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 Six: The Dense Script and Direction

A Battle Against Contradictions

Iwata

This is our sixth time to discuss The Legend of Zelda: Skyward Sword in "Iwata Asks." I would like the three of you participating for the first time to introduce yourselves.

Mori

I'm Mori from the Software Planning & Development Division (SPD). I worked on the scripts for cinematic scenes and part of the direction and storyboards.

Iwata

How long were you involved in this project?

Mori

About one year and three months.

Iwata

That feels a little less than the full five-year development period, but that's because if you don't make the cinematic scenes once the structural framework of a Legend of Zelda game is determined, you'll have trouble later on.

Mori

Yes. The game contents change a lot, so while I only came in during the latter half of development, a lot happened.

Iwata

I can imagine so. I'd like to explore that more later.

Mori

Okay.

Wakai

I'm Wakai from the Entertainment Analysis & Development Division (EAD). I coordinated the overall sound and wrote some of the music myself. The first Legend of Zelda game that I worked on was The Legend of Zelda: The Wind Waker.1 This was my second Legend of Zelda game. 1. The Legend of Zelda™: The Wind Waker™: An action-adventure game released for the Nintendo GameCube™ system in March 2003.

Iwata

Did you participate in this project from the very start?

Wakai

No, not from the start, but since about three years ago.

Iwata

Even so, that's quite a marathon.

Wakai

Yes, it was.

Iwata

I heard that in the end there was a total of ten sound staff members and it blew my mind! (laughs)

Wakai

Yes. (laughs)

Iwata

I'd like to ask about the "dense" sound later, too.

Wakai

Okay.

Yoshida

I'm Yoshida from SPD. I was director of cinematic scenes.

Iwata

Were you involved about as long as Mori-san?

Yoshida

Yes, that's right. But we were arranging the surrounding environment from early on, so I started a little sooner than he did.

Iwata

The game required a lot of cinematic scenes, so you had to start by making a solid foundation and system.

Yoshida

Yes.

Iwata

Shall we start with the script? How does the script get made?

Fujibayashi

First, I thought of a script that would roughly fit the framework of the game and proposed that to Aonuma-san, saying, "How about something like this?"

Aonuma

This time, the theme is the sword which makes use of the Wii MotionPlus2 accessory. When you think of a sword in The Legend of Zelda, you think of the Master Sword. Rather early on, we decided to address the origin of the Master Sword. 2. Wii MotionPlus™: An accessory with a gyro sensor that can connect to the Wii Remote™ controller.

Fujibayashi

That's right.

Aonuma

About that time, we began talking about how that would make this the first story in the series, and we wondered about involving the birth of Hyrule Kingdom. On the other hand, there was the setting of the floating island in the sky, and we thought, "How did that get there?"

Iwata

Basically, it's there because Fujibayashi-san wanted to jump down from a high place!

Fujibayashi

Yes. (laughs) We settled on having the sky and surface world, and on top of that, it was going to tell the story of the creation of Hyrule, with the untold story of the origin of the Master Sword. So, looking back at the series so far, we began knitting together the various elements. And then all sorts of contradictions arose.

Iwata

There have been a lot of games in the series since the original Legend of Zelda game 25 years ago and they each have their various stories and settings. Trying to create a new setting based on them all is bound to become a battle against contradictions.

Fujibayashi

Yes. Then about two years ago, we had to think about a number of things all at once—from the system to the stages and game fields—and Mori-san, Yoshida-san and the cinematic scene staff were beginning to join the team, so we were under pressure to make the hakogaki soon.

Iwata

The hakogaki is a rough synopsis of the essential points of the script.

Fujibayashi

Yes. Time was running out, so I told everyone that I didn't feel well and holed up at home one whole day to write it! (laughs)

Iwata

I can't condone such behavior, but you wanted to concentrate alone.

Fujibayashi

Yes. I locked myself in and from morning to evening did nothing but write the synopsis.

Iwata

Even though you didn't feel well? (laughs)

Fujibayashi

Well, I suppose I didn't feel well, but I worked hard anyway! (laughs)