GameSpot recently conducted an interview with Zelda director Eiji Aonuma. The interview covers a wide range of topics, from Aonuma’s favorite moments in The Wind Waker, to discussing the impact that budget has on the Zelda series. Hit the jump for the full scoop on this interview!

In the interview, Aonuma discussed how the change in opinion over Toon Link’s design lead to the development of The Wind Waker HD. Though this isn’t the first time that Aonuma has discussed the art style of The Wind Waker and the its growth in positive reception over time, he offered some new insight into it:

“Our first reaction was that we really wanted to know why this had changed. In this case, when we thought about why this reaction change occurred, we realize there’s mainly two factors. One is that, at the time when we first released Toon Link, the art style was a huge change to previous games, and users are often scared of this change–or at least people react in a big way if something changes and doesn’t change to what they expect. I personally like Toon Link, so after Wind Waker we created Phantom Hourglass and Spirit Tracks with the new artwork style. As we did that, then new users joined the franchise and the recognition of Toon Link became widely accepted. This is also one factor why Wind Waker has been remade.”

Aonuma elaborated on the uniqueness of the art style, and further delved into how the change in Toon Link’s reception influenced the developers:

“This artwork style of Toon Link, we thought this would be the same sort of style used in a lot of other games. But it didn’t really get used. Even though it’s not brand new now, it’s still something that’s unique, and the specialness has not been taken away. That’s another reason why we could release The Wind Waker [HD in 2013], because it’s recognized but has remained unique. We were supported and got more confidence from that, so it was a really pleasing experience for us to create the game.”

Perhaps one of the most interesting parts of the interview was when Aonuma discussed his favorite moments from Wind Waker. Aonuma discussed three in particular: the game’s opening cutscenes, the Forsaken Fortress, and the battle with the Wind Temple boss, Molgera. Aonuma discussed these moments in detail:

“I was writing cutscene scripts, so people could design it how I wanted it, and one really important part of the cutscenes is when Aryll gets taken away. It’s really where the adventure begins, because Link then starts off on this journey. I really enjoy that as one of my favorite moments of playing the game.”

“This scene where you have to hide and then you plan to get sent over in the barrel is something that’s quite exciting, and really one of my favorite scenes. I think it’s really important how the user feels connected to Link, his behavior and his actions, because as you play you get better at playing the game. Link himself also evolves, and becomes better. This connection is something that’s really important in the game.”

“The (Wind temple) boss when he comes out of the sand, the background music to that particular scene is really exciting for me, so this is really a moment that I cherish as one of my favorites.”

Finally, Aonuma revealed that Zelda games are not held back by budgets or other restrictions. Aonuma describes how the budget and planning of a Zelda game comes into being:

“I usually get instruction from Miyamoto-san to create a new Zelda game, and then what I need to do is to state roughly an estimation of budget and the staff numbers we’d need in order to create such a game. In our case, we don’t often experience budget constraints, it’s more that we need to negotiate how much budget and stuff we need in order to create the game which we’re aiming to achieve. So that’s probably a different situation than some other development teams.”

The original interview can be found on GameSpot, while a transcript of the interview can be read on GoNintendo.

Source: GameSpot
Via: GoNintendo