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.





Volume One: Wii MotionPlus Inspires New Controls

"I'll Never Be Able to Play the Old Way Again!"

Iwata

I think being able to switch the items you're carrying with ease was one key to being good at playing The Legend of Zelda games so far.

Aonuma

I agree with that.

Iwata

But this time, that element of game operation has suddenly changed and the flow of gameplay has become incredibly natural.

Aonuma

That's true. The actions from choosing an item with the Wii Remote Plus to using that item connect smoothly, so gameplay has become seamless.

Kobayashi

You can select items this time while moving Link.

Aonuma

And you can drink potion while running.

Iwata

Huh?

Aonuma

When an enemy is about to beat Link, you drink potion from a bottle in order to restore his hearts.

Iwata

Yes.

Aonuma

That scene was portrayed via cinematics-like moment while we stop gameplay through the previous title, but this time it fits in seamlessly, so, for example, if a boss is about to finish you off, you can run for your life and gulp down some potion to restore your health.

Fujibayashi

It isn't very seemly behavior, though. (laughs)

Aonuma

I guess not. (laughs)

Iwata

The other day, Miyamoto-san said, "I'll never be able to play the old way again!"

Aonuma

Yes, he's been saying that.

Iwata

But I would imagine that Wii MotionPlus presents a new challenge to the overwhelming majority of players out there. They must feel uneasy about the controls changing so dramatically.

Aonuma

I suppose so.

Iwata

Tanaka-san, as a developer of the game, what would you say to people like that?

Tanaka

I'd like people who feel they aren't very good at button controls to feel more confident about this game. I think some people have felt that with controllers until now there was a distance between themselves and the gameworld, but this time, when you want to do something, it is directly reflected in Link's movement via Wii MotionPlus, so the gameworld feels much closer. I would recommend they give it a try.

Iwata

How about you, Kobayashi-san?

Kobayashi

I was involved in development of Wii Sports Resort. I wasn't in charge of Tennis, but that game distinguished between forehand and backhand shots.

Iwata

You can swing the racket whichever way you want, from the right or the left.

Kobayashi

After growing accustomed to those controls, I played another tennis game and was like, "Oh…the racket's a button." (laughs)

Iwata

Using buttons as controls felt strange.

Kobayashi

That's right. When making this game, to confirm specifications, I played The Legend of Zelda: The Wind Waker and tried to swing the sword in whatever direction I wanted and couldn't do it. I then thought, "I can't go back."

Fujibayashi

I feel the same way. But the controls are new, so some people will feel something is a little off for the first 10 or 15 minutes.

Iwata

Because the manner of playing is so different than before.

Fujibayashi

But they'll gradually get used to it and the next thing they know, they'll feel like something is off about games you control by punching buttons.

Iwata

And you, Aonuma-san?

Aonuma

I feel as if Wii MotionPlus, and the Wii Remote Plus, have completely become tools. With a conventional controller, there are all these things you have to remember, being presented the controller and pressing these buttons—like remembering the right sequences in fighting games. To tell the truth, I'm not a big fan of games like that.

Iwata

You're not good at them? (laughs)

Aonuma

That's right, I'm not! (laughs) I can't remember the commands. But the compatibility between The Legend of Zelda: Skyward Sword and Wii MotionPlus are outstanding. Just by swinging the remote, or tilting it, or twisting it, you can perform all kinds of actions, so there's no need to remember anything. I hope people will feel as if they have a new tool and try swinging it around.

Iwata

I suppose it's like gradually becoming able to use a brush better, or a chisel.

Aonuma

Yes, it is. Or maybe a musical instrument. As you're using it, your body grows familiar with it and you gradually master the use of it.

Fujibayashi

Like Miyamoto-san said, it's part of your muscle-memory.

Aonuma

Yes, your body remembers it. So whatever you do, you can't go back to the way controls used to be. When I watch people play at game shows, I think it's interesting how everyone plays a different way.

Iwata

You can handle this tool any way you want, so each user's personality comes out.

Aonuma

That's right. It's interesting how some people move their body a lot and swing around the Wii Remote Plus, while some people make little discrete movements around their waist to move it.

Iwata

You can use the Wii Remote Plus without moving it a whole lot.

Aonuma

Yes. When you get tired, you can use less strength and play using less taxing movements.

Iwata

Development took five years. How were you able to keep going for so long?

Fujibayashi

As mentioned earlier, Miyamoto-san really praised us when we came up with the method of item selection. At that time, we felt a great sense of accomplishment as if we had climbed a big mountain, so we just kept saying, "All right, on to the next mountain."

Tanaka

We got really pumped up then and were like, "We can do this!"

Iwata

You were giving each other high-fives! (laughs)

Aonuma

Yes. (laughs) When we made that item selection system, everyone knew which direction to go. Not that many new items appear this time, but we wanted make each item or function as good as it could be. Everyone on the staff felt like if they really polished it up, it would turn out good.

Fujibayashi, Kobayashi, and Tanaka

(nodding)

Iwata

And that's what turned it into a Zelda game with a dense concentration of content.

Aonuma

I believe so.

Fujibayashi

We really enjoyed making it.

Kobayashi

We worked every day in hopes that players will enjoy it.

Tanaka

It became a habit to say, "That's one more thing that's cool now."

Kobayashi

And "That's one more thing that the players can enjoy."

Iwata

I see. You built up hundreds of individually interesting elements, like stacking up hundreds of thin pieces of paper until there's a thick pile.

Aonuma

That's right. Well, we did get a long time for development. (laughs)

Fujibayashi

Not just to make new things, but we also had plenty of time to make adjustments.

Aonuma

I don't think we wasted any time.

Iwata

But at first, you said, "We'll be done by spring." (laughs)

Aonuma

Uh…yes. (laughs)

Fujibayashi

You plan to hold a number of "Iwata Asks" sessions over The Legend of Zelda: Skyward Sword, don't you?

Iwata

Yes.

Fujibayashi

Do you plan to have one just focusing on the trouble we had with the development schedule?

Iwata

Like "Iwata Asks: The Legend of Zelda: Skyward Sword: Development Schedule Difficulties"? (laughs)

Fujibayashi

Yes, yes, like that! (laughs)

Aonuma

Huh? No thanks. I'll sit that one out! (laughs)

Everyone

(laughs)

Iwata

Good work, everyone.

Everyone

Thank you!