Along with the buzz Eiji Aonuma is producing at New York Comic Con, he also sat down with Mashable for an interview to discuss A Link Between Worlds, his view on overworld openness, and how he incorporates fans’ wants. Moreover, he eluded to Zelda Wii U by saying:
“I’ll say more at E3 2014.”
This simple response now guarantees we will either see our first glimpse of Zelda Wii U in only nine short months or possibly some time in between. Read on to find out what else he had to say.
Aonuma discusses his relationship with fans:
“I also have to think a lot more about what fans want more than before because of the Internet and social media. I have a lot more access to what fans are saying and I interact with them more. I think that’s very important, and I also think that’s something I want to do more of.
For that specific reason, we made Miiverse Zelda communities, and I hope people continue to post on there because I’m reading it every day.”
He explains how he incorporates fans’ wants and why he can’t always give them what they want:
“If I made a Zelda game that was exactly what the fans wanted, there wouldn’t be any surprise to it. People might enjoy the game because they would have gotten what they wanted, but there wouldn’t be anything beyond that.
Even I know exactly what the fans want, I think it’s important to mix that with what I want to do. I take what the fans are expecting and what I want to do and mix the two together, and then kind of present it to fans and say, ‘What do you think of this?'”
Discussing his opinion on having an open world or a more narrowed overworld:
“I think the most open-world Zelda we’ve had so far has been Wind Waker, just because you were able to sail the ocean and go all over the islands. When creating a game, we look at what is the core, kernel gameplay. You try to construct the game around that, and making that core mechanic the easiest to access.
For Skyward Sword, that kind of narrowed, focused world helped us with that, but at the same time it meant you didn’t have that wide-open world to explore. We’ve heard the complaint about lack of openness from a lot of fans. As we’re deciding what the core gameplay mechanic was, we have that open-world desire at the forefront of our minds, and we’re trying to figure out how to incorporate that as well.”
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