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

Breathing Life into the Characters

Iwata

So you completed the synopsis of the script by holing up at home in an entire day?

Fujibayashi

Well, I really concentrated on it. Like an old novelist, I wrote a page, crumpled it up and tossed it aside, wrote a page, crumpled it up and tossed it aside. (laughs) Then I thought, "This is good," and took the version I was satisfied with to the office.

Iwata

What did Aonuma-san say when you showed it to him?

Fujibayashi

He gave it a cursory glance through and said, "Yeah, I think that's fine."

Everyone

(laughs)

Iwata

Did you feel like he had treated it lightly? (laughs)

Aonuma

Did I really seem like I was treating it lightly?

Fujibayashi

Well, I figured you were going to have various criticisms about it but you seemed very understanding! (laughs)

Aonuma

That's because all the key points were there.

Fujibayashi

I remember how relieved I was.

Iwata

Aonuma-san, how aware were you of how worried Fujibayashi-san was?

Aonuma

Well, I've repeatedly worried about things like that an awful lot, too. So rather than commenting on it a whole lot, this time I wanted Fujibayashi-san to make The Legend of Zelda in line with what he thought it should be like. I thought it would be okay as long as there weren't the sort of contradictions that we mentioned earlier.

Iwata

So the synopsis got the okay. Mori-san, then your work on the cinematics team could begin, right?

Mori

Yes. I was to write the dialogue based on the synopsis, so we met face-to-face and began hashing it out. But after hearing everything, the phrase, "That hasn't been decided clearly yet," always popped up. (laughs)

Iwata

Horrible words. (laughs)

Mori

Yes. (laughs)

Iwata

Those who make the cinematic scenes can't begin their work unless the content is clear. (laughs) What did you do? Considering the schedule, didn't you have to get cracking?

Mori

(looking troubled) Exactly.

Iwata

So you started making the scenes, all the while pushing back your fear that what you made would go to waste later on.

Mori

Well, that's, you know…

Iwata

You're used to it? (laughs)

Mori

Yes…you might say that. (laughs)

Everyone

(laughs)

Mori

There are times when they say, "There's been a change," and we just say, "All right, we'll fix it." But there are other times when we resist.

Fujibayashi

You don't "resist," you "consult." (laughs)

Mori

That's right. There are times when we "consult."

Iwata

(laughs)

Mori

Speaking from the viewpoint of a scriptwriter, various characters show up in the synopsis, and with regard to each one, it is—to use a somewhat grand expression—necessary to breathe life into them.

Iwata

You start with limited information in the synopsis, expand upon that image of the character and bring it to maturity.

Mori

Yes.

Iwata

How do you breathe life into characters?

Mori

Writing scripts is the same for everything from video games to novels, movies and anime, I believe. You have to delve into what lies behind the characters—what kind of life they have lived up until they appear in the work at hand and what they are thinking as they act.

Iwata

That sounds like something an actor would say! (laughs) In other words, you have to get into character, including what doesn't actually appear in the game.

Mori

Exactly. When you do that, how the character feels in certain situations, how that changes as circumstances change, and what that character will say come bubbling up within you. But…

Iwata

Yes?

Mori

When they say, "We changed that," I think, "But he wasn't the kind of character to do such a thing!" It just doesn't sit right with me at all.

Iwata

And then you resist, or rather consult with, Fujibayashi-san. (laughs)

Mori

Yes, that's right. (laughs)

Iwata

So Mori-san wrote the script and then passed the baton to Yoshida-san.

Yoshida

Yes. The staff around me draws storyboards for the script that Mori-san made, so I explained the scenario to them and had them draw storyboards. Then I had the motion designers make animation for those storyboards using 3D models.

Iwata

You were in charge of turning what had been written on paper into actual animation.

Yoshida

Yes.

Iwata

When I hear that, it sounds as if the work went incredibly smoothly, but in reality there was some pretty intense back-and-forth, right? (laughs)

Yoshida

Yes, that's exactly right. (laughs) Once you have animation, a lot both good and bad becomes clear. Then voices from all quarters start saying, "No, not like this! Not like that!"

Iwata

When what isn't noticeable in words or in the storyboards actually appears as animation, everyone starts throwing out their opinions.

Yoshida

That's right. I take those opinions to the designers making the motion and then everyone start saying this and that.

Iwata

It's hard to be caught in the middle. (laughs)

Yoshida

It sure is. (laughs)

Wakai

Then it comes to the sound group, and Yoshida-san has an even harder time!

Iwata

Once the visuals are in motion, then it's time to add sound.

Wakai

Yes. A little while after putting sound to the animation, Yoshida-san started coming up and saying, "I'm sorry, but this changed"—like it was one of his primary work responsibilities! (laughs)

Iwata

Like saying "I'm sorry!" was his job?

Wakai

Yes! (laughs)

Iwata

You had matched up the sound perfectly, but the timing changed, so you had to redo it.

Wakai

That's right. But that's not Yoshida-san's fault.

Yoshida

Well… (laughs)

Wakai

Things change for various reasons.

Iwata

But Yoshida-san does at one point incur a little animosity? (laughs)

Wakai

Yes. (laughs)

Mori

But he makes so many adjustments that development would have been in shambles without him.

Yoshida

(laughs)