A lot of people say X-game did this before, but many don't see that the tree main designers had a lot to do with said X game.
The three senior designers from nintendo power's interview:
Karl Deckard, Jason Behr, and Mike Wikan
Mike Wikan
Games Credited
Metroid Prime 2: Echoes (2004), Nintendo
Metroid Prime (2002), Nintendo
Slave Zero (1999), Atari Europe S.A.S.U.
Karl Deckard
Games Credited
Metroid Prime 2: Echoes (2004), Nintendo
Metroid Prime (2002), Nintendo
Diablo II (2000), Blizzard Entertainment
Half-Life: Platinum Collection (2000), Sierra Entertainment, Inc.
Half-Life (Game of the Year Edition) (1999), Sierra Entertainment, Inc.
Half-Life (1998), Sierra Entertainment, Inc.
Jason Behr
Games Credited
Metroid Prime 2: Echoes (2004), Nintendo
Metroid Prime (2002), Nintendo
South Park (1999), Acclaim Entertainment, Inc.
Turok 2: Seeds of Evil (1998), Acclaim Entertainment, Inc.
Each of these guys put elements from their game into metroid prime from the controls(Slave Zero) to the first person deep storytelling(Half life) to the cool weapon functions(Turok).
But the main motivation for the light and dark worlds was directly inspired by ALTTP:
http://www.nintendo.com/gamedev?gameid=m-Game-0000-1699&
The three senior designers from nintendo power's interview:
Karl Deckard, Jason Behr, and Mike Wikan
Mike Wikan
Games Credited
Metroid Prime 2: Echoes (2004), Nintendo
Metroid Prime (2002), Nintendo
Slave Zero (1999), Atari Europe S.A.S.U.
Karl Deckard
Games Credited
Metroid Prime 2: Echoes (2004), Nintendo
Metroid Prime (2002), Nintendo
Diablo II (2000), Blizzard Entertainment
Half-Life: Platinum Collection (2000), Sierra Entertainment, Inc.
Half-Life (Game of the Year Edition) (1999), Sierra Entertainment, Inc.
Half-Life (1998), Sierra Entertainment, Inc.
Jason Behr
Games Credited
Metroid Prime 2: Echoes (2004), Nintendo
Metroid Prime (2002), Nintendo
South Park (1999), Acclaim Entertainment, Inc.
Turok 2: Seeds of Evil (1998), Acclaim Entertainment, Inc.
Each of these guys put elements from their game into metroid prime from the controls(Slave Zero) to the first person deep storytelling(Half life) to the cool weapon functions(Turok).
But the main motivation for the light and dark worlds was directly inspired by ALTTP:
Karl: That's the one. That's the only one we needed. That's one of our all-time favorite games, it still holds up well today and we're all huge fans or it. But that kind of thing is always risky: you can't just do something another game did just because it was fun. You have to take that kernel of information from it and make it yours and do things that make sense for your game. Obviously our game and that game are completely different, so what we do with light and dark will be different than what they did. But that's definitely one of our biggest inspirations.
Mike: One thing [A Link to the Past has] is characters that you recognize as people. When you look at Link and his world they're human-type beings. We've got alien worlds and we have to portray this conflict and make the player care about what happens to these creatures that are wholly dissimilar to humans, and make the player say "oh wow, this is really big. How will I influence the outcome of this?". So that's a challenge that we've got that they didn't and I think we really pull it off.
http://www.nintendo.com/gamedev?gameid=m-Game-0000-1699&