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 Five: The Dense Sky and Town

The Producer Trap

Iwata

Fujibayashi-san, why did you appoint Iwamoto-san to be your "gang leader" for the sky game field?

Fujibayashi

About that time, development of The Legend of Zelda: Spirit Tracks3, which Iwamoto-san had worked on as director, was finishing up. I heard he would join our team, so I didn't waste a second asking him to be the sky gang leader. 3. The Legend of Zelda: Spirit Tracks: A stylus controlled action-adventure game released for the Nintendo DS™ system in December 2009.

Iwata

Iwamoto-san, what condition was the sky in when you joined?

Iwamoto

When I joined, it had been decided that there was one big island in the sky and you would jump down to earth through a hole in the clouds. We thought of different methods of moving around, but since it's a sky, a bird only seemed natural. We tested a number of things and wanted to make it so you could fly anywhere you wanted.

Aonuma

But we could see that being able to fly the bird around freely would raise a bunch of other problems, like "How far can we allow it to fly?" I kept telling Iwamoto-san that it would be fine if you just arrived at your destination the moment you jumped on the bird.

Iwamoto-san has really slaved over transportation like the ship in The Legend of Zelda: Phantom Hourglass4and the train in The Legend of Zelda: Spirit Tracks, so I didn't think he would jump into the fire again, but… (laughs)

Iwamoto

Well…yes. I decided I had to. At the end of a process of trial and error, it turned out the way it is now. 4. 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.

Iwata

It's surprising how course selection in Super Mario led to that bird.

Aonuma

In addition to course selection and being able to fly the bird wherever you want, Iwamoto-san put lots of islands in the sky and packed in all kinds of gameplay.

Iwata

So that's how the sky ended up dense, too.

Aonuma

Yes, it really did.

Iwata

Aonuma-san, what was the reason you became a planner?

Aonuma

It came about when, thanks to Iwamoto-san's participation, what we discussed earlier about the sky had settled down.

Iwamoto

Oh no it hadn't! (laughs)

Aonuma

No? (laughs) Well, thanks to the hard work of the designers, the island in the sky, named Skyloft, gradually came together. This time, Link is going to the Knight Academy and is living in the dormitory. It's a somewhat elaborate setting, so I wasn't sure it would be all right, but when it had come together somewhat, I had Iwamoto-san show me the game from the beginning. And to be honest, it was no good at all!

Iwamoto

(laughs)

Aonuma

Usually, at the beginning, just by talking to the other characters, you imagine the drama that will unfold and get really excited, but that wasn't true at all. And it wasn't clear whether the people who appeared were Link's classmates or what. I pressed him, saying, "Come on, you got to get this part right!" and he said, "Well, I'm busy with some other stuff right now."

Everyone

(laughs)

Iwamoto

Aonuma-san, you cut the story too short!

Aonuma

Did I? I believe that's how things were. (laughs) And I said, "So when will this start to make an impact?" and he said, "When everything else settles down."

Iwata

Like, "I'm busy with that bird right now!" (laughs)

Aonuma

Yes, like that. (laughs) But I could see that if it hadn't come together to a certain extent by that point, when Miyamoto-san came in, he would be like, "What have you been doing all this time?!" I was worried.

Iwata

Oh, I see. (laughs) Miyamoto-san is strict when it comes to the beginning. No matter how great what comes afterward is, if the beginning doesn't grab the players, then he tells you flat that the game is no good.

Iwamoto

Yes. I've experienced that multiple times.

Aonuma

You see? (laughs) So the situation was coming to a boil. But even when I said, "Get on top of that!" there wasn't anyone to do so, so I was like, "Then I'll do it myself!"

Iwata

You raised your hand and volunteered to be a planner.

Aonuma

Yes. But half of me simply wanted to do it! (laughs)

Iwamoto

Um, I'd like to offer an explanation.

Iwata

Yes?

Iwamoto

An important point this time is how Skyloft is one big hub from which you descend to the various game fields and to which you must then return. At that time, we had to create the overall image of Skyloft and the sky and I just couldn't get around to the beginning.

Fujibayashi

If I may add to that, you play Skyloft multiple times just as much as the other game fields, so it had to be dense too. That's why Iwamoto-san couldn't get around to the beginning.

Iwata

I see.

Fujibayashi

But we did have to make the beginning grab you, and only someone who really knows The Legend of Zelda can do that. Something I kept saying was "Use whoever's available, even if it's your parent." (laughs)

Everyone

(looks at Aonuma-san)

Aonuma

What?! (laughs)

Everyone

(laughs)

Fujibayashi

Actually, before you volunteered, night after night, Iwamoto-san and I had been devising a plan—like, "You know, a certain someone around here really knows The Legend of Zelda…"

Aonuma

Huh? Really?!

Iwamoto

And our plan went off without a hitch.

Aonuma

You…trapped me! (laughs)

Iwata

(laughs) Shall we name this section "The Producer Trap"? (laughs)

Everyone

(laughs)

Aonuma

Well, everyone really did look like they were having a hard time.

Iwata

And you just couldn't overlook it?

Aonuma

That's right. I've worked on The Legend of Zelda all the way up till now, and not one time has it not been difficult, but more than ever before, this time, everyone was saying, "This is hard!" Part of me wanted to experience for myself just how hard it was.

Iwata

How was it once you dove in?

Aonuma

Hard. Harder than ever before.

Iwata

Why was it so hard?

Aonuma

We used a special tool for development this time so planners could do all sorts of things. Before, planners would ask the various people in charge to work on character dialogue and the timing of events, but this time the planners could, to a certain extent, take care of such things themselves.

In other words, what we would usually ask the programmers to do, we could do ourselves. But that way, since you can do anything yourself, you're alone up till the very, very end, taking pains over it.

Iwata

In other words, you can't ask someone else to tie it up all nice and neat for you.

Aonuma

Once you embrace it, it's really hard.

Fujibayashi

We adopted that system for The Legend of Zelda: Phantom Hourglass for the Nintendo DS system, and it was really handy. We thought we'd do it for this game, too, and made it at first, perhaps unfortunately. (laughs)

Aonuma

It is extremely difficult to say whether this way of doing things is good or bad, but it does have the merit of drastically reducing loss during debugging. On the other hand, it makes dividing up the work difficult, so the burden on each person gets really heavy.

Iwata

You can do anything yourself, but for that reason you have to do everything yourself.

Fujibayashi

Exactly. As director, I had seen that coming, so I asked Iwamoto-san, who has lots of experience, but the sky and town turned out to be a lot of work. And as Aonuma-san mentioned earlier, I knew Miyamoto-san would be coming in to check on it before long, so in order to get past that gateway, I thought I would take Aonuma-san, another big gateway, as my ally! (laughs)

Aonuma

Oh, so that's why you accepted so easily when I said I would do it! (laughs)

Iwata

You managed it so you would automatically pass through the first producer gateway. (laughs)

Fujibayashi

Yes. In addition, there was no one more suited to making the beginning.

Aonuma

Later on, though, Miyamoto-san did correct a bunch of stuff I did—like, "Aonuma-san, you've put in too much text!" (laughs)

Iwata

But Fujibayashi-san's strategy was successful.

Fujibayashi

It was a major success! (laughs) Thanks to that, the beginning turned out really good.

Iwata

Aonuma-san, as a planner, how satisfied are you with the parts you worked on?

Aonuma

In the end, Miyamoto-san corrected a lot, but I think the characters who appear toward the beginning turned out to be quite vivid. I'm glad I did it.

Iwata

You could do the school drama that you wanted? (laughs)

Aonuma

That's right. We were able to properly portray the characters who appear at the Knight Academy, so I hope players will enjoy the school life there with such a variety of characters appearing.