Iwata Asks is a series of interviews conducted by former Nintendo Global President Satoru Iwata with key creators behind the making of Nintendo games and hardware.



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Iwata Asks: The Legend of Zelda: A Link Between Worlds

Beautiful Teamwork

Iwata

Shikata-san and Mouri-san, you were still on the Wii U projects when Miyamoto-san gave the okay on the fourth presentation, weren't you?

Shikata and Mouri

Yes.

Aonuma

But I always had them participate in the presentations. Miyamoto-san said that this would work for a new Zelda game, and then development started in earnest.

Shikata

We went through a lot of trial and error with the top-down view.

Aonuma

Yeah, we did.

Shikata

If you looked straight down from the top, all you could see was Link's hat. So it looked like some mysterious green object moving around! (laughs)

Everyone

(laughs)

Iwata

A true top-down view actually has lots of problems. If you make it truthfully, it doesn't look interesting at all.

Shikata

That's right.

Iwata

So you have to fake it-but in a good way.

Aonuma

Right. We decided to fudge it a bit. Then I was on a speaking session at New York Comic-Con15 in October, and... 15. Comic-Con: A cultural event held yearly in cities like New York and San Diego celebrating comics, movies and other forms of entertainment. Nintendo was an exhibitor at the New York Comic-Con in 2013.

Iwata

You revealed the trick.

Aonuma

Yes. I showed Zelda fans pictures from a side view as well as from above, and it reveals that Link and the rupees were set at an angle.

Iwata

I saw those pictures too, that world looked so strange that I wanted to say, "What in the world?!" (laughs)

Aonuma

Yeah. We had purposefully tilted the objects back so you could see Link and the others' faces and bodies when looking from directing above.

Iwata

That way, instead of an unrecognizable green object, it looked like Link.

Shikata

Right! (laughs)

Aonuma

There was also this other challenge where we ended up putting ourselves in a bind.

Shikata

You mean 60fps?16 16. 60fps (frames per second): Refreshing the image displayed on the screen 60 times per second.

Aonuma

That's right. When Mouri-san suddenly asked about doing 60 frames per second, I answered, "Huh? But 30 frames per second is plenty for The Legend of Zelda!" But he persisted, and when I asked why, he said it stabilizes the stereoscopic 3D.

Iwata

That would be twice the usual number of 30 frames, so the graphics would look smoother.

Aonuma

Yes. As a result, it's easier for the focus of the stereoscopic 3D to come together. I had them show me the game running in 30fps as well as in 60fps and the difference was crystal clear.

Mouri

Some even say it looks like the screen is shining.

Iwata

Shining? That doesn't sound like a word that would come out of a programmer.

Mouri

Well, there's no basis for that, but... (laughs)

Everyone

(laughs)

Aonuma

The difference was obvious, so I definitely wanted to do it, but it would be difficult to display the world of The Legend of Zelda at 60fps.

Iwata

It could cut in on things like the quality of the art.

Aonuma

Yes. I asked, "If we do that, we'll be putting ourselves in a bind. Is that all right?" But Mouri-san firmly answered, "It will be all right if we decide to do it from the start."

Iwata

It would be difficult to switch to 60fps partway through, but if you decided on it from the start, you could make the game so as to manage it.

Mouri

Right.

Aonuma

So I was like, "I'll leave it up to you!"

Iwata

Mouri-san, you can be honest, did you ever regret it, even once?

Mouri

(firmly) Me? Not once.

Iwata

Oh, that was decisive! You have such unwavering determination! (laughs)

Mouri

It was completely different when I tried it too, so even though I knew it would be hard, I knew we should use 60fps. I think it was hard on the designers, though.

Iwata

Ah. The effects spilled over to the designers.

Takahashi

Well, we designers also found 60fps attractive.

Iwata

You didn't feel victimized?

Takahashi

No. Even playing with the 3D turned off, it feels completely different.

Iwata

It's different even without the stereoscopic 3D?

Takahashi

Yes. With so many frames per second, the movement is smooth when Link swings his sword, and when you beat an enemy, it's very refined. So we took the idea of making the game 60fps very positively.

Iwata

But even as you lightened the processing load, you had to make it look good, so design must have had a hard time.

Takahashi

Well, the programmers had optimized everything for us, so to us it felt like work as usual.

Iwata

What beautiful teamwork! (laughs)

Mouri

But perhaps not that beautiful! (laughs)

Takahashi

No no, it was beautiful! (laughs)

Aonuma

Well, let's leave it at that. (laughs)

Everyone

(laughs)

Iwata

What merits arose from the choice to use 60fps? Aside from stable stereoscopic 3D, smooth sword swings and a shining screen, that is. (laughs)

Aonuma

(laughs) For example, you use the bottom touchscreen to change an item, and you set the items by dragging and dropping.

Iwata

Settings the items are intuitive.

Aonuma

Yes. I actually wanted to do that with Ocarina of Time 3D.

Iwata

But that was 30fps.

Aonuma

Because of that we couldn't do it. At that speed, it can't keep up with the stylus's movement. But at 60fps, it's really smooth. There were all sorts of other benefits as well, but up until the very end, I was worried it might all fall apart.

Iwata

But you did it, right?

Aonuma

Right. So I'm absolutely thrilled! (laughs) I think that's because Mouri-san, who decided on it up front, kept the faith without ever giving up.

Iwata

I knew it. Beautiful teamwork! (laughs)

Everyone

(laughs)