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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The Legend of Zelda: Ocarina of Time 3D Original Development Staff - Part 1

Where the Name Navi Came From

Iwata

The first problem that all kinds of people involved in making games in 3D encountered and had lots of trouble with is the axes not aligning when two characters go to face each other. But the two of you found a solution when you went to Toei Kyoto Studio Park.

Koizumi

Yeah. I remember something else with regard to Z-targeting. When we were making a prototype of battle targeting, we wanted to make it easy to see which enemy you're targeting, so we made a marker.

Iwata

Uh-huh.

Koizumi

An upside-down triangle.

Iwata

Like the one appeared above the targeted opponent's head.

Koizumi

Yeah. But I was a designer, so I didn't want to use such a simple marker. I wanted to make something else, so I came up with a fairy. After all, it was The Legend of Zelda.

Iwata

So first you went to make a marker, and later you made the fairy?

Koizumi

Right. Usually, if you were to make a fairy, you would make a cute girl, but that wasn't possible with the Nintendo 64 system, so I just made a ball of light with wings.

Iwata

Uh-huh.

Koizumi

I called it the Fairy Navigation System, took it to Osawa-san, and asked, "How's this?" He immediately said, "Let's name it Navi." Because she navigates! (laughs)

Iwata

Osawa-san called on his simple naming sense. (laughs)

Osawa

Navi—from "navigation." (laughs) The Legend of Zelda games have a lot of names that show their origin. Link means to bind together. We give a lot of names that serve as functional symbols.

Iwata

Functional symbols are important to Miyamoto-san.

Osawa

I think so. I didn't just name her Navi out of my simple sense for naming. Rather, I thought I should name her that way out of respect for The Legend of Zelda naming tradition.

Koizumi

But when I heard the name Navi from Osawa-san, I was really happy. I had thought of it as a system, but…

Iwata

Naming it had breathed life into what had been an impersonal marker.

Koizumi

Right. I thought, "This is Navi," and ideas started coming to me one after the other. Like being able to tell by color whether the person you're facing is good or bad, and if Navi talked, she could be an important guide for the story. So naming the system Navi really helped it grow.

Osawa

Navi also gives strategy tips.

Koizumi

So the text that Osawa-san had to write increased a lot.

Osawa

(laughs) Yeah. (laughs) The addition of Navi had merits with regard to the script as well. We were able to expand the story around the idea of meeting and saying good-bye to a fairy.

Iwata

Ahh, I see!

Koizumi

And not only the script, but the game mechanics benefited as well. The first location is Kokiri Forest. The village has lots of trees and lots of people live there, but it was difficult to display them all at once.

Iwata

The Nintendo 64 system had limitations making it difficult to display many characters at the same time.

Koizumi

I came up with the idea of having each person living there followed around by a fairy. That way, even if we just showed the fairies…

Iwata

I see. If you see the fairy, you know its owner is there, too.

Koizumi

Right. We solved the problem by having it so that the owner appears when you get close to the fairy.

Aonuma

It also led to the scenario surrounding Link not having a fairy at first.

Osawa

Which led to the whole idea of meeting and parting from a fairy—in which you start by finding a fairy and in the end you say good-bye.

Iwata

Hmm, I see.

Koizumi

We didn't determine most of the settings at first, but just made them up as we went.

Iwata

Yeah. (laughs)

Koizumi

But I think that is an important part of our work.

Iwata

With regard to that, it is often said that when it comes to making Zelda game, the game mechanics come first and the script later. Osawa-san, thinking up the script was your job, right?

Osawa

Yes.

Iwata

For example, was the division into Young Link and Adult Link something you were thinking about from the start?

Osawa

No, at first there was always Adult Link.

Iwata

Only Adult Link showed up?

Osawa

Yes. At first, we were just going to have him in an adult form. If you think about the chanbara element, that only made sense. With a child form, the sword would be small and his reach too short, so he would be at a terrible disadvantage, especially against large enemies.

Iwata

And it wasn't like you could just make the enemies small.

Osawa

Right. But partway through development, Miyamoto-san and others on the staff started saying they wanted to see a cute little Link.

Iwata

That would change the script a lot.

Osawa

Yes. we thought about how we could have both the child and adult forms appear in the same game and came up with the device of going seven years into the future by drawing the Master Sword and then returning back to his child form when he returns it to the pedestal.

Iwata

He travels back and forth in an instant.

Osawa

Yes. That was a scenario we added later.

Iwata

It's amazing that such a big change didn't cause the whole project to collapse.

Everyone

(laughs)

Iwata

Huh? You're all laughing. Does that mean it did sort of collapse? (laughs)

Aonuma

It didn't exactly collapse, but we did have some heated exchanges!

Osawa

We got into it every day. I would write the script and everyone would point out problems, saying, "This is weird," and "That's impossible." Then I'd come up with a revised script and say, "I changed this. What do you think?" I remember going around showing it to each and everyone to get their okay.

Koizumi

Huh? I don't think you went quite that far, but…did you?

Aonuma

You didn't go quite that far.

Osawa

Huh? I thought I did, but…

Aonuma

You just feel like you did! (laughs)

Iwata

Perhaps your memory has been overwritten! (laughs)

Everyone

(laughs)

Osawa

Hmm…

Koizumi

Everyone back then was busy with what was right in front of them. When it came about that the Young Link was going to appear, what caused the most trouble for me was the modeling and animation for Link.

Iwata

The amount you had to make doubled.

Koizumi

Right. My work doubled. I was the one making him, so I was like, "What'm I gonna do?"

Iwata

When did talk of making Young Link come up?

Koizumi

I think it was about the second year after development started. Do you remember, Iwawaki-san?

Iwawaki

Yeah, I think it was about one and a half years before release.

Iwata

Oh, so that's when it was.