Breath of the Wild receives a sequel because The team had too many ideas for downloadable content, Zelda's serial producer Eiji Aonuma told me last week in Los Angeles. We also talked about how the Link's Awakening remake came about, why Zelda games offered no key remapping and working conditions at Nintendo.
Aonuma talked about an English-Japanese translator in a private section on Nintendo's E3 booth. He would not answer most of my questions about the continuation of Breath of the Wild – I assume they need to pick up some material for the next E3 – but he shared some other interesting nuggets about the series. (A treat that did not make the cut: Aonuma's team is working on BOTW2, while Grezzo, the developer behind Ocarina of Time and is appearing Majora's Mask . Link & # 39; s Awakening .)
Below is a large portion of our interview, edited for brevity and clarity, was released 26 years ago on the Game Boy. Getting this Game Boy version is a bit tricky these days. That's why I wanted to redesign this game for a while.
When I create a remake or a reinterpretation, I do not want to do it the same way. I always want to include new elements. Even for people who played the original, I want it to be a fresh experience. So I looked for this opportunity.
There was also a separate discussion about the idea of involving something where users can arrange something on their own in the game. In Zelda I thought about what that might be. We came up with the idea of dungeons. When we thought about arranging dungeons, it was always a bit difficult to create a puzzle yourself. So we thought, "How can players easily arrange things?" We thought, maybe a room layout or a map layout. An easy way, and it would feel like solving a puzzle. So we ended up in the [dungeon editor] Chamber Dungeons.
When we came up with the idea of arranging dungeons, we thought in Link's Awakening that pretty much every room is about the same size. We thought this would be the perfect solution for incorporating the Chamber Dungeons, and so was this re-launch.
Jason Schreier: If you're planning Zelda games, why do you decide on a remake? unlike a sequel like Link Between Worlds ?
Aonuma: Everything from case to case; Each title is a bit different. There may be times when we start with the idea of doing a remake and then adding new elements. Or, when we create a sequel, it could sometimes be that there is something that fits a sequel compared to a remake or something else. Again, it is case by case.
Schreier: Developers are usually creative people who want to do new things. Is it a challenge to make a one-to-one recovery without optimizing and changing the urge? Things?
Aonuma: I think, in a sense, yes, we are a bit limited to dealing with new ideas wildly and freely. At the same time, we have the creative opportunity to think about how we can preserve the original essence. We would have to think about things we would change or improve or polish to make a remake. That way, I think it's a very creative process.
For this game we've been thinking about the original game and the people who already played it, but we wanted to make it available to new players as well. So we included both perspectives, so this time we optimized the game with both ideas and feedback.
Screamer: Why did you decide not to add new dungeons?
Aonuma: Obviously we have improved the original version, and we wanted to do that. But we also wanted to preserve the memory of the game's original play – the essence of what made this game what it is, and remembering your memory of the past when you hit it when you did I think that makes it even more impressive if you play it again.
Crier: If this Chamber Dungeon mode succeeds, will you make Zelda Maker ?
Aonuma: ] I can not predict the future, but if people love this idea of arranging dungeons, I'll keep that in mind in the future.
The absence of button remapping in Breath of the Wild
Aonuma: When we have a key arrangement, we have thought a lot about how we do it because there is a certain type how we want players to feel. In some ways, I feel as if we give players the ability to freely customize the keyboard layout, we give up our responsibility as developers by simply handing everything over to the users. We have something for everyone when we play the game. We hope that this is also fun for the players. But we also understand that players have the desire for free customization.
Screamer: Disabled players may not be able to play as the developers wanted.
Aonuma In any case, that's a very good point, and that's something we & # 39; I'm thinking about it.
About Innovations in Zelda
Schreier: When we talked in 2014, you told me you wanted to completely reconstruct the idea of riddles. What should be your next big innovation?
Aonuma: Laugh. I can not tell you.
Schreier: I mean from an overall perspective, similar to the idea of reconstructing puzzles in a game by Zelda – that's a good challenge. What's the next big challenge for you?
Aonuma: One thing we learned from Breath of the Wild is that we've been concentrating on creating a dungeon with multiple solutions in this great title , That's one thing that I want to polish up and use as inspiration for the future.
Screamer: I thought Breath of the Wild was a masterpiece – many people did it. But is there anything that you wish you could have done better?
Aonuma: I can not really say exactly – I could use the ideas I have for a next . or whatever series I'm going to work in the future.
The Legend of Zelda: The Breath of the Wild : The Kotaku Review
Early in The Legend of Zelda: Breath of the Wild I discovered a jigsaw puzzle with a Small …
Read More Read More
On Working Conditions at Nintendo
Schreier: There have been many conversations here in America about overtime, the hours it takes to get such games out. How is your team working overtime?
Aonuma: Developing a game is all about people. So if one of them or one of them is not good, it definitely affects the game and the overall quality, and that's just not good. We always strive to make the delivery dates flexible. In the past, I have apologized for delays. That's because people are first and I always want to think about it when building a game.
Schreier: Have you worked long hours for games like Breath of the Wild ? ?
Aonuma: As a Nintendo work culture, we focus on flexibility. And so employees have the flexibility to concentrate and use their energy for something, or they have a little leeway in their work schedule, so they do not have to make that much effort. You can maintain this balance yourself. Especially for Breath of the Wild it was the same and we focused on the staff. We did not make any effort or anything, and I think we have reached our goal.
Screamer: I'm looking forward to your daily life. since it seems that you are monitoring many projects – how do you spend your days? Do you play many builds?
Aonuma: Every day is a bit different. Just to explain an average day: I check my e-mails in the morning and take care of it. In the afternoon it depends on what is needed. Sometimes one of the team members asks for advice or I play something to make sure it's fun. And before I go home, I check my e-mails. Lately, I was able to go home pretty early, so it was good.
On the Whiff of the Wild Continued
Schreier: Why did you and the team decided to have one Continuing to make Breath of the Wild as opposed to a new Zelda game
? ] Aonuma: When we released the DLC for Breath of the Wild we realized that this is a great way to add more elements to the same world. But when it comes to technical issues, DLC is a lot of data. You add data to an already existing title. So if we wanted to add bigger changes, DLC is not enough, so we thought a sequel might fit well.
Schreier: Was this sequel originally planned as a DLC?  Aonuma: Initially, we only thought of DLC ideas, but then we had many ideas and said, "That's too many ideas, let's just make a new game and start from scratch." 19659045]