Tathanen
Get Inside Her!
Oblivion said:Oddly enough, part 3 is up:
http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/2/0
The hell:

That is not Koizumi.
Oblivion said:Oddly enough, part 3 is up:
http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/2/0
artwalknoon said:Its part two. Looks like there will be one last part released later.
Tathanen said:The hell:
![]()
That is not Koizumi.
Miyanaga:
Right. It created quite a fuss when I first made that field. People were like, "You can't make it that big!" (laughs) Even riding a horse, it was so big that you would get board riding around it, so we had to add something. Then lots of people took a hand in it, having enemies appear and putting holes here and there.
Iwata:Yeah. There are a few places where you get lost.
Morita:Like in the Water Temple.
Aonuma:Man, don't go into that! (laughs)
Everyonelaughs)
Sometimes reading these is as depressing as it is enlightening. A common thread of Iwata Asks is that those interviewed will say, "We'd never get away with that now!" or "I'd have gotten in so much trouble for that if I did it today!" Everything's so heavily structured and organized now. It sucks.Lard said:Iwata: In other words, you weren't divided into people who gave orders and people who took them.
Haruhana: Right. Regardless of position or career, we said, "I like it this way better," and naturally shared opinions. That was especially marked toward the end of development.
Dammit - We'll never see game development like that again.![]()
shadyspace said:I want a MM3D if only for the the Iwata Asks that would come out of it.
I just had a lot of fun going to Zelda sites and seeing all the bullshit explanations they came up with to explain the Arwing :lol..pakbeka.. said:Another great interview, but these always seem so short, there so much more that they could talk about.
Also, I found the flight pattern of the hidden Arwing to be a lot like Volvagia's, nice to see a confirmation that it was like that in the first place
Ahhh... i see. Do you happen to know what kind of concepts Miyamoto contributed for this game?GCX said:Miyamoto's involvement wasn't minimal. From this interview you get the idea that all the developers made all kinds of cool random stuff and in the end it just happened to become the best game ever. Miyamoto was the guy who kept it all together.
Refreshment.01 said:Ahhh... i see. Do you happen to know what kind of concepts Miyamoto contributed for this game?
Miyamoto is becoming a puzzle to me. I never worshipped him like many Nintendo fans do. But going by some of the comments in this interview either hes way too brilliant or hes just one stubborn fucker. Take for example Koizumi comment regarding the use of first person view as the main way to represent the game. Was Miyamoto forseeing from the get go how difficult would it be to present the game in third person view and was trying to ease development some what?Shikamaru Ninja said:Miyamoto always has something to say. I'm sure Tezuka did as well. But these guys are doing all the WORK!
Haruhana:Tathanen said:The hell:
![]()
That is not Koizumi.
ViperVisor said:I'd like to see a proper one like this for Mario 64. Shiggy has tossed in a few of his usual philosophical ideas related to it but not the nuts and bolts of it.
And reading this it is obvious Mario 64 was the tense early days at a new school and OoT was settled in having fun and wanting to go everyday and when the game was pushed back it was like getting to go to summer school for more fun.
Refreshment.01 said:Miyamoto is becoming a puzzle to me. I never worshipped him like many Nintendo fans do. But going by some of the comments in this interview either hes way too brilliant or hes just one stubborn fucker. Take for example Koizumi comment regarding the use of first person view as the main way to represent the game. Was Miyamoto forseeing from the get go how difficult would it be to present the game in third person view and was trying to ease development some what?
:MiyamotoI think it is more comfortable, more natural. We are creatures of habit. We dont look at our feet when were walking around, and were always trying desperately to take in the scenery while were living our lives. So, even in these games I want people to be able to get really into the 3D geography, so it feels like youre really there, since I think its a really natural thing to be able to look around while youre walking. At first when we were developing The Legend of Zelda: Ocarina of Time4, I even proposed using a first-person perspective.
Iwata:Ocarina of Time from a first-person perspective!?
Miyamoto:I thought that might surprise you! (laughs)
I thought that the FPS system would be the best way of enabling players to take in the vast terrain of the Hyrule Field. Besides, by not having the players character on the screen, we can spend more time and machine power on creating enemies and the environments.
Iwatauring the Nintendo 64 era you had to keep hardware limitations in mind, didnt you?
Miyamoto:Well, although I had originally planned to make a game with a first-person perspective, the idea of having a child Link in the game was born, and then it became necessary for the hero to be seen on the screen.
Iwata:I see. So, if the hero isnt visible on screen, its really hard to tell the difference between adult Link and the child Link, right?
Miyamoto:That, and also the fact that its a total waste not to have Link visible on screen when he is so cool looking! (laughs) So, we decided to have the hero visible in Ocarina of Time, but I had always thought that FPS games which you could operate from your own perspective were really interesting, so I was proactively supporting such projects like the 007 GoldenEye5 game
ViperVisor said:I'd like to see a proper one like this for Mario 64. Shiggy has tossed in a few of his usual philosophical ideas related to it but not the nuts and bolts of it.
And reading this it is obvious Mario 64 was the tense early days at a new school and OoT was settled in having fun and wanting to go everyday and when the game was pushed back it was like getting to go to summer school for more fun.
Lard said:Iwata: In other words, you weren't divided into people who gave orders and people who took them.
Haruhana: Right. Regardless of position or career, we said, "I like it this way better," and naturally shared opinions. That was especially marked toward the end of development.
Dammit - We'll never see game development like that again.![]()
Nah with the Wind Waker, Nintendo needed something so the cube would stop tanking so they kinda rushed out Sunshine and The Wind Waker. TP was just a development mess in its purest form, to the point that Aonuma had to replace the director of the game and do it by himself and then Miyamoto stepped in to change it all over again. Not to mention that with larger teams they need a better direction. The most important reason might also be that with Zelda OOT there was no template so either they made it or didn't exist, with the newer Zelda's they have the OOT template in place and are able to work it out from there.v1oz said:I never for once thought that the fairies were were sued to reduce the amount of characters on screen. Amazing stuff.
I'm surprised they say their dungeons in OOT are rough around the edges and lead to many players getting lost. I still think OOT has the best temples.
Its amazing that the making of OOT was very loose and experimental, with the designers being wholly free to try out different and hope it all works in the end. But all the recent entries in the series like Wind Waker and Twilight Princess follow a strict template and have been very formulaic. Probably because of Aonuma?
...
You know I haven't played "A Link to the Past" yet, but I always thought OOT was just a 3D version of that?[Nintex] said:Nah with the Wind Waker, Nintendo needed something so the cube would stop tanking so they kinda rushed out Sunshine and The Wind Waker. TP was just a development mess in its purest form, to the point that Aonuma had to replace the director of the game and do it by himself and then Miyamoto stepped in to change it all over again. Not to mention that with larger teams they need a better direction. The most important reason might also be that with Zelda OOT there was no template so either they made it or didn't exist, with the newer Zelda's they have the OOT template in place and are able to work it out from there.
Ishii:
Ever since establishing Grezzo, one of our goals has been to be involved with development of software for hardware that hadn't been released yet. So everyone was filled with surprise and excitement because we could make it ourselves. It was like a dream come true.
disap.ed said:Grezzo WiiU title confirmed!
Wasn't development of OoT3D started before 3DS's release?disap.ed said:Grezzo WiiU title confirmed!
Oblivion said:Final Part with Miyamoto is up:
http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/4/0
Bonus with Yokota and kondo too!
Miyamoto and them pretty much say that Zelda: SS has more orchestrated songs than any Nintendo game ever. :O :O
Oblivion said:Miyamoto and them pretty much say that Zelda: SS has more orchestrated songs than any Nintendo game ever. :O :O