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Forums - Nintendo - Tons of Zelda Wii talk from Aonuma!!

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Aonuma on his involvement with Zelda games

Well, the fact the company has constantly been giving me the opportunity to work on the next Zelda, and the fact that many people are looking forward for me to provide them with the next Zelda is something really gratifying.

The fact I have to work on Zelda - there is no fixed notion about what Zelda has to be. Most basically, any changes are appropriate because Zelda means unprecedented experiences. In other words, as long as I can work on new Legend of Zelda games there's hardly anything I can't do to challenge myself.

Having said that, whenever I get asked, aren't you tired about making Zelda again and again, I might say, 'sometimes!' But it doesn't mean I'm willing to make something similar to Zelda at all. I really want to surprise people in a meaningful way, so if I'm going to work on anything new then I would like to make something so that people are going to say, 'wow I could not imagine someone like Aonuma would make something like this'. - Eiji Aonuma

 

Aonuma on Motion Plus

Talking first on Wii MotionPlus, I've been working on the Wii version of The Legend of Zelda simultaneously with working on Spirit Tracks and now we have already come to the stage that Link is wielding his sword just as you are shaking your Wii remote. It's so natural I sometimes have to wonder why it was not available in previous games.

I think it's going to be quite surprising, but it's so natural maybe not so surprising for new Zelda fans. But it must be quite a surprise for existing and long-term Zelda fans. Maybe they will say, 'why couldn't Nintendo apply the same system to Twilight Princess? You already had the Wii remote.' Among the fans I think it's going to be quite a big difference.

As to other elements of Wii MotionPlus, I'm afraid I have to refrain from talking anything probably until E3 next year. The only thing I may be able to confirm is, we are trying to change the structure, how the game proceeds, in terms of how you have been playing The Legend of Zelda franchise so far. That's a little thing I can say, but I hope people will be surprised by knowing what I mean right now. - Eiji Aonuma

 

Aonuma on Toon/Cel Shaded graphics

You say it might be good for handheld: exactly, that's the point. On handheld devices like DS, for the grand universe of Zelda to be correctly depicted, cel-shading or toon-shading style is the most appropriate. For example, for the touch operation we're using on DS, top-view angle is necessary. If we're going to apply photorealistic proportions between human characters and objects, the player character would have to be really small. - Eiji Aonuma

 

Aonuma on Miyamoto and his role in development

n that sense, the distance between me and Mr Miyamoto - any producer and Mr Miyamoto - has been expanding, and even I have been taking care of multiple titles simultaneously. But actually Mr Miyamoto doesn't like the idea: he would like to be as close as possible to the actual game development.

That's why, in the case of the new Legend of Zelda on Wii, he's trying to take more direct hands-on and specifically at least once every month we are having a very intimate meeting where we confirm the status quo, we discuss what needs to be done and Mr Miyamoto gives instructions as to what we need to do.

And in such a situation, of course there are some heated arguments, because each of us has his own idea as to what a Zelda game should look like, should play like. As time passes and as we are growing in terms of number of people working for the same department, naturally Mr Miyamoto has to keep some distance away from any other producers and developers, but I think we always try to have as close communications as possible in one way or the other. That's how I think everyone including me has been communicating with Mr Miyamoto at Nintendo. - Eiji Aonuma

 

Aonuma on Majora's Mask

The most difficult part was when Mr Miyamoto told me: 'you've got to finish it within one year'! And at first I was quite at a loss what to do: what we could do with the Zelda franchise within just one year? And then there came help from the Ocarina team and we were able to use the same team members who already had experience of working on the same engine, and also Mr Miyamoto advised us to think about anything that was left undone during the development of Ocarina.

So we focused on the time mechanism already included in the Ocarina engine and decided that we should focus on the three-day system. And by adapting it so that everything would reset if the game cannot be completed within three days, I think that we were able to come up with one idea after another which made for a very fast-paced, excited game.

As I really wanted to surprise people in a very meaningful way that was something which suited my own desire. And even though we had to tackle the challenge of completing the game in one year, it was actually an exciting challenge and I felt the team could make it. - Eiji Aonuma



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Wow, never knew the head director of zelda pretty much has heated arguments with miyamoto about zelda! Makes me wonder who wins the argument...




              

good read.



http://www.youtube.com/watch?v=F1gWECYYOSo

Please Watch/Share this video so it gets shown in Hollywood.

Wow, never knew the head director of zelda pretty much has heated arguments with miyamoto about zelda! Makes me wonder who wins the argument...




              

Wow, never knew the head director of zelda pretty much has heated arguments with miyamoto about zelda! Makes me wonder who wins the argument...




              

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So MM uses a time limit because the team had a time limit itself, makes sense.



Majora's Mask was created in one year??

That's... that's amazing!



Great :D Really neat to hear him talking about it like this.



Wow!



jeez its the same stuff again about changing the zelda style and motionplus being natural. and we knewe majoras mask only had like a year of dev