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.





Iwata Asks: The Legend of Zelda: The Wind Waker HD

Over-designed

Iwata

Now I understand how you used a different method to update the visuals for The Wind Waker HD. I think it’s an unusual example, but by making it that way, different things came into view.

Dohta

The way we did it this time, even the designers making the data weren’t able to imagine how it would look when the images first appeared. Because a method had been put in place to completely replace the images, I think there were times when the designers saw those images come up for the first time and they’d be like, “What?!” (to Arimoto-san) Right?

Arimoto

Well, we were like, “Hmm, it’s already done.”

Everyone

(laughs)

Arimoto

It was a new sensation for something to show up when I had no memory of making it!

Takizawa

Dohta-san’s a bit mischievous, so he’d put in some revisions thinking we’d never notice, and without telling anyone. Then he would wait for someone to notice and say something. As a designer, I couldn’t stand for anyone to think I wasn’t able to see it (laughs), so before Dohta-san revealed it, I wanted to point it out, saying, “Oh, I liked what you put in the other day!” We enjoyed that kind of a quiet battle between the two of us.

Dohta

It’s actually a little pleasing to get caught! (laughs)

Takizawa

The quality improved at amazing speed in the latter half of development. It would change significantly in just half a day!

Iwamoto

We were worried at first. Like, “Is this going to work out?”

Aonuma

So of course, people said, “You probably can’t do it in such a short amount of time.” (laughs) Once we got started, a lot popped up.

Iwamoto

But like Dohta-san said, with the way we made it this time we couldn’t tell how the final form would shape out in the end, so we just had to believe. The two of us just watched over, wondering how it would change.

Aonuma

Yeah. Like, “We’ve come this far, so what’s wrong?”

Iwamoto

He’d say, “No, this is no good at all!”

Dohta

But you can’t have a waterfall flowing in the wrong direction!

Everyone

(laughs)

Iwata

Dohta-san, you never imagined that 11 years later you’d be analyzing and reshaping the data of a game you enjoyed before you were a developer.

Dohta

You can say that again! (laughs)

Iwata

As someone who experienced it both as a player and a developer, did anything stand out?

Dohta

In that sense, it felt to me like what they were originally trying to do with The Wind Waker didn’t fit within the confines of SD resolution.20 By changing it to HD, I saw how the number of colors increased, the resolution go up, and the animation became finer and fluid, so the character’s eye movement and things like that come alive. It’s something that I realized comparatively as I was working. 20. SD resolution: The image quality of analog television broadcasts before HD televisions.

Iwata

Before, they were trying to stuff more than would fit into the container. As you were converting the data and programs from that time into the new container, you realized what they had really wanted to do.

Dohta

Right. That’s exactly what happened.

Aonuma

Upon seeing The Wind Waker HD, I realized that with the original version, we had been trying to make something beyond what the Nintendo GameCube could express.

Iwata

If it looked better than before simply placing it in a new container, then it must have been over-designed for it.

Aonuma and Takizawa

That’s right.

Iwata

In other words, more energy and creativity was put in than the container could put out.

Aonuma

The reason I pushed so strongly to do it in such a short time without considering a buffer was because the world that we had really wanted to make years ago was unfolding there in the test images Takizawa-san showed me. I’d seen something to make me think, “This is it!” So as a creator, not doing it wasn’t an option.

Iwata

What’s more, the environment is favorable toward it now.

Aonuma

That’s right.

Takizawa

Um, I love Okinawa and the southern islands, so I often go there.

Iwata

I can tell that from your suntan! (laughs)

Everyone

(laughs)

Takizawa

I think I was able to make that world convincing because when I made those first test images, I envisioned how good I feel when I’m there.

Iwata

The comfortable way it feels isn’t something you can derive from a scene in a photograph.

Dohta

I think Aonuma-san has said this before, about how it’s “reality over realism.” With The Legend of Zelda: The Wind Waker HD, I think we were able to express a good feeling that doesn’t come across by simply portraying a photorealistic sea or sky.

Iwata

That includes light or a breeze that the eye can’t see. Of course, it isn’t actually bright and a sea breeze isn’t actually blowing, but you sense those things in that gameworld. It’s interesting how this game was made based on something that was created 11 years ago, but the way it feels real surpasses the many games out there today with realistic graphics.

Aonuma

Yes, it’s very interesting. It’s a 100% fabricated world—in exact opposition to live-action movies—but it’s natural and feels comfortable. It’s difficult to express why that is.

Arimoto

Maybe it’s because comfortableness itself is stylized.

Aonuma and Takizawa

Um-huh!

Iwata

A stylization of comfort.

Arimoto

The sunlight and the nice breeze are represented in a pleasant way, with anything extra cut out. Only what’s good is left over, so it feels comfortable.

Takizawa

Recently, I’ve been thinking that I want to create images from which you can sense temperature or smells, so I’ve been paying attention to that. When making The Wind Waker HD, I carefully adjusted the lighting and coloring up to the very end.

Iwata

In this gameworld, you think, “That sunny spot looks nice and warm,” or “If I go into the shade of that tree, I’ll enjoy a cool breeze.”

Aonuma

The shades really do look cool. You feel like you want to go there! (laughs)

Takizawa

That’s possible because of Wii U. In technological terms, the Wii U can present a wide range21 of brightness, but that’s a somewhat dull way to describe it! (laughs) When we make Zelda games in the future, I think that will be one important point. 21. Range: This expresses scale, distance, width, etc. Here, range refers to the degree of light.