Eiji Aonuma was recently interviewed by Official Nintendo Magazine UK. The interview included topics ranging from what his responsibilities are as the producer of Zelda, to A Link Between Worlds and much more. What interesting bits did Aonuma divulge in this interview? Hit the jump to find out!
Aonuma discussed what it is like to be a producer for the Zelda series, particularly his involvement with the latest games in the series. He illustrated his duties:
“I am the producer for both A Link Between Worlds and The Wind Waker HD, and was involved right from when the decision was made to make them. In my case, I think that my job as a producer is 70 per cent complete when I am able to convey to the staff what I really want to do with the game, see their reaction to it and confirm that it’s worth doing. After that, I spend each day supporting the staff so that they are able to reach the finishing line.”
Adding on to that quote, Aonuma spoke on working on two games at once:
“I forget things easily now I have grown old, so sometimes I end up confusing the staff when I point out that something needs to be fixed a certain way for one game and then complain to the staff working on a different game about it still not being fixed!
“However, there are also times when they can benefit each other. For example, if we do something new for one game and it works well then I can use it in the other game, too, so I think that working on several titles at the same time is actually a good thing.”
He went on to discuss A Link Between Worlds, and how the use of the 3D effect in particular is beneficial to the overall game:
“No matter what game it is, we are always trying to come up with graphic effects that would make the game more user-friendly. In A Link Between Worlds we made the difference in height of different objects clearer by making use of the 3D effect. In the original A Link To The Past it was harder to make that difference clear, so players would get hit without expecting it because they couldn’t tell the position of objects flying towards them, but now we have been able to fix that particular problem. This applies to everything, but not really knowing why something happens is a very unpleasant feeling and the game being harder to play because of that really isn’t the same thing as the game being challenging in a fair way.”
“In A Link Between Worlds, although it’s now easier to tell the heights of different objects, we have tried to incorporate things like this into the actual puzzles instead, so it’s not really the case that the game is simpler because of it.”
“Using the 3D effect on Nintendo 3DS and making the two-dimensional A Link to the Past playable in 3D was kind of an assignment that Mr Miyamoto had given me after the release of Nintendo 3DS. However, I wanted to do more than just that. My main reason for wanting to do it was because this game is perfect for the part where Link turns into a drawing and moves along the walls.”
The 3D effect seems to play an important role in A Link Between Worlds, acting as a way for the player to not only discern height differences, but the 3D effect seems to play an important role in solving puzzles. I’ve hit on the few key points of the interview, and I would encourage everyone to read the full interview at Official Nintendo Magazine UK, where Aonuma discusses topics from the personal importance of A Link to the Past to further details regarding Wind Waker HD.