Miyamoto Interviews>
November 12th 2000, GG8
Kris:
Long gone are the days of designing a video game
all by yourself. Now it can be a very large
production with hundreds of artists and designers
working together. As Nintendo's General Manager
of Entertainment Analysis and Development how did
you get to fulfill your role within the
production of Majora's Mask?
Miyamoto:I was involved in the planning
stage at the very beginning as well as the final
finishing up session of the game. In the original
planning session we had decided to go with this
three-day system and I have worked since that
time in making sure that it is a system that will
be enjoyable enough to be played as a game. I
also was involved in deciding the adjustments on
the three other character roles that the player
can manipulate.
Kris: A game that is very repetitive or
continues to cover the same ground over and over
again can become boring quickly, yet in Majora's
Mask you've actually done just that, using a time
loop to make players repeat the same three days
and the result is far from boring. How much of a
challenge was it to keep the game's repetition
from becoming tiresome?
Miyamoto:Actually those challenges were
met, not by myself, but by directors like Mr.
Aunoma. As a matter of fact, we intentionally
made it so that people would have to repeat the
same set of events during the three days. You may
recall that the Zelda series before has had that
same kind of repetition, not within a time frame,
but within the terrain, the game's map. By
exploring the same section of terrain again and
again, game players are meant to become masters
of the landscape. With Majora's Mask we've simply
added another landscape called time. We want the
game players to become fully familiar with the
events and the happenings during the three days
of the game along with the kind of changes that
can be made to the world that's being explored,
thus the primary role the time element plays. So,
with that being our premise, the game's goal, we
of course have made every effort to prevent that
repetition from becoming a boring process.
We believed, right from the very beginning, that
if we were going to add a time element to the
Legend of Zelda series, it should definitely not
be a boring one. It was kind of a pre-conditioned
premise, a condition that we accepted before we
started working on the game. The rest was up to
Directors like Mr. Aunoma and the others, who had
to make the effort to assure that the repetition
of the game would never become boring.
Aunoma: Yes, it was very important for us
to keep that in mind, that there is a time
element, that time flows in the game world, and
those who are playing within it will notice some
of the differences depending on when and where
they have been. For example, at a certain place,
at a certain time, game players are going to try
to be there and try to make a change. At ten in
the morning for example, one event happens, but
if they instead arrive at 10:20, there is a
completely different event that takes place. It
is just a ten minute difference, but it's a
significant difference, and the way in which
players will react to it, we just don't believe
that it is going to be boring. The way in which
the time difference can be conceived or
experienced by a player is a very important
factor in keeping Majora's Mask from becoming
tired or repetitive.
Miyamoto: I thought Mr. Takano was going
to add some comments, but on behalf of him, let
me say that, yes, we understand that repetition
is a kind of hardship and, as a matter of fact
when we were developing Majora's Mask, we
experienced ourselves a lot of that hardship
specifically because of the repetition process.
At times we tried to make things very easy, but
during the process we realized that, yes, as a
matter of fact life is full of hardship and if we
were to give complete freedom to the game player,
then it would be far from realistic. After all,
we understand and are determined that there has
to be some hardship in Majora's Mask, that
players will need to experience that difficulty
of repeating certain things and events again and
again, but doing something repeatedly is one
thing, and feeling it to be a boring process is
quite another. In other words, by making sure
that when you go to repeat the same thing again
that there are many different and enjoyable
events that can happen, we believe that the
things you will need to do repeatedly will not
become boring or tiring. We have understood that
it must be an enjoyable process. Another way of
looking at it is that game players have the
opportunity to act on their own and at their own
discretion. If they come back, if they repeat
something, let's do this, let's do that, and it's
with their own ideas, then its going to become a
very enjoyable experience.
Kris: Is it a serious challenge to create
games, like Majora's Mask, that are directed both
to experienced players, who with each passing
year become more and more experienced with your
work, and for the newer, younger players who join
your audience each year?
Miyamoto: I think it is a hardship that
all designers have to face whenever they are
making sequels or a game that's within a series.
Generally when I'm creating a game, I make it a
point of keeping in mind the people who have
never played the prequels. But with Majora's
Mask, we had to keep in mind those who had played
Ocarina of Time, and so we used a different
approach.
Aonuma: I do not know how I would go about
doing it with another title or series, but as far
as creating Majora's Mask is concerned:
1. The creative staff members were almost
identical between Ocarina of Time and Majora's
Mask;
2. There were elements in Ocarina of Time that we
could further expand on, and;
3. The game system of Ocarina of Time was simple
and yet so sophisticated in that we could make
use of it for a variety of different games.
Accordingly, the work was completed relatively
smoothly (smoothly in that, compared to Ocarina
of Time, it took significantly less time to
complete). I believe that all the Zelda team
members had gathered their thoughts toward the
Zelda series as a whole into their efforts on
Majora's Mask.
Kris:Tatl, the small fairy that guides
Link is an odd choice. She's a bit shallow, a
little opportunistic, and a touch selfish. Odd
traits for a sidekick, where did the idea for a
personality like hers come from?
Aonuma: Tatl, who is Link's guide, also
has the role of a storyteller. Her
characteristics were determined by the
scriptwriter. In Majora's Mask, we wanted Link to
get inside of a wonderland, to experience the
adventures and think hard about what he should
do. But, we did not want Tatl to talk too much,
or she would give away too many hints to players,
and that would spoil the joy of playing the game.
Because of that, Tatl was featured as rather a
selfish and cool personality, I believe. Also, we
wanted to make some difference with Navi. And,
there was a member in our group who for some
reason loves selfish women, and that might have
been reflected on Tatl's characteristics. Anyway,
Navi had the strong image of being a
Link-friendly character, and that cannot be
replaced by anybody else. Tatl knew that fact so
she pretended to be selfish, I guess.
Miyamoto:Since Takano created that
scenario, he'll explain it in more detail.
Takano: Just as Mr. Aonuma said, Majora's
Mask is a game in which Link explores a
mysterious world and tries to think very hard
about finding his own way through it, so I did
not want Tatl to be too helpful for him. Instead,
I made her a shallow and selfish character. One
of the themes for Majora's Mask was that
"The characters look familiar but something
is different somehow." So, I wanted Tatl,
too, to look similar to the fairies from Ocarina
of Time but with different characteristics.
Further to that, I also wanted to include a story
where a hard-hearted Tatl gradually opens her
heart as Link solves the problems of the world,
so I tried to impress on players in the beginning
that Tatl is a sharp-tongued character, in order
to be able to make a good contrast to that in the
end.
Kris: What was it about the idea of the
masks that attracted you to use them?
Miyamoto: Actually it was not my own idea.
In Ocarina in Time, Link could become a dog, Link
sometimes was a child, and there were times when
he could ride the horse. In each occasion,
players were experiencing a new kind of
enjoyment. For Majora's Mask, we wanted to evolve
that concept further by allowing players to
change and see things from entirely different
views, that way players could see and experience
the world in different ways. So this time,
instead of riding on a horse or on the back of a
dinosaur, why not become a different person, some
other self, so that you could then can perform a
completely different set of actions? In the case
of Majora's Mask, we wanted players to experience
becoming the characters that players have become
very familiar with from Ocarina of Time. That's
why we introduced these characters back into
Majora's Mask with the set of masks that let you
become them.
Kris:I've read that in your games there is
often an area that was particularly hard to
achieve and yet its usually something so simple
to players playing the game that they would never
guess. Was there an area like that in Majora's
Mask?
Aunoma: The fact that if you go back in
time, then all the items you have secured will be
lost. We had a very heated discussion as to what
we could or could not allow the player to keep.
You know, the Legend of Zelda games have always
offered the joy of securing many different items,
and there is a joy for players in choosing which
items to use within the game. This time we've
changed that concept so that players can also
look at finding the most efficient way to gather
the needed items within the time limitation and
this way keep the enjoyment of gathering the
items even though the items will be lost when
going back in time. Players will have already
enjoyed gathering the items the first time, and
so on the second time, they can get some
enjoyment from trying to find the most efficient
way to do it again.
Asking players to repeat the things they do is a
kind of hardship and we had to try to implement
different ideas to make it easier for players to
do so. Even though we had done everything we
could when we made the Japanese version, we
realized afterwards that there were still some
hardships, big hardships, which we should not
have let the Japanese players suffer. So, when
creating the English version of Majora's Mask, we
have added some extra features, for example we
have added the intercept save function during
gameplay, a feature that only appears in the
English version. With this, I believe that
western players are going to have a lot less
difficulty when playing Majora's Mask.
Kris:Will there be another adventure in
The Legend of Zelda series?
Aunoma:The next platform will be the Game
Cube and with it we will have the new controller.
With a change of controllers you can have new
kinds of actions with different ways to control
them. So with the next Zelda game, we are
currently experimenting with exactly what kind of
actions and moves can be used in the new game. We
are trying to work out a basic system, which can
fully realize the gameplay and then maximize the
capacity of the Game Cube's control.
What we have to do next, and what we haven't
started at all is to work on the details of the
storyline, but before we do that we like to have
decided on what the kind of actions and controls
we can have with the controller before we come up
with the story. Already at this point we have a
version of Link running about the screen and at
this time he very cute, or you might say
adorable.
Kris: What kind of stories and adventures
inspired you as a kid growing up?
Miyamoto:Science fiction stories by Isaac
Asimov among others, and detective stories by Sir
Arthur Conan Doyle. I was also impressed with
such special-effects TV programs as Thunderbirds
and the ones by Tuboraya Movie Productions.
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