Interviews

From IGN Cube, 12/4/02
http://cube.ign.com/teasers/379/379358.html


Earlier today in Seattle, Nintendo of America held a press conference focused on the company's big March 2003 game Legend of Zelda: The Wind Waker. After spending some time with the triumphant action adventure, press on hand had the chance to interview producer Shigeru Miyamoto and director Eiji Aonuma about the project.

Q: Can you describe your role this time around?

Miyamoto: As a producer, there are a few different roles I play: getting involved early in meetings and direction. Later on I get involved in development and fine tuning, how will make changes and improve. This time the development process was relatively easy for me because I just checked to make sure the quality was there whereas before I usually had to request to make changes."

Q: When did development on game begin?

Miyamoto: Right when Majora's Mask ended we began planning for this version.

Q: How many Links are there? This doesn't seem to be the same one.

Aonuma: In our opinion, with Zelda there is always a new Link. A new Link always arises when there is evil.

Q: What's the idea behind the wind? How does it affect gameplay?

Aonuma: This time we decided to set the stage on an ocean. We talked about how you would move around on an island and the best option was a sailboat. That's how we came up with the idea to have wind blowing around constantly, so as to let the player move.

Q: Where does Wind Waker fall in the timeline of Zelda series?

Aonuma: In terms of story, we've decided that this takes place more than 100 years after the events in Ocarina of Time. We think as you play the game you will find hints of things that existed in Ocarina of Time.

Q: Why did you decide to go with cel-shading?

Miyamoto: It's not so much that we wanted to go with toon-shading -- we were just happy that we could have the artwork on the package match the artwork in the game.

Q: How did you port Ura-Zelda to GCN considering it was designed to take advantage of the 64DD's capabilities?

Miyamoto: Although we did develop Ura-Zelda for the 64DD, it actually didn't use many of the special features so it was very easy to port over.

Q: How long is the Wind Waker?

Aonuma: Probably around 40 hours of play time.

Q: Will there be a second Zelda on GameCube?

Aonuma: Having just finished the Japanese version with the English version still to go, it's difficult for me to even think about that [laughs]. However, there is always things the staff would have liked to have included in the game. Given that fact, we think it's possible, if not likely, to see another Zelda game on GameCube. [At this point Miyamoto clapped]