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'''Z-Targeting''', or '''L-Targeting''', is a game mechanic introduced to the series in ''[[The Legend of Zelda: Ocarina of Time|Ocarina of Time]]'' in order to ease both the programming and gameplay of enemy confrontations and interactions with other objects. When a cursor appears over an object, the player can press (and hold, depending on settings) Z (or L in ''[[The Legend of Zelda: Ocarina of Time 3D|Ocarina of Time 3D]]'') to focus on that object and interact with it directly. Since its inception in ''Ocarina of Time'', it has also appeared in every 3D game including ''[[The Legend of Zelda: Majora's Mask|Majora's Mask]]'', ''[[The Legend of Zelda: The Wind Waker|The Wind Waker]]'', ''Ocarina of Time 3D'', and ''[[The Legend of Zelda: Twilight Princess|Twilight Princess]]'', ''[[The Legend of Zelda: Skyward Sword|Skyward Sword]]''
'''Z-Targeting''', or '''L-Targeting''', is a game mechanic introduced to the series in ''[[The Legend of Zelda: Ocarina of Time|Ocarina of Time]]'' in order to ease both the programming and gameplay of enemy confrontations and interactions with other objects. When a cursor appears over an object, the player can press (and hold, depending on settings) Z (or L in ''[[The Legend of Zelda: Ocarina of Time 3D|Ocarina of Time 3D]]'') to focus on that object and interact with it directly. Since its inception in ''Ocarina of Time'', it has also appeared in every 3D game including ''[[The Legend of Zelda: Majora's Mask|Majora's Mask]]'', ''[[The Legend of Zelda: The Wind Waker|The Wind Waker]]'', ''[[The Legend of Zelda: Ocarina of Time 3D|Ocarina of Time 3D]]'', ''[[The Legend of Zelda: Twilight Princess|Twilight Princess]]'', and ''[[The Legend of Zelda: Skyward Sword|Skyward Sword]]''.


==History==
==History==
The idea of locking onto enemies was conceived by ''Ocarina of Time'' General Director [[Toru Osawa]] and 3D System Director [[Yoshiaki Koizumi]].{{Ref|[[Interview:Iwata Asks: Ocarina of Time 3D (Original Development Staff - Part 1)|Iwata Asks: Ocarina of Time 3D - Original Development Staff - Part 1]]|Watching the kusarigama show, I hit on the idea of making a kusarigama that you can't see when you use Z Targeting.|[[Toru Osawa]]}}{{Ref|[[Interview:Iwata Asks: Ocarina of Time 3D (Original Development Staff - Part 1)|Iwata Asks: Ocarina of Time 3D - Original Development Staff - Part 1]]|Then, when we were making The Legend of Zelda: Ocarina of Time, I thought up something when we were making the camera system for fighting enemies. [...] One thing I had been trying to figure out with regard to Z Targeting was how to fight multiple enemies.|[[Yoshiaki Koizumi]]}} After deciding on the game's fighting style, the directors visited [[Wikipedia:Toei Kyoto Studio Park|Toei Kyoto Studio Park]] for inspiration.{{Ref|[[Interview:Iwata Asks: Ocarina of Time 3D (Original Development Staff - Part 1)|Iwata Asks: Ocarina of Time 3D - Original Development Staff - Part 1]]|Since we're going to include chanbara-style action, let's go to Toei Kyoto Studio Park!|Toru Osawa}} Osawa and Koizumi recount their experiences there in [[Interview:Iwata Asks: Ocarina of Time 3D (Original Development Staff - Part 1)|Iwata Asks]]:
The idea of locking onto enemies was conceived by ''Ocarina of Time'' General Director [[Toru Osawa]] and 3D System Director [[Yoshiaki Koizumi]].{{Ref|[[Interview:Iwata Asks: Ocarina of Time 3D (Original Development Staff - Part 1)|Iwata Asks: Ocarina of Time 3D - Original Development Staff - Part 1]]|Watching the kusarigama show, I hit on the idea of making a kusarigama that you can't see when you use Z Targeting.|[[Toru Osawa]]}}{{Ref|[[Interview:Iwata Asks: Ocarina of Time 3D (Original Development Staff - Part 1)|Iwata Asks: Ocarina of Time 3D - Original Development Staff - Part 1]]|Then, when we were making The Legend of Zelda: Ocarina of Time, I thought up something when we were making the camera system for fighting enemies. [...] One thing I had been trying to figure out with regard to Z Targeting was how to fight multiple enemies.|[[Yoshiaki Koizumi]]}} After deciding on the game's fighting style, the directors visited [[Wikipedia:Toei Kyoto Studio Park|Toei Kyoto Studio Park]] for inspiration.{{Ref|[[Interview:Iwata Asks: Ocarina of Time 3D (Original Development Staff - Part 1)|Iwata Asks: Ocarina of Time 3D - Original Development Staff - Part 1]]|Since we're going to include chanbara-style action, let's go to Toei Kyoto Studio Park!|Toru Osawa}} Osawa and Koizumi recount their experiences there in [[Interview:Iwata Asks: Ocarina of Time 3D (Original Development Staff - Part 1)|Iwata Asks]]:
{{Quote|As we went along looking at everything, it was so hot that we ducked into a playhouse to cool off. They were doing a ninja show. A number of ninja were surrounding the main samurai and one lashed out with a kusarigama (sickle-and-chain). The lead samurai caught it with his left arm, the chain stretched tight, and the ninja moved in a circle around him.|Toru Osawa{{Ref|name=IA-OoT3D|[[Interview:Iwata Asks: Ocarina of Time 3D (Original Development Staff - Part 1)|Iwata Asks: Ocarina of Time 3D - Original Development Staff - Part 1]]}}}}
{{Quote|As we went along looking at everything, it was so hot that we ducked into a playhouse to cool off. They were doing a ninja show. A number of ninja were surrounding the main samurai and one lashed out with a kusarigama (sickle-and-chain). The lead samurai caught it with his left arm, the chain stretched tight, and the ninja moved in a circle around him.|Toru Osawa{{Ref|name=IA-OoT3D|[[Interview:Iwata Asks: Ocarina of Time 3D (Original Development Staff - Part 1)|Iwata Asks: Ocarina of Time 3D - Original Development Staff - Part 1]]}}}}
{{Quote|What caught my attention in the studio park was the sword fight. They regularly put on shows in which the hero defeats ruffians. Watching that, I thought, "Hmm, that's weird." That was because there was no way one person could fight and win when surrounded by 20 opponents. I thought there must be some kind of trick, so I watched very closely, and it was simple. It's a sword battle, so there's a script and a certain setup. The enemies don't all attack at once. First, one attacks while the others wait. When the first guy goes down, the next one steps in, and so on.|Yoshiaki Koizumi<ref name="IA-OoT3D" />}}
{{Quote|What caught my attention in the studio park was the sword fight. They regularly put on shows in which the hero defeats ruffians. Watching that, I thought, "Hmm, that's weird." That was because there was no way one person could fight and win when surrounded by 20 opponents. I thought there must be some kind of trick, so I watched very closely, and it was simple. It's a sword battle, so there's a script and a certain setup. The enemies don't all attack at once. First, one attacks while the others wait. When the first guy goes down, the next one steps in, and so on.|Yoshiaki Koizumi{{Ref|name=IA-OoT3D}}}}


==Variations==
==Variations==