What IS the difference between a Director and a Producer?
A director has command over everyone and the vision, including a producer. The producer makes sure everyone is doing their job.
What IS the difference between a Director and a Producer?
In Wind Waker it's actually not a framerate thing, they designed the game to give a brief pause everytime you hit an enemy to give the hits a bit more oomph![]()
What IS the difference between a Director and a Producer?
A producer makes sure...uh, that the game is marketable (thinks about target audience and selling points) And he's the go to person for approval. He's suppose to foresee problems and keep the team on track.
A director is the person who has the main vision. There are usually multiple directors taking on different parts and the producer overlooks them all.
Right? I dunno.
A producer makes sure...uh, that the game is marketable (thinks about target audience and selling points) And he's the go to person for approval. He's suppose to foresee problems and keep the team on track. Oh and Nintendo is the publisher, but if the publisher is someone else, the producer is the one to make sure the publisher's money is well worth it. Luckily Nintendo puts trust in where they throw their money.
A director is the person who has the main vision. There are usually multiple directors taking on different parts and the producer overlooks them all.
Right? I dunno.
Director is above producer.
A producer makes sure...uh, that the game is marketable (thinks about target audience and selling points) And he's the go to person for approval. He's suppose to foresee problems and keep the team on track. Oh and Nintendo is the publisher, but if the publisher is someone else, the producer is the one to make sure the publisher's money is well worth it. Luckily Nintendo puts trust in where they throw their money.
A director is the person who has the main vision. There are usually multiple directors taking on different parts and the producer overlooks them all.
So basically, Publisher (Nintendo/Iwata) --> Producer (Aonuma) --> Directors (???)
Right? I dunno.
What IS the difference between a Director and a Producer?
This is the western definition of a producer (sort of - a western producer secures money primarily). A Japanese producer generally oversees the product as a whole, guides it, etc. They are not involved in every aspect of production, but can and do make broad changes.
A producer for Monster Hunter, for example, might define what is and isn't Monster Hunter and tear down work he feels doesn't fit, even if the director decided on it.
THIS FALL
AN EIJI AONUMA PRODUCTION
ZELDA: SUBTITLE
#GetYourHorseOn
In what world? Director is usually hired by the producer. The producer usually has the funds and concept, but doesn't have the creativity to make the concept, though if the producer doesn't like something the producer can cut it out. The producer usually does the hiring and firing, deals with most things not involving the creative part of the project, but is above the director. Someone can correct me if I am wrong.Director is above producer.
In what world? Director is usually hired by the producer. The producer usually has the funds and concept, but doesn't have the creativity to make the concept, though if the producer doesn't like something the producer can cut it out. The producer usually does the hiring and firing, deals with most things not involving the creative part of the project, but is above the director. Someone can correct me if I am wrong.
I don't want ability tunics in this game. Just do what Skyward Sword did and throw an earring onto Link because REASONS.
Do what?
??? Link had an earring in Ocarina of Time. I'm literally looking at the poster on my wall right now.
Man,the grass and trees make such a difference in the feel of the overworld.
Also, it's easy to guess why Link's in blue in this one instead of green. In green, he would blend in, which is probably something Nintendo doesn't want.
The ability rings from the Oracle games should make a comeback.
I never did the rings thing. Kinstones were fun though.The ability rings from the Oracle games should make a comeback.
Was it someone here that suggested a good use of Epona would be as a sort of item-management hub? Like she can carry around a bunch of items, but you can only carry a limited number of items by yourself. That would make for an interesting mechanic where you have to choose wisely when stepping away from Epona into a dungeon for example. I really like that idea.
Was it someone here that suggested a good use of Epona would be as a sort of item-management hub? Like she can carry around a bunch of items, but you can only carry a limited number of items by yourself. That would make for an interesting mechanic where you have to choose wisely when stepping away from Epona into a dungeon for example. I really like that idea.
Was it someone here that suggested a good use of Epona would be as a sort of item-management hub? Like she can carry around a bunch of items, but you can only carry a limited number of items by yourself. That would make for an interesting mechanic where you have to choose wisely when stepping away from Epona into a dungeon for example. I really like that idea.
Director is above producer.
Director is above producer.
Yeah, I'm pretty sure becoming a producer was a promotion for Eiji Aonuma. Directors are usually younger.
But, Zelda isn't an action adventure game any more.
oh really, do tell
Its more of an adventure action game.
Has there been abt hunting at who the Director could be though? I know the last big one was directed by Hidemaro Fujibayashi, who also directed Minish Cap, but A Link Between Worlds was done some new guy. But I assume this game had been in development simultaneously with ALBW so I don't think it's logical to assume the ALBW director will be on this too, unless history contradicts?
From what I understand, Shigeru Miyamoto was the Director of Super Mario 64 and the Producer of Super Mario Galaxy.
I think it's weird to acknowledge that Zelda Wii U seems to be a bit of a revolution for the series and still say "oh, Zelda can't have a jump button because of OoT (an 18 yr old game)."
Like, what?
I think it's weird to acknowledge that Zelda Wii U seems to be a bit of a revolution for the series and still say "oh, Zelda can't have a jump button because of OoT (an 18 yr old game)."
Like, what?
I think Twilight Princess is clearly the product of troubled development, but I don't really find many of the criticisms very valid. I highly doubt anyone who found Twilight Princess "empty" is going to enjoy an open-world Zelda, because there hasn't been a single 3D Zelda that's had every inch of the overworld filled with content, nor are there many open-world games that are like that either. I mean, I haven't played every open world game, but SotC? Every Rockstar game? The Wind Waker? Those are all games with wide spaces of nothing in between meaningful content, especially in the case of the latter where the scenery doesn't even really change most of the time. I hope Zelda U spaces things out in such a way that there are no corners of the map in which there's nothing at all, but I don't think it's fair to expect every inch of the overworld to have something major to do when even the more compact 3D Zeldas don't have that, and no open world games that I know of do either.
It's not that it can't, it's that it doesn't need it. Auto jump works just fine.
That's like saying Mario needs to be first person or that he should have a gun because that's what most people play and like these days.
I want to say I've heard it's likely Fujibayashi.
You've heard that here on GAF because we don't know who else. There's no solid evidence because nobody in the press is asking that question and Aonuma doesn't talk about the staff.
That's not really analogous at all.
The guy is arguing that the current style of Zelda games was established with OoT (true enough) and adding manual jump would break the "rules" of that style (also true).
But from what we've seen and heard from Aonuma and co. it seems like Zelda Wii U will be establishing a new style and leaving those old "rules" in the past. So if that paradigm is shifting, why is it so implausible to think the ability to manually jump couldn't be included?
I'm not beating the drum for a jump button or anything, to be clear. Some opinions stated here just seem inconsistent with what we know about this new game.
You've heard that here on GAF because we don't know who else. There's no solid evidence because nobody in the press is asking that question and Aonuma doesn't talk about the staff.
Ah, I see. To clarify, I think I heard it from TheMoon on GAF.
Iwata Your struggle night and day continues but now faced with an even higher hurdle. (laughs)
Aonuma I really don't know what to do! (laughs) For the next one, if we will build on the methods we established this time, we might end up getting into a rut.
Fujibayashi That's difficult. I'm thinking about the next game, too, and I feel like the hurdle is really high.
Aonuma But there is a lot left that we didn't do this time.
Iwata You have limited time and people, so there's bound to be something left over. But five years is a long time. (laughs) Can't you do it in three years next time?
Aonuma Sorry! You're right! (laughs wryly)
Fujibayashi Sorry, I'll think of something that can happen in three years!
I think Fujibayashi is here to stay. :\
I understand what you are saying and Zelda has had jump buttons before tied to items in the handheld series (which are great fun by the way, I don't think I've had that much fun jumping in a top-down 2D game before).
So I would ignore those posters. The designers will do what's necessary.
That being said, I really hope they take a look at Wind Waker HD's design philosophy when it comes to seamless gameplay actions.