For those interested, here is the full relevant part of the interview between Nintendo Power and Miyamoto. Basically, he says that while the changes will not be radically different, we are going to see a difference from TP in that TP was a GCN game ported to the Wii, while this will be built for the Wii itself.
NP: We’ve heard from a lot of people who are under the impression that the next console Zelda game is going to be something radically different from what we’ve seen in the past. Is that the case?
Miyamoto: No, I don’t think it’s going to be that radically different. Accessible gameplay. Something that we’re going to look at focusing within that 3-D realm is really highlighting the things that are important within the Zelda franchise–the actions that Link can take. I think it’s easy to maybe overthink it because you’re in that 3-D realm of all the different things you should be doing or try to be doing, and really what’s important to understand is what’s available to you, and just focus down on what’s best suited for that rather than just trying to implement a whole bunch of different things.
NP: The artwork that you showed for the upcoming Wii Zelda title seemed a lot like the art for Twilight Princess. Are you going to carry over Twilight Princess’ art style?
Miyamoto: I don’t think it’s going to change dramatically. We are doing it on the Wii [console]. That being said, we can look at Twilight Princess–it was built to run on both GameCube and Wii, and this one will be running only on Wii, so I think there will be differences inherent to the fact that it’s only on this platform.
NP: And, of course, everyone wants to know exactly who that female character is in the illustration.
Miyamoto: Yeah, that’s probably the most important part of that artwork. I really can’t talk too much about [it]; one thing that’s important to note in that artwork, though, is that Link is carrying a shield, but that’s all he’s carrying.
NP: Now, before you showed the image, you talked about wanting everybody to have unique, personal memories of their adventures in Hyrule. Is that something you’re actually trying to implement in the game–a personalized Zelda experience for every player?
Miyamoto: Every person’s own individual experiences with the game should be unique and [be] their own sort of “My Zelda” experience, and I think that’s super important, and we have to look at that when we’re creating dungeons and how we can make that come true. So spending a lot of time concentrating our efforts in that area. But it’s not going to become individual: “Hi, I’m this Zelda!” or “I’m this Zelda!” or “I’m this Link!” or whatever. The experience will be unique but within this world that we’ve defined.