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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Volume 2 : The History of Handheld The Legend of Zelda Games

Dealing with 'Veteran' Gamers

Iwata

While The Legend of Zelda was progressing with Capcom, what were you doing, Aonuma-san?

Aonuma

The Legend of Zelda: Majora's Mask had finished, and development of The Legend of Zelda: The Wind Waker16 had begun. We were making a 3D Zelda game, and making a game for a handheld device with Capcom. The two were advancing in parallel.

Iwata

Two Zelda games developed together with Capcom were released, right?

Aonuma

In 2001, The Legend of Zelda: Oracle of Seasons and Oracle of Ages were released, and in 2004, The Legend of Zelda: The Minish Cap17 was released. I took over the development of The Legend of Zelda: The Minish Cap soon after I had become a producer.

Iwata

And as you were making The Legend of Zelda: The Minish Cap, you were preparing for The Legend of Zelda: Twilight Princess18.

Aonuma

That's right. And as we were making The Legend of Zelda: Twilight Princess, we were making The Legend of Zelda: Phantom Hourglass19 for the DS.

Iwata

And that led to The Legend of Zelda: Spirit Tracks.

16. The Legend of Zelda: The Wind Waker: An action-adventure game released in December 2002 for Nintendo GameCube.

17. The Legend of Zelda: The Minish Cap: An action-adventure game released in November 2004 for Game Boy Advance.

18. The Legend of Zelda: Twilight Princess: An action-adventure game released in December 2006 for Wii and Nintendo GameCube.

19. The Legend of Zelda: Phantom Hourglass: An action-adventure game released in June 2007 as the first title in the The Legend of Zelda series for the Nintendo DS.

Aonuma

Yes. The Legend of Zelda: Phantom Hourglass took three years to complete, and this time took two. In Zelda terms, that's smooth sailing. (laughs)

Iwata

Yeah, I guess it is. (laughs) Tezuka-san and Nakago-san, I heard that rather than participate directly in development of The Legend of Zelda: Spirit Tracks, you served as testers partway through.

Tezuka

We were advisors.

Nakago

I was the eldest advisor.

Iwata

(laughs)

Nakago

We played it while it was still in development, and gave feedback. I played it all the way through, and it was good.

Aonuma

Nakago-san, don't lie! On numerous occasions you stopped and said, "This is no good!" (laughs)

Nakago

Well, yeah, but...

Aonuma

Um...let me tell you what happened. For The Legend of Zelda games, special consideration is needed for people playing for the first time. I was a producer, so, like Miyamoto-san, I was keeping an eye on things and tightening everything up from the early stages of development.

Then, midway through, two elder advisors suddenly joined. But, since they were just testers, they quickly got beyond what I had worked on.

Iwata

Of course they would find problems in the places you hadn't polished up yet. (laughs)

Aonuma

They raked me over the coals about places I hadn't even seen yet, saying, "It's good up to here, but after that it's awful." Then I raced to catch up.

Iwata

I know just how harsh the language can be when two of the Manzai Trio start criticizing.

Tezuka

You can't pass it on to the rest of the staff, right?

Aonuma

Sharp words like "This is no good" aren't so bad by comparison. As they gradually get tired, they'll just sigh without saying anything! (laughs)

Iwata

I heard someone use the expression "veteran" gamers.

Aonuma

Yeah. I said that. When I passed on their feedback to the staff, we'd entered the final leg of development and no one had a moment to spare, but I had to tell them what to fix. I said, "Expanding the target user demographic is important, so even "veteran" gamers have got to be able to play it!"

Iwata

Ah ha ha! (laughs)

Aonuma

And as we talked about last time, the way to solve the puzzles this time is different.

Iwata

There are science puzzles, is that right?

Aonuma

Yes. So if our two elderly gamers were saying "I don't get it" more than we expected, than it would probably be difficult even for people who have been playing The Legend of Zelda games all along. So in the end we adjusted that somewhat.

Nakago

It was all right. At least Miyamoto-san didn't upend any tea tables this time.

Iwata

To tell the truth, I was worried about that, because he was tied up with New Super Mario Bros. Wii for so long that it looked like he didn't have a chance to see the new The Legend of Zelda game for quite a while. Some of us were worried that you wouldn't make the release date. But when I asked Miyamoto-san about it, he said it looked fine, so I was enormously relieved.

Aonuma

But there was that one time when the two elderly gamers went over by Miyamoto-san and the three of them started whispering. It looked to me like a counter-campaign was being started.

Everyone

(laughs)

Aonuma

I thought, "Uh-oh..." and raced over and asked what was up. They were talking about how to solve a puzzle Nakago-san couldn't solve. I said, "Nakago-san, I bet you didn't see the such-and-such in that one spot," and Miyamoto-san said, "That may be in the game, but if Nakago-san didn't see it, then other players might not see it either, which is the same as if it weren't in there at all."

Iwata

When you're creating the game world, it's easy to assume that players will behave a certain way.

Aonuma

Yeah. You shouldn't rest easy just because you've prepared something within the game.

Iwata

You've got to think about all kinds of players. For people who can't grab the mushroom, you've got to put in a pipe so it comes back*.

* See Iwata Asks: New Super Mario Bros. Wii for more on how Super Mario Bros. was designed so that everyone is sure to get the first mushroom.

Aonuma

I think so.

Tezuka

The impression the final game makes is incredibly good, though. You can really feel the enthusiasm of the developers when you're playing, and how it treats the core elements of The Legend of Zelda franchise with respect, carrying on what is good about previous games, while adding various new elements on the side.

Nakago

That's right. When you're playing it, it's like it has kept what was good about the previous game, The Legend of Zelda: Phantom Hourglass. It hasn't simply thrown out the old material.

Tezuka

That's right. You mess up if you put in lots of effort to do better than before, but throw out some good things because they're old and just indiscriminately add new things. Just because something is new, you can't guarantee it's good.

Iwata

That's just like with New Super Mario Bros. Wii.

Tezuka

Yeah. That's what usually happens, but this time was completely different. When development ended and I was talking to the staff, they all said development was really fun this time.

Iwata

Similar to The Legend of Zelda: Link's Awakening.

Tezuka

Yes, that's right.

Iwata

In my experience, when the developers say that development was fun, the final product is good.

Aonuma

That's why I think development must have been fun this time. We created a satisfying game, and when I played it, I was happy.

Iwata

Even dealing with "veteran" gamers. (laughs)

Aonuma

I'm getting "veteran" myself. I'll be joining them before too long. (laughs)

Everyone

(laughs)