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Forums - Nintendo - Aonuma does not want Skyward Sword to be “easy”

Aonuma: "I Do Not Want To Make Zelda Easy"

 

Last month, Zelda fans experienced mass anxiety at news of Nintendo mastermind Shigeru Miyamoto's intent to make the next Zelda game easier. Yet, when The Legend of Zelda: Skyward Sword was announced a couple days ago at E3, it certainly didn't look easier. Due to the game's fully-realized motion controls, players will need to attack enemies from specific angles just to injure them.

I was curious about the meaning behind the quote, so I asked Zelda producer Eiji Aonuma during an interview yesterday. He responded in the most straightforward manner possible: "I do not want to make Zelda easier."

"Easy to me does not equal fun," Aonuma explained. "I want puzzles where people have to think about it, and when they solve the puzzle, there's that feeling of accomplishment. That's something that's really valuable, that concrete feeling that when you accomplish something [in the game], it feels like you've done something worth doing. If the game is too easy, the accomplishments aren't valuable."

Aonuma also elaborated on the quote from Miyamoto that caused this worry in the first place:

"When Mr. Miyamoto says easy, he doesn't mean simple. He means easily -- this is the difficulty of the language here. It's accessible, and you know how to do things, if not necessarily what to do. You may have a series of puzzles to figure out, and it may be difficult to decipher the meaning, but it's not difficult to accomplish what you need to do."

Essentially, I think what Aonuma was saying (and what Miyamoto was trying to hint at) is that the new motion controls make the combat natural without having to learn many button combinations. It was an unfortunate misunderstanding, but one that's nice to have cleared up.

source Game Informer



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I would like it if the game is relatively easy, but has optional dungeons that are so difficult they make Zelda II look like a pussy




RolStoppable said:

This is the reason why Zelda feels less rewarding with each installment. Aonuma views challenge in the context of puzzles, not combat.

It is bizarre... he never even mentions the combat here, only puzzles.

But isn't this game much more focused on combat? When you read the last paragraph, given what Aonuma said, it almost looks like a joke (he translates it into something referring to the motion controlled combat)



oh, well, hype up!!!



RolStoppable said:

This is the reason why Zelda feels less rewarding with each installment. Aonuma views challenge in the context of puzzles, not combat.


It amke it seem like the Motion advantajes are going to be used just for gimickly puzzles. Meh



Above: still the best game of the year.

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Aonuma seems to be quite fixated on puzzles.



Monster Hunter: pissing me off since 2010.

Aonuma is a puzzle kind of man.

Miyamoto is there to make combat awesome. So is the director (whose name I forget, curse my eyes).

Faith, people!



Khuutra said:

Aonuma is a puzzle kind of man.

Miyamoto is there to make combat awesome. So is the director (whose name I forget, curse my eyes).

Faith, people!


I am not a religious person.

That said, I do hope that Miyamoto is forcing Aonuma to tone down the puzzles all right, and just focus on the combat, the adventure, the world etc. It certainly seems that this project got drastically changed along the way (remember that the big hint last year was the lack of a sword?).



A game I'm developing with some friends:

www.xnagg.com/zombieasteroids/publish.htm

It is largely a technical exercise but feedback is appreciated.

Demotruk said:

I am not a religious person.

That said, I do hope that Miyamoto is forcing Aonuma to tone down the puzzles all right, and just focus on the combat, the adventure, the world etc. It certainly seems that this project got drastically changed along the way (remember that the big hint last year was the lack of a sword?).

Please don't take the Malstrom line here. That was a hint at the girl being a sword, I should think.



Khuutra said:
Demotruk said:

I am not a religious person.

That said, I do hope that Miyamoto is forcing Aonuma to tone down the puzzles all right, and just focus on the combat, the adventure, the world etc. It certainly seems that this project got drastically changed along the way (remember that the big hint last year was the lack of a sword?).

Please don't take the Malstrom line here. That was a hint at the girl being a sword, I should think.


Probably, but there doesn't seem to be much of a hint of that here, does there?



A game I'm developing with some friends:

www.xnagg.com/zombieasteroids/publish.htm

It is largely a technical exercise but feedback is appreciated.