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    The Legend of Zelda: Skyward Sword

    Game » consists of 9 releases. Released Nov 18, 2011

    Link descends from his floating continent home to explore the dark and dangerous world below with the help of a magical sword, in this Wii installment of the Legend of Zelda series.

    Shigeru Miyamoto On Skyward Sword's Development Process

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    Mexican_Brownie

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    #1  Edited By Mexican_Brownie

    Interview is from this week's Famitsu. Might had been translated by 1Up not sure, but I stole it from GAF :P

    There might be some very minor spoilers in there, but whatever it's not like a lot of people here will care about that.

    "It's occasionally the case during game development that the project doesn't proceed along as planned or doesn't turn out as fun as expected when you make it. This Zelda had some of those problems. We ran into this issue of people wondering who really wants to make a Zelda sequel -- whether a sequel was necessary from the company standpoint, or whether it's just me saying 'Let's do it.' A game really gets its start when you have someone who says 'I want to do something like this,' but sometimes it's born simply because it's a series title or there's more story to cover.

    For us, games provide a structure for play, and if you're making a sequel, you have to have that desire to improve, strengthen, and expand things right at the core of the project. To put it in an extreme way, the ideal for me is to build the play structure up to a certain point, then decide whether to make it Zelda or Mario. It's like building up the engine and chassis, then deciding later what sort of car you want to use it on.

    We went through several fragmentary tests, something which I think was the most important point of this project. The structures we made with this experimentation -- the Siren world is probably the best example of this -- we then looked at and said 'Maybe we can use this.' The project was, in a way, driven on how we could take Siren and tie it up with the game's story in a single package. It's a more fundamental ground-up process than we went through with The Wind Waker and later Zeldas.

    I had wanted to keep it within three years, really. When you have a development period of five years, it's often the case that around two of those years wind up being completely wasted effort. With this game, though, I think all the work that everyone put into this project gets fully seen in the final product. I did say it was five years, but the first two of those were spent with assorted experimentation, so essentially it was three years. We went through kind of a long experimentation period, I suppose.

    You may think the Wii remote is just used as a pointer in this game, but it's not. Wii MotionPlus allows us to detect how the remote is being tilted, so you don't have to point it right at the screen to get it detected any longer. In other words, all you have to do to move the cursor is change the angle of your wrist. It's kind of like a 3D mouse that way. You can also press down on the control pad if the cursor's offscreen to reset its position to the center of the screen.

    In previous Zeldas we had players assign items to specific buttons in order to make it as instinctive as possible. Just having multiple buttons, though, opens up the possibility of making mistakes. With this game, you use the B button to switch between items and A to use all of them, which cuts down on mistakes. We're able to do this because you don't use A to swing your sword any longer; that comes from flicking the remote. That's really important, and it makes it feel like that much more of an action game.

    With previous Zeldas, we took what we thought was good from the past and used that as a base to build on. Sooner or later, though, we need to add some new play structure to the thing, or else people will say 'Well, Zelda's just the same old puzzles going across the sameeightdungeons.' I don't feel a need to stick with that system, because I think Zelda's core lies in playing around in the same world over a period time, gradually learning more about it and building experience as you discover new secrets. The NES Zelda had a small map so that worked, but as hardware progressed, the scale got large enough that often you'd see places that you only visited once in the game. I wasn't entirely sure that made for a real Zelda-like experience.

    That thought drove us to structure this game so you play in the same places many times through the game and the story is built on top of that. Outside of Link's home turf, there are essentially only three major sections -- but there are lots of events in each of these sections, as well as dungeons to explore. It's not a set system of eight dungeons, but instead three sections that gradually open themselves more as you dive deeper in. Maybe it sounds complex, but as you play, it'll basically feel like you have the sky, and then three different areas to play in.

    I think this Zelda offers a new adventure, a new type of gameplay. I think we were able to bring multiple things that are important to Zelda into a single package. We've evolved Zelda without having to turn it into an epic thing."

    Also, Shiggy is 59 today!! I really hope that man keeps on making games for quite a few years to come.

    Love that dude <3

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    Haziqonfire

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    #2  Edited By Haziqonfire

    Pretty interesting read.  
     
    Honestly, I can't wait to grab my copy on Sunday!

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    Mexican_Brownie

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    #3  Edited By Mexican_Brownie

    The most interesting part for me was reading Miyamoto describe what he feels makes a Zelda game a "Zelda game". Especially because every fan has their own ideas of what a Zelda game is or should be like and a lot of times those ideas and beliefs are so strong that many fans simply reject or dislike any decisions the developers make if they feel like those ideas betray what in their mind a Zelda game really is.

    Making a Zelda game while working with other people who love Zelda must be extremely frustrating.

    Also, I just realized that Contro posted this interview in his review thread oops. I feel this interview deserves its own thread though :p

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    Allison

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    #4  Edited By Allison

    Wasn't there a Wii game that pushed back development on Skyward Sword because of the way it handled Wiimote motions, or graphics or something of that nature?

    I want to say it was Monster Hunter Tri.

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    Haziqonfire

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    #5  Edited By Haziqonfire
    @Allison said:

    Wasn't there a Wii game that pushed back development on Skyward Sword because of the way it handled Wiimote motions, or graphics or something of that nature?

    I want to say it was Monster Hunter Tri.

    I know that they said that after seeing sword dueling in Wii Sports Resort, they reconsidered the MotionPlus control scheme.
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    Ravenlight

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    #6  Edited By Ravenlight

    @Mexican_Brownie said:

    Also, Shiggy is 59 today!! I really hope that man keeps on making games for quite a few years to come.

    No. Please make him stop making games. He's pulled a George Lucas and doesn't know how to anymore.

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    Hailinel

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    #7  Edited By Hailinel

    @Ravenlight: It's funny you say that because it's not true at all.

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    Haziqonfire

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    #8  Edited By Haziqonfire
    @Ravenlight said:

    @Mexican_Brownie said:

    Also, Shiggy is 59 today!! I really hope that man keeps on making games for quite a few years to come.

    No. Please make him stop making games. He's pulled a George Lucas and doesn't know how to anymore.

    He's been highly influential with a lot of things and still is, his input is highly valued.
     
    He hasn't pulled a 'George Lucas' and probably won't for some time.
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    Ravenlight

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    #9  Edited By Ravenlight

    @Haziqonfire said:

    @Ravenlight said:

    @Mexican_Brownie said:

    Also, Shiggy is 59 today!! I really hope that man keeps on making games for quite a few years to come.

    No. Please make him stop making games. He's pulled a George Lucas and doesn't know how to anymore.

    He's been highly influential with a lot of things and still is, his input is highly valued. He hasn't pulled a 'George Lucas' and probably won't for some time.

    Says the guy with the Zelda avatar ;)

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    linkster7

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    #10  Edited By linkster7

    @Ravenlight said:

    @Haziqonfire said:

    @Ravenlight said:

    @Mexican_Brownie said:

    Also, Shiggy is 59 today!! I really hope that man keeps on making games for quite a few years to come.

    No. Please make him stop making games. He's pulled a George Lucas and doesn't know how to anymore.

    He's been highly influential with a lot of things and still is, his input is highly valued. He hasn't pulled a 'George Lucas' and probably won't for some time.

    Says the guy with the Zelda avatar ;)

    That's racist.

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    Haziqonfire

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    #11  Edited By Haziqonfire

    @Ravenlight said:

    Says the guy with the Zelda avatar ;)

    Yes - I like Zelda. That's ... besides the point really.

    Miyamoto has been influential, the entire concept of the Wii has been influential all generation, regardless of your personal preference, it's hard to admit that Nintendo (with the help of Miyamoto) changed the console market and shook up the industry, again.

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    BBQBram

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    #12  Edited By BBQBram

    Comparing Lucas to Miyamoto?

    Lucas didn't even direct Empire and Return. He just got his story outlines made into good scipts and is a smart businessman. Miyamoto has the passion. No comparison.

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