind Waker was very unique, almost to a fault, but we never actually established a standard for everyone to follow. At the beginning we had Link's design, enemy designs based on that and the overall design of the first island. Just based on these sample designs, everyone was able to faithfully recreate the same style in the rest of the world. I always worry about it when we are in the middle of the process, but in the later stages of development the graphical style and movements always come together very quickly. Even this time around with Twilight Princess, we firmly established the basic lines we would work from right at the beginning of development and almost never worked on them again after that.}}
{{Interview/A|Takizawa|This is actually something that always surprises me, but there's no special effort or fantastic trick to accomplishing this. It was the same when we were working on Ocarina of Time and Wind Waker. For example, the graphical style in Wind Waker was very unique, almost to a fault, but we never actually established a standard for everyone to follow. At the beginning we had Link's design, enemy designs based on that and the overall design of the [[Outset Island|first island]]. Just based on these sample designs, everyone was able to faithfully recreate the same style in the rest of the world. I always worry about it when we are in the middle of the process, but in the later stages of development the graphical style and movements always come together very quickly. Even this time around with Twilight Princess, we firmly established the basic lines we would work from right at the beginning of development and almost never worked on them again after that.}}


{{Interview/A|Iwata|In other words, the early sample stages and the movie that was such a hit at E3 worked like "moving specification sheets," and everyone based their own work on those.}}
{{Interview/A|Iwata|In other words, the early sample stages and the movie that was such a hit at E3 worked like "moving specification sheets," and everyone based their own work on those.}}
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{{Interview/A|Asakawa|I think it's the feeling that you are actually taking part in the action, that the things in the game are really happening to you. It’s a game where, once you become absorbed in the adventure, you don’t feel like you’re merely controlling the character, but that it’s really you pushing those blocks around. You really feel like you have solved those puzzles in the dungeons. That strange feeling that it’s actually you in the game isn’t confined to puzzle-solving or battles; you get it when you meet and speak to characters in the game, or visit new places. Well, you could sum it up with the word "fantasy", but that sense of experiencing a world that doesn’t exist is different from the feeling you get watching a film. It all comes down to that feel which is totally unique to Zelda games. This is something which may not be that central to the game, but you also bump into all sorts of oddball characters, the kind that leave you thinking: "No game would normally have someone like that in it!" I think that might also be something you could call "Zelda-esque".}}
{{Interview/A|Asakawa|I think it's the feeling that you are actually taking part in the action, that the things in the game are really happening to you. It’s a game where, once you become absorbed in the adventure, you don’t feel like you’re merely controlling the character, but that it’s really you pushing those blocks around. You really feel like you have solved those puzzles in the dungeons. That strange feeling that it’s actually you in the game isn’t confined to puzzle-solving or battles; you get it when you meet and speak to characters in the game, or visit new places. Well, you could sum it up with the word "fantasy", but that sense of experiencing a world that doesn’t exist is different from the feeling you get watching a film. It all comes down to that feel which is totally unique to Zelda games. This is something which may not be that central to the game, but you also bump into all sorts of oddball characters, the kind that leave you thinking: "No game would normally have someone like that in it!" I think that might also be something you could call "Zelda-esque".}}


{{Interview/A|Iwata|Just look at Tingle. His personality is so out of the ordinary that he has even made a solo debut in his own game. For a character like that to be in a serious game like Zelda... Well, it’s not something you would find in other games...}}
{{Interview/A|Iwata|Just look at [[Tingle]]. His personality is so out of the ordinary that he has even made a solo debut in his own game. For a character like that to be in a serious game like Zelda... Well, it’s not something you would find in other games...}}


{{Interview/A|Asakawa|When we're making Zelda games, we always end up putting a lot of effort into characters like that! (laughs) But because of that, events involving those characters end up leaving more of an impression on the player. There’s a really strong desire among us to make events and characters which get the player thinking: "Well, that was a bit weird, but it was funny! I won’t forget that!" It’s one thing to make something that gets the player saying: "What on earth was that?!" It’s another to have something happen during an event that really hooks the player’s attention and draws them in. To me, that’s "Zelda-esque". I like those things that are slightly off the beaten track.}}
{{Interview/A|Asakawa|When we're making Zelda games, we always end up putting a lot of effort into characters like that! (laughs) But because of that, events involving those characters end up leaving more of an impression on the player. There’s a really strong desire among us to make events and characters which get the player thinking: "Well, that was a bit weird, but it was funny! I won’t forget that!" It’s one thing to make something that gets the player saying: "What on earth was that?!" It’s another to have something happen during an event that really hooks the player’s attention and draws them in. To me, that’s "Zelda-esque". I like those things that are slightly off the beaten track.}}
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{{Interview/A|All|(laughter)}}
{{Interview/A|All|(laughter)}}


{{Interview/A|Asakawa|In that case, I'd like to mention something that we can show. There's a girl in this game called Agitha who loves bugs, and I really like the way she was designed. She's dressed like a little girl, but with a gothic twist, and I think female players will find her appealing. I don't think there's been a character like her in the Zelda series as of yet, and I hope everyone likes her.}}
{{Interview/A|Asakawa|In that case, I'd like to mention something that we can show. There's a girl in this game called [[Agitha]] who loves bugs, and I really like the way she was designed. She's dressed like a little girl, but with a gothic twist, and I think female players will find her appealing. I don't think there's been a character like her in the Zelda series as of yet, and I hope everyone likes her.}}


{{Interview/A|Iwata|I think we can show that to the readers. What would you like to show everyone, Takano-san?}}
{{Interview/A|Iwata|I think we can show that to the readers. What would you like to show everyone, Takano-san?}}


{{Interview/A|Takano|I would like to recommend a place in the game called Hidden Gulch. I really wanted to use the theme of an old Western cowboy film this time around. What's the best way to describe it? The player uses the bow and arrow to take down the enemies that are hiding in the shadows of the buildings, one after the other. Well, it's probably best if you see it for yourselves. (The Hidden Gulch event is shown)}}
{{Interview/A|Takano|I would like to recommend a place in the game called [[Hidden Valley|Hidden Gulch]]. I really wanted to use the theme of an old Western cowboy film this time around. What's the best way to describe it? The player uses the bow and arrow to take down the enemies that are hiding in the shadows of the buildings, one after the other. Well, it's probably best if you see it for yourselves. (The Hidden Gulch event is shown)}}


{{Interview/A|Iwata|It's just like a Western! (laughs)}}
{{Interview/A|Iwata|It's just like a Western! (laughs)}}
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{{Interview/A|All|Thank you very much!}}
{{Interview/A|All|Thank you very much!}}
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{{Cat|Iwata Asks|2006-11-07}}
{{Cat|Twilight Princess Interviews|2006-11-07}}