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{{Interview|YYYY-MM-DD | |||
|date = | |||
|interviewee = Osawa, Koizumi, Kawagoe, Aonuma, Iwawaki, | |||
|interviewer = [[Satoru Iwata]] | |||
|description = | |||
|source = [http://www.nintendo.co.uk/NOE/en_GB/news/iwata/iwata_asks_the_legend_of_zelda_ocarina_of_time_3d_43214_43480.html] | |||
}} | |||
==The Game that Changed Destinies== | |||
'''Iwata:''' Thank you for joining me today. | |||
'''Everyone:''' We’re glad to be here. | |||
'''Iwata:''' Today, I have gathered the core development staff for the Nintendo 64 game The Legend of Zelda: Ocarina of Time, which was first released (in Japan) in November of 1998. Please introduce yourselves, telling us what you did back then. | |||
'''Osawa:''' Okay. I’m Osawa from the Special-Planning & Development Department. When development of The Legend of Zelda: Ocarina of Time began, they called me in to the Entertainment Analysis & Development Division (EAD) and put me to work. This project had a lot of directors, but I was the oldest, so I was a sort of general director. | |||
'''Iwata:''' About how many directors were there? | |||
'''Osawa:''' Five altogether. I listened to each director’s opinion and coordinated them, saying, “Alright, alright, I get it. This is what we’ll do.” I also worked on the story and script. | |||
'''Koizumi:''' I’m Koizumi from the Tokyo Software Development Department. Recently, I’ve been making the Super Mario Galaxy series and Flipnote Studio in Tokyo, but when I try to remember when I was in Kyoto and making 3D action games one after the other - from Super Mario 64 to The Legend of Zelda: Ocarina of Time - I was working on so many different things that I can’t really remember what I did. About how many directors were there? | |||
'''Iwata:''' You were involved in so many things that you can’t sum them up. | |||
'''Koizumi:''' Right. I was involved with environment construction for 3D games, camera design, making the player-character Link, making items, and a little with event-related matters. | |||
'''Kawagoe:''' I’m Kawagoe from the Software Development & Design Department. I was originally in charge of camera programming for Super Mario 64, so they brought me in to The Legend of Zelda: Ocarina of Time project so I could make use of that know-how. | |||
'''Iwata:''' At the time, you were in charge of camera programming? | |||
'''Kawagoe:''' Yes. But SRD, which Iwawaki-san belongs to, was in charge of camera programming for The Legend of Zelda: Ocarina of Time, so I participated as an advisor. However, Osawa-san’s script was starting to become huge, so lots of cut scenes were necessary. | |||
'''Iwata:''' At first, you were an advisor, but suddenly you were in deep. | |||
'''Kawagoe:''' Yes. I became involved in the development of a tool for making the cut scenes, and before I knew it, I was working on storyboards and in charge of the movie parts. | |||
'''Iwata:''' Currently, you mainly lend your support whenever the need for a cut scene arises somewhere in-house and a request goes to you at the movie production group. Could we say that The Legend of Zelda: Ocarina of Time was the game that started your involvement in such work? | |||
'''Kawagoe:''' Yes. The Legend of Zelda: Ocarina of Time was the first time I clearly operated as a member of movie production. | |||
'''Iwata:''' So Osawa-san’s huge script changed your destiny. | |||
'''Kawagoe:''' That’s exactly right! (laughs) | |||
'''Osawa:''' Oh, really? | |||
'''Kawagoe:''' Yeah! (laughs) | |||
'''Iwata:''' Looking back, The Legend of Zelda: Ocarina of Time was a project that determined the future work of a lot of people. | |||
'''Osawa:''' That’s right. Several people were like that. | |||
'''Aonuma:''' Yep, yep. (laughs) | |||
'''Iwata:''' Aonuma-san, you’re a prime example of someone whose fate the game determined. (laughs) | |||
'''Aonuma:''' Uh-huh. That’s very true! (laughs) | |||
'''Iwata:''' Would you please introduce yourself? | |||
'''Aonuma:''' I’m Aonuma from EAD. I am producer of The Legend of Zelda: Ocarina of Time 3D and The Legend of Zelda: Skyward Sword, which is still under development for the Wii console, but the first game in the series that I worked on was The Legend of Zelda: Ocarina of Time for the Nintendo 64 system. | |||
'''Iwata:''' Today, your name is always mentioned in the same breath as The Legend of Zelda, but before then, you did a variety of work. | |||
'''Aonuma:''' Yes. | |||
'''Iwata:''' About the time you had just joined the company, we worked together. | |||
'''Aonuma:''' That’s right! (laughs) Unfortunately, though, the game we made together never made it out into the world. I spent a lot of time developing games with external companies. But I really wanted to develop inside Nintendo. I pestered Miyamoto-san about it and he said, “We don’t have enough people for The Legend of Zelda: Ocarina of Time, so come on in for a spell.” Of those of us here today, I joined the project last. | |||
'''Iwata:''' You didn’t participate early on in development? | |||
'''Aonuma:''' No. When I joined, the script was somewhat established, and they were rapidly turning out the content. I designed a total of six early and mid-stage dungeons, most of the enemy characters, and enemy and boss battles. | |||
'''Kawagoe:''' You also drew storyboards. | |||
'''Aonuma:''' Oh, that’s right. Back then, anyone who could draw storyboards was drawing them. | |||
'''Osawa:''' Me, too! (laughs) | |||
'''Iwata:''' The boundaries between different jobs were vague back then. Most of the time, if you noticed something that needed to be done, you did it yourself. | |||
'''Aonuma:''' | |||
That’s right. I doubt many of the staff who were involved with The Legend of Zelda: Ocarina of Time - not just those of us here today - could say clearly where their work began and where it ended. | |||
'''Kawagoe:''' For today’s “Iwata Asks,” I pulled out some old materials and was reminded, “I even drew up specs like this!” (laughs) | |||
'''Iwata:''' You were surprised at yourself. (laughs) | |||
'''Kawagoe:''' Yeah! (laughs) I was surprised at the breadth of tasks I was involved in. | |||
'''Iwata:''' Iwawaki-san, if you would, please? | |||
'''Iwawaki:''' I’m Iwawaki in charge of main programming at SRD. Like Aonuma-san, The Legend of Zelda: Ocarina of Time was my first game in the series. | |||
'''Iwata:''' What were you working on until then? | |||
'''Iwawaki:''' I had been working on the Super Mario Bros. series for quite a while. I had worked for some time with Koizumi-san on Super Mario 64, so that’s how I came to work on The Legend of Zelda: Ocarina of Time. | |||
'''Aonuma:''' For a long time, all we did was cause you trouble with the most impossible demands. | |||
'''Iwawaki:''' No, not at all! (laughs) | |||
'''Aonuma:''' You played an important role in realising all the ideas we came up with. That must have been hard. | |||
'''Iwawaki:''' No... | |||
'''Iwata:''' You made irrational demands? | |||
'''Iwawaki:''' Well, you might say that. (laughs) | |||
'''Iwata:''' So not just the boss specs, but most of the demands that Aonuma-san came up with were irrational. | |||
'''Aonuma:''' They were! (laughs) | |||
'''Koizumi:''' No, I had been working with Iwawaki-san all the way from Super Mario 64 to The Legend of Zelda: Ocarina of Time, so when it comes to irrational demands, I don’t lose to Aonuma-san! (laughs) | |||
'''Everyone:''' (laughs) | |||
==The Legend of Zelda with Chanbara-style Action== | |||
[Insert Information] | |||
==“Let’s Go to Toei Kyoto Studio Park!”== | |||
[Insert Information] | |||
==Where the Name “Navi” Came From== | |||
[Insert Information] | |||
==What We Couldn’t Do with Ocarina of Time== | |||
[Insert Information] | |||
==Finding the Right Spot for the Opening Sequence== | |||
[Insert Information] | |||
==“Now That’s The Legend of Zelda!”== | |||
[Insert Information] | |||
==Thirteen Years Later== | |||
[Insert Information] | |||
{{Cat|Needed Interviews}} | {{Cat|Needed Interviews}} |
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