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 Four: The Dense Desert and New System

The Logical Dungeon

Iwata

In our first "Iwata Asks" discussion about this game, I heard that the ancient civilization led to some characters becoming robots.

Kitagawa

Yes. That is another big characteristic of this stage. The characters and enemies in the desert are robots that run on electricity.

Fujibayashi

We wondered if we could call it electricity in the world of The Legend of Zelda. (laughs)

Iwata

Yes, I can understand that. (laughs)

Fujibayashi

We thought about terminology like that and tried to avoid a robot design that would look incredibly mechanical.

Iwata

Fujino-san, when you heard that, because of this ancient civilization, there would be robots in the world of The Legend of Zelda, what did you think?

Fujino

I thought, "Is that really all right?"

Iwata

You thought, "Can we really put something like that in The Legend of Zelda?"

Fujino

Yes. (laughs)

Iwata

At first, everyone hesitated to put in anything mechanical.

Kitagawa

That's true.

Iwata

But looking at the actual animation, they don't seem out of place for the gameworld. They fit in somehow.

Fujibayashi

Yes. That shows the designers' skill. We would simply convey functional points to them—like, "We want a robot that can do this."—and they would come up with something that fit the world.

Iwata

I do think you can chalk that up to skill in design, but how did they make them fit it? As someone with a background in design, what do you think, Kitagawa-san?

Kitagawa

The designers in charge tried to give them a softer appearance. They referred to ancient clay figurines and pottery from the Jomon period in Japan and wondered what they would be like as robots.

Iwata

I see. It's an ancient civilization, so they used those as motifs. Usually, you would design robots to be metallic and hard, but they were able to make them look softer by basing them on ancient Japanese earthen figures. And they were able to make them fit naturally into the world of the game.

Kitagawa

I think so.

Iwata

What other aspects of the game came about because of the ancient civilization?

Kitagawa

The map, for example. In terms of the first area, the one that I worked on, when you're walking around in the present, there are puzzles you can't see, so you can't solve them. Then you get an ancient map, so you understand how that area was long ago. Then you overlap the present circumstances onto that.

Fujibayashi

Since it's a desert, there are places you can't advance into because of the quicksand, but when you look at the ancient map, you can see there are ruins hidden underneath.

Kitagawa

So that ancient map serves as a hint for making progress.

Iwata

Oh. That's like looking at an old map of Heian-kyo, Japan's old capital, as you walk around Kyoto today.

Now I'd like to ask about the second area. Earlier, Fujino-san mentioned using a boat to travel through the desert when it becomes a sea, which is a little unclear. What in the world do you mean?

Fujibayashi

The first thing I thought was, "What would be interesting to contrast with a desert when it transforms?"

Iwata

The sea.

Fujibayashi

Yes. And if there's a sea, there's got to be a boat.

Iwata

You ask for a lot. (laughs)

Fujibayashi

Yes. (laughs) In the usual way, I said to Fujino-san, "Sea and ship. Let's put in a sand ship for crossing the desert!"

Iwata

How did you take such a wild request, Fujino-san? (laughs)

Fujino

I thought it sounded interesting. He wanted to have a boat, so I gathered a bunch of resources about ships.

Fujibayashi

His desk was really something. It was piled high with books about water vessels, cross-sections, blueprints, and such.

Iwata

What did you do with those?

Fujino

I flipped through them from cover to cover and picked out ideas. I wrote down notes on what stood out to me, and I thought round and round in my head, "I could use that…" and "I can't use that."

Iwata

Oh, okay. You broke down the various elements, turned them over in your head, and then put the separate pieces together, saying, "It would be cool if I combined this with that," and "These would go together nicely."

Fujino

Exactly. Then I gradually got a vague image of it. But two or three pieces just wouldn't come together.

Iwata

You can only do so much on your own.

Fujino

Yes. Once I reached that point, I presented it to everyone. Then the landform designers and programmers added ideas.

Iwata

The idea you had cultivated in your head hadn't reached completion, but you had raised it to a certain point, so various people could give you suggestions, like, "You can finish it if you do this."

Fujino

That's right. They were a big help.

Iwata

How many times, including this game, have you been a planner?

Fujino

I was a programmer through The Legend of Zelda: Phantom Hourglass.5 I was a planner for the first time with The Legend of Zelda: Spirit Tracks6, so this was my second time. 5. The Legend of Zelda: Phantom Hourglass: A stylus controlled action-adventure game released in October 2007 as the first title in the Legend of Zelda series for the Nintendo DS™ system.

6. The Legend of Zelda: Spirit Tracks: A stylus controlled action-adventure game released for the Nintendo DS system in December 2009.

Fujibayashi

I didn't participate in The Legend of Zelda: Spirit Tracks, so I could play from the point of view of a regular player. Playing just a little, I could tell which dungeons Fujino-san had made. He has a distinct touch! (laughs)

Iwata

Oh, how so?

Fujibayashi

A good thing is that he makes these incredibly straightforward Legend of Zelda dungeons focusing on solving puzzles. But another thing is…they're intensely logical.

Iwata

Ah. Like you have to be logical like a programmer to solve them?

Fujibayashi

Yes, that's it! They're logical dungeons! (laughs) And we wanted to make a dungeon like that in the desert this time, so he was perfect.

Iwata

I see. Once it was in your hands, Fujino-san, what kind of gameplay did you think of for the desert's second area?

Fujino

You know how this game has Dowsing, right?

Iwata

It's a way to look for Zelda and others.

Fujino

Listening to the other stage developers talk, I realized that up until arriving at the stage I was working on, there wasn't much gameplay involving looking for something moving in real time.

Iwata

What you were looking for was fixed in place or standing still.

Fujino

That's right. But the stage I was working on was in the middle part of the game, so I wanted to raise the difficulty a notch and make gameplay that involved looking for something on the move. Then I thought of a big ship roving the seas and you have to look for it.

Iwata

It's wandering around, so it is sort of like a game of tag.

Fujino

Yes.

Iwata

And your logical dungeons come into play here?

Fujino

Exactly! (laughs) When they find the ship, I think everyone will have a good time! (laughs)