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 Two: The Dense Forest

Playing Tag on Familiar Grounds

Iwata

The more I ask about The Legend of Zelda: Skyward Sword, the more the sense of its denseness takes on meaning. Why do you think such an incredible feeling of density arose, Ito-san?

Ito

Hmm…

Iwata

Was it the large scale of production? Or the long development period?

Ito

(laughs)

Iwata

Or was that just the way you made it?

Ito

I think that feeling of density is connected to how you go to the same game field multiple times, but it feels fresh each time. In the series so far, you went to a dungeon once, and that was the end.

Iwata

That's right. No matter how big and complicated it was, if you beat the boss deep inside, you never went there a second time.

Ito

Uh-huh. But in this game, once you take down a dungeon, you may have occasion to visit it again. You may think that the second time will be easy because you've already beaten it, but there may be new challenges.

In that way, you visit the same place over and over, but it's made to continue being enjoyable. What's more, there are plenty of rewards here and there, which I think gives rise to that feeling of density. For example, there's a new element of play called the Silent Realm.

Iwata

Oh, that's right. Fujibayashi-san, could you explain about the Silent Realm?

Fujibayashi

Sure. You can Dash this time, so…

Iwata

That came up in the last session as well. It's an action that arose when the A Button opened up.

Fujibayashi

That's right. You can do things like scramble up cliffs and spring across divides and hang there. Link has a lot of actions this time. We wondered if we could make some kind of new gameplay involving that Dash and came up with a game similar to tag.

Iwata

Is it ok to assume that the Silent Realm is sort of a game of tag?

Fujibayashi

Yes. So that's why you can't use items like the sword and shield there.

Iwata

Link is an unarmed hero.

Fujibayashi

That's right. The goal of this game is to collect Sacred Tears here and there around the game field. But if enemies find you, the world changes and Link has to run for his life. Link is unarmed, so he can't fight enemies. If he gets hit, that's the end.

Iwata

That is like tag. And Dash comes into play.

Fujibayashi

Yes. I wanted to make something that switched back and forth in real time between still and active, like "I won't let enemies find me," and "Now that they've found me, I won't let them catch me". Once you get a Sacred Tear, a period of safe time begins, so you think about the order you will get the Sacred Tear, or, in the worst case, you plan for when an enemy will find you and purposely leave a Sacred Tear that's easy to get. There's a strategic element. You can say the same thing with the game of tag in real life, but those that know the landscape better has an advantage.

Iwata

I see, that's why it's so important to use fields the player have been to before.

Fujibayashi

That's right. The player has already been there, so he or she thinks, "If an enemy chases me, I'll run that way," or "I can Dash up this slope."

Iwata

It's a familiar place, so it's easy to play.

Fujibayashi

That's right. And as you come and go during the course of the main adventure, some places give you a sense like "I bet something is up on that conspicuous rock shelf."

Asuke

Then when you play the Silent Realm and check that place out, you're like, "I knew it! There's a Sacred Tear here! (laughs) Then you're really happy.

Ito

And that may make you want to remember the terrain more. By playing the Silent Realm the grounds you're playing in becomes familiar. (laughs)

Iwata

Your degree of familiarity increases.

Hiramuki

That's right. And to return to the theme of density, we blurred the transition between dungeons and fields.

Iwata

How so?

Hiramuki

In the Legend of Zelda series up till now, the fields were the scene of more easygoing play, but once you went into a dungeon, you would get a new item and act strategically and solve puzzles. There was a clear division. But this time, you may get a new item in the game field and the search expands from there.

Iwata

You can even enjoy solving puzzles in the fields.

Hiramuki

That's right. I think that, too, is connected to the game's density.

Iwata

There isn't a clear borderline between fields and dungeons as in past Legend of Zelda games. Why did you try to blur the lines there?

Fujibayashi

Until now, when you went into a dungeon, for example, you learned how to use a new item. Then you were asked, "Can you solve this?" and had to solve a puzzle. In other words, a process of question-and-answer commenced. We call it the Zelda etiquette among ourselves.

Iwata

Yes.

Fujibayashi

And there are lots of new facets to the items this time, so if you pack those into a short period of time, the player ends up hustling around.

Iwata

The gameplay gets busy.

Fujibayashi

Yes. For example, if you get the Slingshot in a game field like the forest, after you learn how to use it, you go into a dungeon and use it.

Iwata

I see.

Fujibayashi

On the other hand, we paid a lot of attention to how to enter dungeons. In the original Legend of Zelda game, Link went into a dungeon with a tomp-tomp-tomp sound.

Iwata

Yes.

Fujibayashi

I really wanted to recreate that! (laughs)

Iwata

(laughs)

Fujibayashi

Of course, I couldn't recreate it exactly as on the Family Computer Disk System*, but I do think we achieved a similar effect. The staff who made that will participate in a later session of "Iwata Asks," so they can talk about that then. (*Editor's note: In the Family Computer Disk System version of The Legend of Zelda that was available in Japan, the hardware made a distinctive mechanical sound when the system reloaded data every time Link entered a dungeon.)

Iwata

Yes. (laughs)