In a recent interview with Game Informer, Eiji Aonuma sat down and spoke on the latest Zelda release for the Nintendo 3DS, Majora’s Mask 3D. Over the past week, we’ve been given various excerpts from the interview, with some interesting responses from the Zelda developer. When asked about his approach to making changes in the 3DS version, Aonuma replied, “Looking at the original version now, you can really see the places where the player would have slowed down. When they approach a new area, if they can’t quite figure [it] out, they’re going to wander around outside and have a lot of downtime rather than getting to the content that you want them to play.”

“Playing [A Link to the Past] really made me realize there were lots of different sorts of feelings you could convey in a game…”

Game Informer also had the chance to ask about Mr. Aonuma himself, and what inspired him to get into making Zelda games: “I eventually reached the point where I wanted to make my own game. This was around the time A Link to the Past had come out. Playing that game really made me realize there were lots of different sorts of feelings you could convey in a game; it opened up some new horizons.”

Aonuma 3DS

Finally, Game Informer attempted to settle the “Five Stages of Grief” theory regarding Majora’s Mask 3D: “It’s certainly true that each one of these different episodes you talked about has a different emotional cast to it. One feels like it’s tinged with sadness, and another with anger – that certainly was intentional. But, I also want to point out that it’s not that each one of these episodes only has the one emotion that they are conveying. There are certainly other notes that we’re trying to hit as well, and the reason we did this is always to allow the player to experience that emotion – to give them a chance to hook into the emotional tone of this scene and react to it and feel like they want to accomplish something in the game as a result.”

There’s a lot more to the interview excerpts we’ve been given thus far, so I highly recommend checking them out.

  • Thomas Andersen

    Im curious about what he will say about Skyward Sword in the future… cause that game didnt have much meaningfull content other than the narrow main story line(which was great) ..the characters around the world where empty… no real people or emotions to be found anywhere! No challange, and no rewarding structures, simply because you had no need for them to play the game(rupies, items, medalions, potions or materials) ..combined with Fi telling you what to do all the time and dungons that Looks great, but feelt like a huge task.. oh, and the amazing exploration killer called Dowsing… well, Im not sure what he would have to say about that game? We aimed to avoid making the game feel like a game? We tried to give the players all the answers? We didnt want to give the player real emotions, since thats to hard to deal with??? We wanted to remove the need for exploration, cause not finding things right away might be frustrating… Yes, I know, Im harsh.. but SS deserves all the harshness it gets!

    ALBW was a step in the right direction, even incl. a side quests with no hints(getting the boots) which is amazing!! More things like this, more puzzly dungeons and even more challange and we are on to something great!:)