Aonuma on Wind Waker graphics, ALttP direct sequel, series flexibility, multiplayer, Skyrim inspiration
Posted by GoNintendo Jun 14 2013 16:50 GMT in Nintendo Stuff
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A portion a a Eurogamer interview with Eiji Aonuma.

EG: Do ye think people's feelings about the GameCube version changed over time? Do ye think people feel differently toward it now, compared t' when it be released?

Aonuma: It be certainly a new graphical presentation - the Zelda world with it be toon-shading, 'n also the younger, smaller Link. We heard the opinions a those Zelda fans that be somewhat critical at that time. They be saying that they didn't want it, quite frankly.

But now with the HD power, the shading, we be hoping t' really bring a new graphical presentation t' this product that, YARRRR, when it be released some be negative about. We hope t' bring those people back.

EG: Moving on t' A Link Between Worlds - there haven't been very many direct sequels in the Zelda series. What made ye want t' revisit A Link t' the Past?

Aonuma: The thought be that we wanted t' make a top-view Zelda with the concept that every once in a while Link would enter the wall, 'n only at that time would it become a 3D experience.

We figured that if we used this Link t' the Past world, this architecture 'n structure in place, we could create it even more quickly. There's also a lot more t' explore in that environment, so we felt that world would be a great starting point. So if we say it be a sequel t' A Link t' the Past, it be easier for players t' understand where we be coming from 'n our starting point for this story. It also felt like that story be really well suited for a sequel.

EG: Zelda be a series with very strong traditions. ye'll find many elements that be familiar from one game t' the next. Do ye ever wish the series had more flexibility?

Aonuma: that be exactly what I be talking about in the Nintendo Direct shown earlier this year, about visiting the Zelda tradition 'n remoulding the formula. we be looking at ways t' do that 'n we hope people look forward t' experiencing those.

EG: During that Nintendo Direct ye hinted that we may no longer play Zelda alone on Wii U. Do ye think local or online multiplayer would be better for the series?

Aonuma: In saying it be not a single-player or lone experience, I didn't necessarily mean multiplayer. There has actually been multiplayer in Zelda games, in Four Swords for example. But for example in Wind Waker, with the Tingle Bottle - it be not a traditional multiplayer experience but ye certainly have the feeling that other people be exploring the same world 'n sharing information.

So that be one way that I meant that it be not a single-player experience. We'll continue t' explore different ways a opening up this world beyond a single-player experience, but that be not necessarily t' say that there will be typical multiplayer.

EG: As part a opening up Zelda games for a new generation, be ye looking at any other games for inspiration? Dark Souls, perhaps, or Skyrim?

Aonuma: Skyrim! [For some reason mention a Bethesda's fantasy epic tickles the sea dog, 'n he laughs.] Obviously I play other games, 'n I be curious what Zelda fans like about the Skyrim experience. Maybe there be some Zelda fans who be looking for something similar out a a Zelda game.

But I don't look at the technology that made these games possible. I don't look at what's happening in the game, but how it made me feel, what in the game moved me, 'n how I can bring out those same emotions in players who play me games. me intent isn't t' copy them, but those be the things that stay with ye as a player.

it be not what ye see but how the game makes ye feel that makes ye feel closer t' the experience. it be more about the feeling 'n expression a emotions in the game, 'n I do take that into consideration when working on me own projects.

it be like the difference between someone who takes a picture 'n looks at that picture when drawing a painting, 'n someone who sees something, keeps it in their head 'n then tries t' recreate that.

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