Iwata Asks: Ocarina of Time 3D [Original N64 developer staff interview]

Oblivion said:

The hell:

YHqmb.jpg


That is not Koizumi.
 
artwalknoon said:
Its part two. Looks like there will be one last part released later.

It's part 3 of the staff interviews if one was to include Koji Kondo and Yokota.

Tathanen said:
The hell:

YHqmb.jpg


That is not Koizumi.

That's not even the biggest mistake whoever translated the whole thing made:

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.

UNACCEPTABLE!
 
Yeah, whoever translates the Iwata Asks sometimes makes a good number of mistakes, sometimes getting the names wrong, etc.

Also, I like Aonuma's demeanor:

Aonuma: Hey, that sounds good… Not!
Aonuma: But I really wanted him to follow that design! I was totally bummed.

I wonder if it was like that in the actual Japanese they spoke.
 
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. :(
 
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. :(
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.
 
shadyspace said:
I want a MM3D if only for the the Iwata Asks that would come out of it.

Me too almost. I would love a detailed look at what went into making such a twisted game.

God i fucking loved MM. Its the only game where i would be scared to replay it for fear it wouldnt live up to my crazy high expectations/memories.
 
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
 
..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
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
 
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.
Ahhh... i see. Do you happen to know what kind of concepts Miyamoto contributed for this game?
 
Refreshment.01 said:
Ahhh... i see. Do you happen to know what kind of concepts Miyamoto contributed for this game?

Miyamoto always has something to say. I'm sure Tezuka did as well. But these guys are doing all the WORK!
 
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.
 
So this Morita person after some heavy "boss programing" decides to relax by doing some hidden fishing programing.

Looks like we won't have any more games like Ocarina of Time or Resident Evil 4. It feels like the chaotic development process its what made those games the master pieces they are.
Shikamaru Ninja said:
Miyamoto always has something to say. I'm sure Tezuka did as well. But these guys are doing all the WORK!
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?
 
Tathanen said:
The hell:

YHqmb.jpg


That is not Koizumi.
Haruhana:

I'm Haruhana from the Entertainment Analysis & Development Division (EAD). I did most of the modeling and animation myself for characters other than Link, whom (Yoshiaki) Koizumi-san was in charge of.
 
This is so good. When will Nintendo start filming these and turn them into an hour long Iwata Asks online show with game clips during the discussion?

never :(
 
Haha, looks like people almost got a Zelda FPS.

You can see from the finished product how much they enjoyed making Ocarina, with all the extra little touches and details they added. The chaotic development process, rather than a strict schedule, is what led to all these details that make the game amazing. <3

The fact that they remade the sound from scratch to properly sound like the originals and sync with new the framerate is pretty impressive and shows their dedication to
 
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.

It's a shame Iwata Asks didn't exist during the time of Super Mario 64 DS. :(

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?

From the Link's Crossbow Training Iwata Asks:

:MiyamotoI think it is more comfortable, more natural. We are creatures of habit. We don’t look at our feet when we’re walking around, and we’re always trying desperately to take in the scenery while we’re 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 you’re really there, since I think it’s a really natural thing to be able to look around while you’re 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 player’s character on the screen, we can spend more time and machine power on creating enemies and the environments.

Iwata:During the Nintendo 64 era you had to keep hardware limitations in mind, didn’t 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 isn’t visible on screen, it’s really hard to tell the difference between adult Link and the child Link, right?

Miyamoto:That, and also the fact that it’s 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.

I found this interview from Giles Goddard about the making of Mario 64, it's no Iwata Asks but it's pretty cool and gives some insight to what Miyamoto did on the project. Maybe everyone's already seen it though -

http://pixelatron.com/blog/the-making-of-super-mario-64-full-giles-goddard-interview-ngc/

What role did Miyamoto play?
There was only 3 or 4 projects going on at EAD by that time, he was in charge of all of them. Three of those weren’t high priority, so he was 100% Mario 64, he was always there. Sitting down with a machine and playing with the various demos. One of the things he loved doing was just playing down with experiments.


How much thought went into Mario’s movement?
99% of the game is concerned with that. most of Miyamoto’s time is spent on that, and the movement of the camera. The majority of the other characters and animation are done with Yamada-san and [inaudible], these design the movement of the bosses and the levels and so on, whereas Miyamoto just stands in the background, obviously making suggestions. But his main job is to sit down with the programmers and play with controls and camera and shape the way that the way the game *feels*. That is fundamental to the entire game.


Edit: Just searched and CoffeeJanitor posted it a little while ago in another thread, come to think of it I think that's how I found it.
 
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. :(

Yea, it's impossible to manage on the bigger projects today, but it still happens on some smaller titles and indie games. The best project I've worked on was kind of like that; but that was an XBLA game, and it was a remake so it was always easy to keep people working towards the same vision, as we always had the original game as a reference.

But yea these inteviews kind of makes me want to timetravel to the nineties and apply for a job at Nintendo... until I realise that they're working past midnight every day
 
I never for once thought that the fairies were were used to reduce the amount of characters on screen. Its amazing how the fairy was originally used as a pointer and then organically evolved to be used for other tasks and as well as fleshing out the storyline....

I'm also surprised they say the dungeons in OOT are rough around the edges and lead to many players getting lost. I still think OOT has the best temples in the series.


Its amazing that the making of OOT was very loose and experimental, based on the initial concept of sword fighting and duelign with multiples enemies. The designers were basically free to try out different wild ideas and hope it all works in the end. However all the recent entries in the series like Wind Waker and Twilight Princess follow a strict template and have been highly formulaic. Probably because of Aonuma?


...
 
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?


...
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.
 
[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.
You know I haven't played "A Link to the Past" yet, but I always thought OOT was just a 3D version of that?

Sounds like TP was in development hell. Why did it switch directors so much? That game really lacked some of the magic and charm that OOT had. I don't think Nintendo have ever really gone "all out" in making a game since OOT.
 
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.

Grezzo WiiU title confirmed!
 
What's interesting is that OOT 3D is basically an entirely new game built to spec based on the original.

I suppose it was obvious given the amount of graphical overhaul done to it, but it's kind of daunting to think all the testing they had to do to make sure every little thing from OOT, was brought over.
 
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