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 Seven: Female Staff

Diehard Fans

Iwata

Marunami-san and Hosaka-san, what did you think once you began working on The Legend of Zelda?

Marunami

When I played The Legend of Zelda: The Wind Waker, I thought, "This isn't just a cute game." I felt like a lot of attention had been paid to detail around a hefty core of gameplay. For example, you can cut the grass, and whether it came to stones or a tree growing over there, if you do something, there's sure to be some kind of response, which was pleasing.

Iwata

There isn't just unresponsive stuff sitting around taking up space.

Marunami

Exactly. That is what is familiar about The Legend of Zelda.

Iwata

If the player does something to some object, the game considerately responds and surprises. In our session of "Iwata Asks" over The Legend of Zelda: Ocarina of Time 3D, (Yoshiki) Haruhana-san called that hospitality that attacks.

Marunami

That's right. That kind of consideration is a part of the Legend of Zelda tradition, so when I made objects, I wanted them to provide a satisfying reaction.

Iwata

How about you, Hosaka-san?

Hosaka

It's the feeling of immersion, like I said before. For example, I noticed something when I played The Legend of Zelda: Twilight Princess. Link goes to help a young girl who gets kidnapped. She was his childhood friend. Was her name Ilia?

Everyone

Yes.

Hosaka

After you rescue her, she matter-of-factly, says, "Thank you. Go on ahead." The line is kept to the absolute minimum, but I was totally into it, so I was like, "Oh, come on! That's all you've got to say?!" I was like (gesturing a hug), "Why aren't you doing this?!" (laughs)

Everyone

(laughs)

Hosaka

That's how absorbed I was in the game, and since making the games, I've tried to find a way to create that kind of immersion. What I learned then was how each character in The Legend of Zelda is not completely determined at the beginning, but each person devises various things that...

Iwata

The people making the game join forces in breathing life into the characters.

Hosaka

That's right. I learned after starting to work on the games that the ideas of many staff members build up in the characters so that in the end they become vivid characters.

Iwata

I see. Iwasaki-san, what is your history with The Legend of Zelda?

Iwasaki

I always played The Legend of Zelda a lot. The first one I played was The Legend of Zelda: A Link to the Past.9 I got it when I was in elementary school and was like, "This is fun!"

Iwata

You're a diehard Zelda fan. 9. The Legend of Zelda: A Link to the Past: An action-adventure game released for the Super Nintendo Entertainment System™ in April 1992.

Iwasaki

That's right. I loved it! (laughs) I played it for years—so much that I don't know how many times I cleared it! I got The Legend of Zelda: Ocarina of Time as soon as it came out, too, and again thought, "This is fun!"

Iwata

Since you loved The Legend of Zelda so much, it must have been moving when you first began working on it.

Iwasaki

It was. I was overjoyed, but I guessed it would be hard.

Iwata

Like, "Can I really make something like what I enjoyed so much?"

Iwasaki

Yes. I was worried about whether I could actually make something of that quality, but the only thing to do was give it my best. (laughs)

Iwata

Did you discover anything once you did?

Iwasaki

Like Marunami-san said, it's pleasing when you casually try something out on an object and something happens. Looking at it as a game developer, there were a lot of times when I discovered something that one of my co-workers had slipped in without others knowing, and I was like, "That's really getting into details!"

Iwata

And you used that discovery in making the objects this time.

Iwasaki

Yes.

Iwata

How about you, Hirono-san?

Hirono

The first game in the series that I played was The Legend of Zelda on the Nintendo Entertainment System.10

Iwata

An even greater diehard fan of The Legend of Zelda! (laughs) 10. The Legend of Zelda on the Nintendo Entertainment System™: An action-adventure game released simultaneously with the Family Computer Disk System in February 1986.

Hirono

Yes. (laughs) And I played the Super Nintendo Entertainment System game, too. After that, there was a time when I didn't play video games very much, but when The Legend of Zelda: Ocarina of Time came out for the Nintendo 64 system, a friend said, "It's really cool!" so I tried playing it. I had never played a 3D game before, so I was shocked.

Iwata

You jumped from the 2D world of The Legend of Zelda: A Link to the Past to the 3D world of The Legend of Zelda: Ocarina of Time and experienced something like culture shock.

Hirono

Yes. I got totally into that world and played around with all sorts of things. For example, if there was a tree, I would run into it or strike it with the sword, and talk to the townspeople all the time, and if I found a Sheikah Stone11, I would send it flying for no reason! (laughs)

Iwata

With a Bomb. 11. Sheikah Stone: A stone in the game that will provide hints.

Hirono

Yes. (laughs) They fly off like rockets, but gazing at one, I would think, "This is so fun…" Then once I joined the company, I became involved a little as staff on The Legend of Zelda: The Wind Waker and had the chance to watch from the side how they made the characters.

Iwata

You watched those with more experience go about their work.

Hirono

Yes. It felt like the characters were really alive. None of them simply talked.

Everyone

(nodding in unison) Exactly!

Hirono

As development went along, the characters would gain backgrounds and have more life breathed into them. I was surprised, like, "Oh, so that's how you make them!" Something I tried to do in making the characters this time for The Legend of Zelda: Skyward Sword was making them feel familiar and be cute even if they looked weird. Like Marunami-san and Hosaka-san said, cuteness is a good hook.

Iwata

And you made the characters rich, or "dense."

Hirono

Yes! (laughs) I paid attention to designing the characters to have an instantly memorable impact so that even if small children saw them, they would easily take to them.

Iwata

That's interesting. I asked about your experiences playing past Legend of Zelda games, and you mention, for example, how fun it was to launch Sheikah Stones!

Hirono

Yes. (laughs)

Iwata

And cut grass.

Marunami

Yes! (laughs)

Iwata

And wondering why Ilia didn't hug you!

Hosaka

Yes! (laughs)

Iwata

The Legend of Zelda is a game about using a sword to fight horrible monsters, but not a single one of you said anything like, "Beating a tough monster felt so good!" Perhaps it is because you're all women, but I think that shows the broad range of The Legend of Zelda's appeal.

Everyone

(nodding in unison) We think so, too!