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 2

Hospitality on the Attack

Iwata

Right up until the end, as you were making The Legend of Zelda: Ocarina of Time, you were putting your ideas together, saying, "Let's put that in!" and "And that, too!" and "We can fix this!" When it finally went on sale, it touched the hearts of people all over the world. Why do you think that is?

Aonuma

A lot of people say they like the epic story. But on the level of the script, the story isn't actually that epic.

Haruhana

There aren't a ton of lines of dialogue like in an RPG.

Aonuma

Right. I think the reason the players sense an epic story and drama is that everything you experience within the game is added to the story.

Iwata

Your memories of solving a puzzle and thinking, "I'm so smart," pile up as such experiences.

Aonuma

Right.

Iwata

And that makes it epic.

Haruhana

I felt that way, too. In making The Legend of Zelda: Ocarina of Time 3D for the Nintendo 3DS system, I played the original Nintendo 64 version again for the first time in a long while and sensed an immense amount of hospitality.

Iwata

Hospitality?

Haruhana

In the dungeons, for example, I felt as if someone were saying, "Welcome!" each time I entered a room. And when players go into a room, there's a roughness in the way it attacks with its full strength. After 13 years, it still has that impact.

Iwata

Um, the words "hospitality" and "attack" don't usually come up together.

Haruhana

Hmm. I suppose not. (laughs)

Iwata

I mean, what kind of hospitality is hospitality that attacks? (laughs)

Haruhana

Well, when I say hospitality, I don't mean waiting on you hand and foot, I mean that when you go somewhere, all kinds of play await for your enjoyment.

Iwata

Oh, that is true. Wherever you go, there's a new experience.

Haruhana

That concentration is amazing. And it isn't a highly organized kind of hospitality like today's games exhibit. Ocarina of Time has a certain bumpiness, irregularity or roughness.

Iwata

And that's what you mean by attack? (laughs)

Haruhana

Yes…right. (laughs) Many players who grappled head-on with its imperfectly organized hospitality at the time still talk about it.

Aonuma

Actually, a lot of places turn away the player.

Haruhana

That's roughness, too.

Aonuma

It isn't perfectly organized, so sometimes you end up wandering aimlessly.

Iwata

Yeah. There are a few places where you get lost.

Morita

Like in the Water Temple.

Aonuma

Man, don't go into that! (laughs)

Everyone

(laughs)

Morita

But the people who got lost there can refresh at the Fishing Pond.

Aonuma

Oh, I see. So that's how you set it up! (laughs)

Morita

Oh right, of course. (firmly)

Miyanaga

They are right next to each other…

Morita

It's the perfect placement.

Iwata

Miyanaga-san, did you hear that? (laughs)

Miyanaga

Yes. Thank you very much. (laughs)

Iwata

Last, I'd like each of you to say a few words about how you would like people to play Ocarina of Time now that it has returned 13 years after its original release. We'll start with you, Haruhana-san.

Haruhana

When I first heard about the remake, I was really happy because people who hadn't experienced the Nintendo 64 version would have a chance to play the game. But I was also worried that since we were faithfully remaking the original, people might think it was old.

Iwata

After all, it is 13 years old.

Haruhana

But when I played the Nintendo 3DS version, I realized that it hadn't faded. There are new elements this time, including the stereoscopic 3D, so I hope people who played it before will play it again without saying, "Why now?"

I also hope people who haven't experienced Ocarina of Time before will experience its "rough hospitality." I'm also looking forward to hearing what people think of it.

Takizawa

I was involved with the remake, too. With regard to game operation, people who played the Nintendo 64 version say it was really comfortable and idealize it.

Iwata

It is a good memory to them.

Takizawa

Yes. So I thought the work this time involved turning minuses to zeroes.

Iwata

What do you mean?

Takizawa

With regard to the things everyone has idealized, we gave high priority to raising everything to the same level.

Iwata

If players think, "It wasn't like this," that's a minus, so you have to make them think, "Yes, yes. That's how it was."

Takizawa

Right. It was rewarding, though, to see how what we had made surpassed the Nintendo 64 version. Neither people who experienced the Nintendo 64 version nor new players will think of it as an old game. I think they will be able to play it as a new game, so I hope they enjoy it.

Miyanaga

I hardly touched development of the Nintendo 3DS version at all. I was uneasy before I played it. But when I did, the next thing I knew, I was totally immersed in it.

Iwata

What did you think when you saw Hyrule Field—which you had designed—in 3D?

Miyanaga

The hills looked like hills!

Iwata

I see. (laughs)

Miyanaga

On the Nintendo 64 version, they didn't feel much like hills. But in 3D imaging, you can really tell how the hills rise up. I thought, "Oh, so this is what the landforms were like!"

Iwata

Even though you made the original landforms (laughs), you rediscovered them!

Miyanaga

Yeah. It's more realistic. And you can really feel that special atmosphere that The Legend of Zelda: Ocarina of Time has—which was very important. So I hope people who play it for the first time and people who played it before will both experience a world slightly different from that of the Nintendo 64 version.

Morita

To put it a different way, suppose a ramen shop I used to love closed 13 years ago.

Iwata

Ok. (laughs)

Morita

And all this time I've been thinking, "Man, I would love to eat that ramen again!" Then that shop opens again! The Legend of Zelda: Ocarina of Time 3D is like that.

Iwata

And when you go in that shop, you think, "Oh, this is the taste!"

Morita

No, "It tastes even better!" (laughs)

Everyone

(laughs)

Morita

Rather than just look back fondly, I want everyone to experience the best possible taste that is only possible now, 13 years later.

Aonuma

It recreates that familiar taste, but as a new game.

Haruhana

However, having something I made 13 years ago reappear is a little embarrassing, like looking at essays I wrote in junior high. (laughs)

Iwata

In the last "Iwata Asks," Koizumi-san said he was scared to play it. (laughs) Next time, I will be talking to everyone who, 13 years after the original game, breathed new life into The Legend of Zelda: Ocarina of Time. Thank you for your time today.

Everyone

Thank you.