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

A Town Designed to Function

Iwata

At first, the sky functioned like a course selection screen, and later it became a town called Skyloft and changed form into a hub for adventures. Iwamoto-san, as the "sky gang leader," why would you say that happened?

Iwamoto

Skyloft is basically a place where you prepare for adventure. We wanted to make it a kind of home base that you always came back to after having accomplished something.

Iwata

A place you stop by more than any other.

Iwamoto

Yes. But it wouldn't be fun if all you did was prepare for an adventure and then head out again. By adding in involvements with all kinds of townsfolk, it became a place somewhat apart from adventure that you can explore in a more laid-back fashion.

Aonuma

The most distinctive gameplay in Skyloft is bringing back to town the treasure you have collected on the world surface below and changing it to different things.

Iwamoto

That's right. With treasure, you can do things like power up items and customize your equipment. And there's a Item Check where you can shuffle around the contents of an Adventure Pouch.

Iwata

What's an Adventure Pouch?

Fujibayashi

To explain it simply, the players think about what kind of Link they want to play when they head down to the surface for a particular adventure and make selections for the items in their pouch accordingly.

Iwata

There are different kinds of Link?

Fujibayashi

That's right. If you stuff in a bunch of potions, you'll play a tough Link. If you put in a bunch of medals good for collecting various things, lots of treasure will appear.

Iwamoto

But there's a limit to how much you can put in your pouch, so when it's full, you have to take out what you don't need.

Iwata

And there's a place to store them in the Bazaar, right?

Iwamoto

Yes. There are all kinds of shops necessary for your journey there. You can do all sorts of things like buy items, mix potions, or store items. We made the Bazaar so you can do all those things quickly in a single place.

Iwata

Ah, so that's why it's called the Bazaar.

Iwamoto

Yes. Hoofing it all over town would take time and be a hassle, so we made it in the center of Skyloft.

Hisada

There are multiple entrances so you can access it from anywhere, and we put shops near each other that would be more convenient.

Iwata

The town is designed with functionality front and foremost. Now I have a question for Hisada-san, who coordinated landform design. Did you get lots of unreasonable requests from the planners?

Hisada

Oh, yes… Oh, yes! (laughs)

Iwata

So much that you have to repeat it twice?! (laughs) How did you interpret those demands and how did you respond to them?

Hisada

When there was an outrageous request, I would first be like, "Huh?!" but then we would all talk it over, and once I understood the essence of what was being asked, I could find a way to achieve it. For example, if someone said, "We want to make a town floating in the sky," at first I would have no idea where to start.

Iwata

Because no one has ever seen such a thing. (laughs)

Hisada

But once the goal became clear—that Link jumps down from there, whistles, and Loftwing swoops in, and he can go all sorts of places—I thought, "Then we need places for him to jump from," and prepared jump-off spots here and there around Skyloft so it would be easy to jump down.

Iwata

In our interviews so far, lots of people have said that the designers made lots of useful suggestions from their point of view.

Fujibayashi

Along those lines, early on, when we weren't that busy yet, the designers drew up concept images for the sky and proposed all sorts of ideas.

Iwata

What would be a good example of something that came about because of the designers' opinions?

Hisada

Let's see…

Fujibayashi

Batreaux, for example.

Hisada

Yes. Batreaux is like the surviving member of a clan of demons who wants to become human. A landform designer came up with a concept image for an interesting townsperson, and when we saw that, we were like, "It would be interesting if there were someone like this." Batreaux came from that.

Iwata

Is there something unusual about him?

Hisada

Yes. I can't go into detail here, but there's a gap between how he looks and his personality.

Fujibayashi

I first saw Batreaux at Iwamoto-san's desk. He didn't appear to fit The Legend of Zelda at all!

Hisada

Yes. (laughs)

Fujibayashi

I thought maybe he was working on a different game than The Legend of Zelda! (laughs)

Iwata

That's how unusual Batreaux is.

Fujibayashi

Yes. He lives in a weird place like an attic.

Hisada

But if you grant his requests, he'll give you all sorts of stuff. Iwamoto-san, the character designers and I all came up with lots of ideas for subevents like that.

Iwamoto

We put forth ideas, and when it was time to bring them together, I didn't know whether there were a lot or a little, but when I actually checked, there were a ton.

Fujibayashi

Maybe enough for a whole game.

Iwata

Huh? Were there really that many?

Fujibayashi

So above the clouds is dense, too. (laughs)

Iwata

I see. (laughs) Now, on to sound designer Mizuta-san. Thank you for waiting.

Mizuta

Not at all.

Iwata

What did you pay special attention to this time when making the sound?

Mizuta

From early on in production, the first thing I wanted to treat with importance was the sound of the wind.

Iwata

The wind is only one word, but there are actually many different kinds.

Mizuta

Yes. There are lots of different kinds—in the sky and towns to begin with, environment sounds in the game fields and dungeons, the satisfying sound of cutting the air when the bird dives, and so on. There were five people working on sound effects, but we split them up for different kinds of wind.

Iwata

You divided up the work just for the wind?

Mizuta

Yes. (laughs) Different people were in charge of different areas. Another important one was the sound of the sword. The action of swinging the sword is more important than ever this time, and the title of the game is The Legend of Zelda: Skyward Sword, so I thought, "We better pay close attention to the sounds that the sword makes."

Iwata

A lot of games pay attention to music, but pouring lots of energy into sound effects is one characteristic of Miyamoto-san's teams.

Mizuta

That's right. We always kept that in mind as we made the sound. I also tried to make sure that the staff who joined later also treated the sounds of the sword and wind with care so they would share the same attitude.

Aonuma

And shouldn't we mention the new musical instrument?

Mizuta

Oh, that's right. This time, you can play the harp.

Iwata

The Legend of Zelda series often features musical instrument.

Mizuta

Yes. You can play the harp as you walk, and play along with the background music, so I hope people will enjoy playing it all over the place.

Iwata

I'm looking forward to that. To discuss the sound a little more, what kind of hurdles did you face with regard to making the sound?

Mizuta

First of all, there was simply a ton of things to make sounds for, so that was a big hurdle. We had Mario Club Co., Ltd.5 record all the event scenes and watched those, checking each one. 5. Mario Club Co., Ltd.: It conducts debugging and testing on Nintendo software during development.

Iwata

You mean that you watched the videos to check whether the sounds were appropriate.

Mizuta

That's right. And when I found events that didn't have sounds, I listed what music or sound effects were necessary, and used them to discover, for example, what sound wouldn't fit someplace. Being responsible for the sound, I wanted to manage the quality of the whole thing.

Iwata

I would suppose so.

Mizuta

But despite all that, it still turned out that there were too many.

Iwata

Ten people still wasn't enough. (laughs)

Mizuta

Yes. (laughs) So then I asked the planners to select and apply sounds for conversations.

Aonuma

It was my first time to add in my own sounds.

Iwamoto

If you used the tool we mentioned, a planner himself could create a simple demo.

Mizuta

Which created another problem. A lot of the time, the content would change while you weren't looking, or new events would come into being.

Hisada

That's right! All of a sudden, there would be more!

Iwamoto

All of a sudden, there would be new objects sitting there.

Iwata

All of a sudden? (laughs)

Iwamoto

Yes. Sudden events! (laughs)