Majora’s Mask Was Designed to Challenge Ocarina of Time Veterans
Posted on February 14 2015 by Nathanial Rumphol-Janc
As we dive further into the new Iwata Asks with Mr. Aonuma, we’re getting a clearer picture on many of the design principles behind Majora’s Mask. One of those was to get rid of the inviting nature of Ocarina of Time and literally dare gamers to “beat me if you can”. Arguably this is what lead to a really strong attachment by those that achieved the ultimate goal, though at times this very thought process also turned many gamers off. Here’s what Eiji Aonuma had to say on the differences in approach between the two titles:
“Aonuma: When we talked about The Legend of Zelda: Ocarina of Time11 in a previous Iwata Asks, we talked about hospitality.11. The Legend of Zelda: Ocarina of Time 3DS: This is an action adventure game released for the Nintendo 3DS console on June 2011.
Iwata: It was about “hospitality on the attack12“.12. Hospitality on the attack: Mentioned in Iwata Asks: The Legend of Zelda: Ocarina of Time 3D Original Development Staff-Part 2. The developers stated than when they replayed the Ocarina of Time for Nintendo 64 to get references for remaking the game for the 3DS, they mentioned that they “sensed an immense amount of hospitality” when they played through it for the first time in a while.
Aonuma: But Majora’s Mask isn’t like that. It’s all a challenge to our players. It’s like we’re saying to them “can you clear this?”
Iwata: It shifted from hospitality to a challenge.
Aonuma: It was something like until then you were welcomed with open arms being invited to come in, and now you’re being told at the door to go home if you don’t have what it takes! (laughs)
Iwata: That might be true. When I played the game when it came out, it was like the game itself was screaming out to me, questioning me whether I had the dedication to play forward.
Aonuma: That’s because we didn’t put in any kind of elements where we show people how to play this game. The game was made for those who have played Ocarina of Time, so I felt like there wasn’t a need for step-by-step instructions.
Iwata: It was like “clear it if you can”.
Aonuma: So those who have played it still strongly remember how the game felt like it was a challenge, even though 15 years had passed. That’s probably why it led to such a strong reaction.”
Interesting stuff. Thoughts? Art found here.
Source: Iwata Asks