http://wii.ign.com/articles/771/771715p1.html
The director of Twilight Princess says that much more is possible for
the next Wii Zelda.
by Matt Casamassina
March 8, 2007 - The name Shigeru Miyamoto is synonymous with the Mario
franchise, but these days gamers have also come to know the name Eiji
Aonuma. Nintendo's game director, who helmed such titles as Majora's
Mask, Wind Waker, and Twilight Princess, has created some of the most
compelling Zelda titles ever made and is currently working on the DS
effort Phantom Hourglass. We recently sat down with Aonuma and chatted
candidly about the future of the Zelda franchise.
Nintendo has stressed repeatedly that with Wii it wanted to develop a
console that anybody could enjoy and to that end it has also developed
a library of games that are simply and easily approachable. Aonuma,
however, dismissed the notion that going forward Nintendo would
downplay the relevance of epic titles such as Zelda and instead focus
its energies on casual-style games.
"Nintendo has come out with games like Wii Sports and Legend of Zelda:
Twilight Princess. They're both very different games and the
experiences are completely different, but they are both produced by
Miyamoto-san," Aonuma said. "It's not as though one is better than the
other -- it's just that the overall experiences are very different.
They're both fun in their different ways. So it's not as though
Nintendo's heading into a more simplified direction. It's all about
balance."
With more than a million copies of Twilight Princess sold on Wii in
America alone, it's no secret that the franchise is as viable today as
it was when Ocarina of Time debuted years ago. And for almost as many
years, Aonuma has captained the Zelda charge at Nintendo, but will he
continue to be the go-to-guy for all things Hyrule?
"I'm 43 and I'll be 44 very soon so as game creators go I'm kind of up
there," he said, laughing. "I'm hoping to nurture those below me and
train them to become Zelda creators as well."
Aonuma indicated that Twilight Princess, for as good as it was, is
just the tip of the iceberg for what can be done to the franchise on
Wii.
Said Aonuma: "Twilight Princess was created for the GameCube first and
the Wii version came later. When we approached Twilight Princess and
added the Wii compatible features, we tried to take advantage of the
initial key features of the Wii, like the pointer and the motion
sensor -- because it was a launch title. But moving forward, as we get
more used to using the Wii controllers and we get more used to
developing for the Wii, you can probably expect even more deeper
controls."
Some critics have complained that Twilight Princess played and looked
too similar to Ocarina of Time. We asked Aonuma if that was a design
choice.
"No, it wasn't my intent at all to make something that looked like or
played like Ocarina of Time. I wanted to create something that
exceeded Ocarina of Time so that could be why it might seem similar.
And some of the staff that worked on Ocarina of Time also worked on
Twilight Princess, so that might have impacted it as well. But my goal
was to create something new," said Aonuma.
Quizzed on whether or not there is room for visual improvement to the
Zelda series on Wii, Aonuma responded: "With the Wii version of
Twilight Princess, I was creating the Wii version of a GameCube game
and wanted to make them similar, so I didn't use the Wii graphics
capability to its full capacity. We could actually do a lot more with
that and I'm looking forward to doing that."
We asked Aonuma why Twilight Princess didn't feature an orchestral
soundtrack.
"i think you're probably talking about the comment I made at E3 about
using fully orchestrated background music for Zelda. [Omitting that]
was actually a conscious decision we had to make because of
development timing," said Aonuma. "It's something that Kondo-san [the
game's composer] is very frustrated about -- he really wishes we could
have implemented that. So I'm hoping you'll look forward to that in
future Zelda games."
Finally, we brought up a common gripe: the lack of any major voice
acting in Twilight Princess. Unlike orchestral music, which Nintendo
seems intent on doing for future games, the company is not yet
convinced that characters should talk.
"In regard to voice acting, I made a conscious decision not to give
Link a voice because Link is actually the player and to give him a
voice would alter the experience for the player so I don't think that
that will happen anytime soon. Unless, of course, it benefits the
gameplay. It's all about gameplay, so it if benefits the gameplay then
we would definitely consider including voice acting," Aonuma said.
"There are many games out there that use voice recording and for me,
if I were to choose to include voice acting in a Zelda game, it would
have to change the game dramatically and make other people realize
that it's a completely new way of using voices."
Day - 09 Mar 2007 07:44 GMT
> http://wii.ign.com/articles/771/771715p1.html
>
[quoted text clipped - 3 lines]
>
><snip>
Very cool article, thanks for posting it, AirRaid.
Geir Åge Kravik - (Gomp) - 09 Mar 2007 15:38 GMT
Neat!
Free moving sword, and storage would be neat!
:)
I can harldy wait..
> http://wii.ign.com/articles/771/771715p1.html
>
[quoted text clipped - 93 lines]
> have to change the game dramatically and make other people realize
> that it's a completely new way of using voices."
Geir Åge Kravik - (Gomp) - 09 Mar 2007 15:41 GMT
God I wish there was an edit function...
By freemoving sword I mean a sword that follow your exact motion, rather
than just triggering movements.
And by storage I mean something like the bank in Majoras Mask, only for
items as well..
And I should have spelled it; I can hardly wait! ;)
"Geir Åge Kravik - (Gomp)" <gkravik@online.no> skrev i melding
news:0oSdnemZAc4r4mzYRVnzvA@telenor.com...
> Neat!
>
[quoted text clipped - 101 lines]
>> have to change the game dramatically and make other people realize
>> that it's a completely new way of using voices."