Miyamoto and Aonuma on Zelda
The two masterminds divulge all about the latest Zelda.
Q: We're sure you're tired of talking about the game's visuals, but do you think the new cartoon-like look will attract a new audience to the game? And, conversely, do you think older gamers may be turned off?
Miyamoto-san:
We actually think that as you play this game and look at the world around you, it's going to seem very realistic despite the graphics style. By using the term "realistic," I mean the qualities of the world itself. I don't mean to deny the value of the more photorealistic graphics, but the more realistic graphics get the more unrealistic things such as bumping into a wall or getting hurt might be. If not expressed properly, it will seem out of place. This time we've tried to have very realistic expression. We want to have a game where everything in the world feels like it is in its place. We think that when you play, you will see Link do something and not react in a way that's not realistic. From the point of view, The Wind Waker is very realistic in terms of expression and the whole oneness of the world.
Just play the game without thinking too much about the visuals -- it will be a lot more fun.
Q: More games are using voice acting to support dialogue, but you don't use that in Zelda games. Why?
Aonuma-san:
Q: The two N64 Zeldas looked similar in visual style. Do you think the next Zelda will use this cel-shading for visual style? Also, since you're so pleased with the art style do you think you will extend it to other titles?
Miyamoto-san:
On the other hand, if say we were able to do something more along the lines of Zelda II, which was more of an action-based game, then probably the proportions of Link as we see him in The Wind Waker would not necessarily be as appropriate at that point -- we might have to reevaluate the style.
As for bringing it to other titles, we great value the creativity of our different development teams. So, we wouldn't want to try to apply what one team has done across others. Another thing that's important to us is that Nintendo always tries to do something; we try to do things the competition isn't. If we were to see a trend where cel-shading become the trend in game development then may we would change our direction towards realism.
Actually, when I first saw the cel-shaded Zelda I was very surprised and excited by it. However, I was startled by the response we got from the press when we showed it off the first time. They all said, "Oh, so is Nintendo now taking Zelda and trying to aim it only at kids?" Because, really the whole concept we had behind it was that we thought it was a very creative and new way to show off Link. All the sudden it had been interpreted as Nintendo's new strategy, and that was a shock for us.
When it comes to Nintendo strategy, it's not that we want to make games for kids. It's that we want to make them creative while appealing to a wider audience. Obviously we see games as entertainment, and what we want to do is find the best way to make the gameplay experience entertaining for everyone.
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