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

This Game is Indeed "The Legend of Zelda"

Iwata

How many cinematic scenes did you make?

Mori

About 79?

Yoshida

Yes.

Fujibayashi

For a total of over 120 minutes.

Iwata

Huh?! That much?! That's like a whole movie!

Fujibayashi

Yes, but we decided to count the number rather than the amount of time and to set the number last time in The Legend of Zelda: Twilight Princess3 as the standard. I wrote all the dialogue for the scenes this time that I wanted to portray and counted them, and there were a lot more than I had expected. 3. The Legend of Zelda: Twilight Princess: An action-adventure game released for the Wii™ console and Nintendo GameCube system in November 2006.

Iwata

You had a lot that you wanted to portray through cinematics.

Fujibayashi

Yes. We keep them organized by giving them each a number. For example, for number 30, about three files in there, like 30-1, 30-2 and 30-3.

Iwata

There was a 1, 2, and 3 just for number 30? Then number 30 isn't just one! (laughs)

Aonuma

He's been sneaky. (laughs)

Everyone

(laughs)

Fujibayashi

But all together there were 79. (laughs)

Iwata

But if number 30 has a 1 and a 2 and a 3, and you don't count those separately, then it's not 79! (laughs)

Fujibayashi

No, we talked about that, saying, "Those scenes are shared, so it's okay, right?" I thought people would say, "Whoa! That's a lot!" but I remember Yoshida-san saying, "Well, this amount should be all right."

Yoshida

Yes, but I did give you a hard time, like, "So these three only count as one?" (laughs)

Mori

I do remember chiding you about the cinema scenes several times, like, "This isn't just one."

Fujibayashi

Well, you know. (laughs) But you use what's there for a set, so I thought it would be all right if we used them well. Then lots of cinema scenes came together, we applied them to the game, and Aonuma-san looked at them. The first thing he said was, "There's a lot!" (laughs)

Iwata

(laughs)

Fujibayashi

There was one scene I wanted to do no matter what. It's toward the beginning. Zelda jumps down from Skyloft toward Link as he is flying on Loftwing, and Link panics and tries to catch her.

Iwata

Last time, we talked about that skydiver who rescued a woman in the air.

Fujibayashi

Yes. I wanted to portray Zelda's personality in this game all at once in that scene. She's bright and lively, emotional and impulsive. We made that cinematic scene, but when Aonuma-san saw it, he said, "It's so long… It's too long!" I thought, "Oh no! If it stays like this, he's gonna cut it!"

Iwata

What were you unsatisfied with, Aonuma-san?

Aonuma

What bothered me the most at the time was how, toward the beginning, cinematic scenes were running one after the other.

Iwata

The players would think, "Come on, let me play the game!"

Aonuma

That's right. They want to get into the game as quickly as possible, so I thought, "You can't pile on the cinematic scenes like this!" I even said, "Do we even really need this scene with Zelda jumping down?"

Fujibayashi

Yes, you did. (laughs)

Aonuma

And I got hung up on how it was like a lovey-dovey romance scene. I said, "Are we really going to go this direction in The Legend of Zelda?"

Iwata

I see. (laughs) But Fujibayashi-san, you really wanted to put that in.

Fujibayashi

For that lovey-dovey scene, it was someone else wanted to put it in. So I said, "We'll think about it," and we disbanded and shaved away other parts.

Aonuma

And he pushed it through to the end.

Iwata

Fujibayashi-san, are you glad you left it in?

Fujibayashi

Yes. I really like it.

Aonuma

I'm glad we ended up leaving it in, too.

Fujibayashi

It connects to the dormitory material.

Aonuma

Yes. And I think it was really important to make the player feel like they really want to help Zelda.

Mori

That's right. We paid special attention to making the players want to save her when writing the dialogue, too. Part of the background is that Link and Zelda were childhood friends, so it's only natural that they are close. For that reason, we wanted to make Zelda care for Link from the start more than ever before.

Iwata

So she has bursting amounts of feelings for him from the very beginning? (laughs)

Mori

Yes. (laughs) And Zelda disappears in the beginning, so we tried to make it so that as you're looking for her, you have several near misses and then feel even more strongly that you want to help her.

Aonuma

Until now in the series, after Zelda appears once, Link doesn't see her again for a long time as he goes around alone on his adventure. That's why some people call it The Legend of Link! (laughs)

Fujibayashi

In preparing the script this time, we envisioned where Zelda is and what she is doing while Link is on his adventure—even if you can't see her.

Iwata

Oh, that's new. Instead of saying, "Zelda is off somewhere distant," you adventure with her constantly in mind.

Fujibayashi

That's right. And like Mori-san said, you have several near misses.

Aonuma

And Zelda isn't a princess this time.

Iwata

She isn't "Princess" Zelda.

Aonuma

No, she isn't.

Iwata

If she isn't a princess from the start, then…

Mori

Remember Tetra in The Legend of Zelda: The Wind Waker?

Aonuma

But while Tetra was a pirate in the beginning, in the end she became a princess. This time, she isn't a princess from start to finish.

Iwata

Oh, that's a series first.

Aonuma

Yes, that's right. Zelda appears in this story as a normal girl and partway along is called a messenger of the Goddess. So it's a good thing that the title is The Legend of Zelda and not The Legend of Princess Zelda! (laughs)

Iwata

Indeed! (laughs)

Aonuma

In the end, you find out how Zelda became a legend.

Iwata

For the first time since the series began 25 years ago!

Fujibayashi

Yes. So for the first time, this game is indeed The Legend of Zelda!