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PEOPLE:
- Eiji Aonuma, age 56. Producer of the Link’s Awakening remake.

QUOTE: 
Aonuma: When we were thinking about arranging dungeons, creating a puzzle on your own is always a little bit hard, so we thought, “What’s an easy way to have players be able to arrange things?” We thought maybe room arrangement or a map arrangement would be an easy way, and it’d feel like solving a puzzle. That’s how we landed on the Chamber Dungeons [dungeon maker].

Once we landed on the idea of arranging dungeons, we were thinking, in Link’s Awakening, pretty much every room is about the same size, so we thought this would be a perfect fit for incorporating the Chamber Dungeons, and that’s how this [Link’s Awakening Remake] came about.

PEOPLE: - Eiji Aonuma, age 56. Producer of the Link’s Awakening remake. QUOTE: Aonuma: When we were thinking about arranging dungeons, creating a puzzle on your own is always a little bit hard, so we thought, “What’s an easy way to have players be able to arrange things?” We thought maybe room arrangement or a map arrangement would be an easy way, and it’d feel like solving a puzzle. That’s how we landed on the Chamber Dungeons [dungeon maker]. Once we landed on the idea of arranging dungeons, we were thinking, in Link’s Awakening, pretty much every room is about the same size, so we thought this would be a perfect fit for incorporating the Chamber Dungeons, and that’s how this [Link’s Awakening Remake] came about.

Aonuma on why they chose to remake Link's Awakening, 2019.

Source: Kotaku

#Zelda
#LinksAwakeningRemakeQuote
#AonumaQuote

www.hyruleinterviews.com/f6de8600509f...

19 3 0 1
PEOPLE:
- Eiji Aonuma, age 50. Dungeon director of Ocarina of Time, Director of The Wind Waker. Producer of their remakes.

QUOTE: 
Aonuma: We don’t go out to just make a remake. There should be some kind of meaning to it.

For example, the reason why we released the 3DS version of Ocarina of Time is that we wanted users to enjoy the stereoscopic 3D version. Now that HD is possible with the Wii U, for the same reason, we wanted users to enjoy an HD version [of The Wind Waker] and to be able to use the GamePad, so they could see a difference there.

So it’s not just making a remake that’s the important thing. We wanted to have a particular reason to do it. If there’s a meaning behind doing a remake, then of course we’ll consider it.

PEOPLE: - Eiji Aonuma, age 50. Dungeon director of Ocarina of Time, Director of The Wind Waker. Producer of their remakes. QUOTE: Aonuma: We don’t go out to just make a remake. There should be some kind of meaning to it. For example, the reason why we released the 3DS version of Ocarina of Time is that we wanted users to enjoy the stereoscopic 3D version. Now that HD is possible with the Wii U, for the same reason, we wanted users to enjoy an HD version [of The Wind Waker] and to be able to use the GamePad, so they could see a difference there. So it’s not just making a remake that’s the important thing. We wanted to have a particular reason to do it. If there’s a meaning behind doing a remake, then of course we’ll consider it.

Aonuma on how they only do remakes when there’s a meaning, 2013.

Source: IGN

#Zelda
#TheWindWakerHDQuote, #OcarinaofTime3DQuote
#AonumaQuote

www.hyruleinterviews.com/30241fe961fd...

25 6 4 0
PEOPLE:
- Eiji Aonuma, age 35. Ocarina of Time Dungeon Director.

QUOTE: 
Aonuma: I, personally, really like the Forest Temple. It was the very first dungeon we designed in Ocarina of Time. …

At the center of the Forest Temple lies the twisting pathway. When you go through it, you can reach items you couldn’t before. We wouldn’t have been able to make something like that if the game hadn’t been 3D. It’s easy to think ‘wow, the path twists!’ but the designers actually had a lot of trouble with it. I think they spent about a week tormenting themselves over how to make it work.

PEOPLE: - Eiji Aonuma, age 35. Ocarina of Time Dungeon Director. QUOTE: Aonuma: I, personally, really like the Forest Temple. It was the very first dungeon we designed in Ocarina of Time. … At the center of the Forest Temple lies the twisting pathway. When you go through it, you can reach items you couldn’t before. We wouldn’t have been able to make something like that if the game hadn’t been 3D. It’s easy to think ‘wow, the path twists!’ but the designers actually had a lot of trouble with it. I think they spent about a week tormenting themselves over how to make it work.

Aonuma on the first dungeon designed for Ocarina of Time, 1998.

Source: GlitterBerri's Game Translations

#Zelda
#OcarinaofTimeQuote
#AonumaQuote

www.hyruleinterviews.com/0e093b226205...

42 14 0 0
PEOPLE:
- Eiji Aonuma, age 53. Director of the The Wind Waker. Co-Director of Majora’s Mask. Zelda series producer.

QUOTE: 
Q: What is your favorite song from Zelda series?

Aonuma: There’s this song from The Wind Waker, the music in the battle in the desert against the sand worm, Molgera. I love that song. It has a kind of Japanese feel to it, with the Taiko drums.

Q: Clock Town or Hyrule Castle Town – which is your favorite?

Aonuma: Clock Town. Clock Town [in Majora’s Mask] is a whole society and microcosm, and I find that interesting.

PEOPLE: - Eiji Aonuma, age 53. Director of the The Wind Waker. Co-Director of Majora’s Mask. Zelda series producer. QUOTE: Q: What is your favorite song from Zelda series? Aonuma: There’s this song from The Wind Waker, the music in the battle in the desert against the sand worm, Molgera. I love that song. It has a kind of Japanese feel to it, with the Taiko drums. Q: Clock Town or Hyrule Castle Town – which is your favorite? Aonuma: Clock Town. Clock Town [in Majora’s Mask] is a whole society and microcosm, and I find that interesting.

Aonuma on his favorite music and town, 2017.

Source: Nintendo.com

#Zelda
#TheWindWakerQuote, #MajorasMaskQuote
#AonumaQuote

www.hyruleinterviews.com/30441fe961fd...

29 4 2 0
PEOPLE:
- Eiji Aonuma, age 50. Director of Majora’s Mask, The Wind Waker, and Twilight Princess. Producer for the Zelda series.

QUOTE: 
Aonuma: I saw [the Spaceworld 2000 Zelda tech demo] and I thought, “No, this isn’t Zelda. This isn’t Zelda at all.”

I felt like this wasn’t what I imagined Zelda to be. It wasn’t the Zelda I wanted to make. That video clip didn’t actually contain any big surprises. There wasn’t any kind of revelation going on. It was more like a continuation of the previous version. … I wasn’t interested in it at all.

PEOPLE: - Eiji Aonuma, age 50. Director of Majora’s Mask, The Wind Waker, and Twilight Princess. Producer for the Zelda series. QUOTE: Aonuma: I saw [the Spaceworld 2000 Zelda tech demo] and I thought, “No, this isn’t Zelda. This isn’t Zelda at all.” I felt like this wasn’t what I imagined Zelda to be. It wasn’t the Zelda I wanted to make. That video clip didn’t actually contain any big surprises. There wasn’t any kind of revelation going on. It was more like a continuation of the previous version. … I wasn’t interested in it at all.

Aonuma on his feelings towards the Spaceworld 2000 Tech Demo, 2013.

Source: IGN

#Zelda
#AonumaQuote

www.hyruleinterviews.com/30241fe961fd...

27 5 1 0
PEOPLE:
- Eiji Aonuma, age 50. Director of The Wind Waker, producer of The Wind Waker HD.

QUOTE: 
Aonuma: I’m aware that lots of users wanted those two missing dungeons [from The Wind Waker] to be implemented in The Wind Waker HD. But to be honest, we’ve already used those two dungeons for other titles after The Wind Waker already. [laughs] So right now, technically, they don’t really exist anymore…

We didn’t exactly use them as-is and implement them into another game. We’d add some [of their] features to other dungeons. So they’re in different dungeons now.

PEOPLE: - Eiji Aonuma, age 50. Director of The Wind Waker, producer of The Wind Waker HD. QUOTE: Aonuma: I’m aware that lots of users wanted those two missing dungeons [from The Wind Waker] to be implemented in The Wind Waker HD. But to be honest, we’ve already used those two dungeons for other titles after The Wind Waker already. [laughs] So right now, technically, they don’t really exist anymore… We didn’t exactly use them as-is and implement them into another game. We’d add some [of their] features to other dungeons. So they’re in different dungeons now.

Aonuma on the fate of the unfinished Wind Waker dungeons, 2013.

Source: Keza MacDonald, IGN

#Zelda
#TheWindWakerQuote, #TheWindWakerHDQuote
#AonumaQuote

www.hyruleinterviews.com/30241fe961fd...

20 5 1 1
PEOPLE:
- Eiji Aonuma, age 53. Producer of the Zelda series.

QUOTE: 
Q: What does the future hold for Mr. Aonuma? Can you give us any hints?

Aonuma: As I get closer to the retirement age, people ask me if I’m ever going to make anything other than a Zelda game. And so sometimes I think maybe I should.

But Zelda games really have everything in them that I would want to make in a game. The way the main character grows and develops. The puzzles and the minigames. I don’t think there’s much point in me making something other than Zelda, if I did it would only end up being something just like it. It’s a problem. So I think I’ll just keep making Zelda games!

PEOPLE: - Eiji Aonuma, age 53. Producer of the Zelda series. QUOTE: Q: What does the future hold for Mr. Aonuma? Can you give us any hints? Aonuma: As I get closer to the retirement age, people ask me if I’m ever going to make anything other than a Zelda game. And so sometimes I think maybe I should. But Zelda games really have everything in them that I would want to make in a game. The way the main character grows and develops. The puzzles and the minigames. I don’t think there’s much point in me making something other than Zelda, if I did it would only end up being something just like it. It’s a problem. So I think I’ll just keep making Zelda games!

Aonuma on producing a non-Zelda game, 2017.

Source: Nintendo.com

#Zelda
#AonumaQuote

www.hyruleinterviews.com/30441fe961fd...

34 3 1 0
PEOPLE:
- Eiji Aonuma, age 42. Producer (later, Director) of Twilight Princess.

QUOTE: 
Aonuma: At the beginning [of Twilight Princess], Link is this cowboy living in Toaru Village—not in Hyrule. Hyrule does exist, but it’s a long way away. They raise cows in Toaru to sell [to Hyrule]. The two places have a friendly relationship with one another. There are several other villages, and every year the kingdom of Hyrule gathers them all together for a kind of festival where all the villages can communicate with each other. Each year, the chief of the village is supposed to attend the festival, but this year, the chief orders this young man to go instead.

On the way to the festival, Link is going to encounter some kind of accident, which … leads him to the main adventure.

PEOPLE: - Eiji Aonuma, age 42. Producer (later, Director) of Twilight Princess. QUOTE: Aonuma: At the beginning [of Twilight Princess], Link is this cowboy living in Toaru Village—not in Hyrule. Hyrule does exist, but it’s a long way away. They raise cows in Toaru to sell [to Hyrule]. The two places have a friendly relationship with one another. There are several other villages, and every year the kingdom of Hyrule gathers them all together for a kind of festival where all the villages can communicate with each other. Each year, the chief of the village is supposed to attend the festival, but this year, the chief orders this young man to go instead. On the way to the festival, Link is going to encounter some kind of accident, which … leads him to the main adventure.

Aonuma's description of the prologue story for Twilight Princess in 2005, over a year before release.

Source: Electronic Gaming Monthly (EGM)

#Zelda
#TwilightPrincessQuote
#AonumaQuote

www.hyruleinterviews.com/19841fe961fd...

18 2 1 1
PEOPLE:
- Eiji Aonuma, age 50. Producer of Skyward Sword and A Link Between Worlds.

QUOTE: 
Aonuma: When we created Skyward Sword, by checking the internet and seeing comments people made about it, it came to mind that maybe the users have started to get bored with Zelda, the traditional Zelda. 

So we’d like to try and change that up. We thought then that it would be more important to implement a kind of hand-holding system, where users would always know what they were supposed to do. But maybe it’s different—perhaps it’s also fun to just get lost in the game and try to figure out what to do by themselves… I’m really happy that I’ve managed to release [A Link Between Worlds] with new features and a uniqueness to it.

PEOPLE: - Eiji Aonuma, age 50. Producer of Skyward Sword and A Link Between Worlds. QUOTE: Aonuma: When we created Skyward Sword, by checking the internet and seeing comments people made about it, it came to mind that maybe the users have started to get bored with Zelda, the traditional Zelda. So we’d like to try and change that up. We thought then that it would be more important to implement a kind of hand-holding system, where users would always know what they were supposed to do. But maybe it’s different—perhaps it’s also fun to just get lost in the game and try to figure out what to do by themselves… I’m really happy that I’ve managed to release [A Link Between Worlds] with new features and a uniqueness to it.

Aonuma on players getting bored of traditional Zelda, 2013.

Source: MacDonald, IGN

#Zelda
#ALinkBetweenWorldsQuote
#AonumaQuote

www.hyruleinterviews.com/2fe41fe961fd...

25 4 1 0
PEOPLE:
- Eiji Aonuma, age 55. Producer of the Zelda series.

QUOTE: 
Aonuma: [In past Zelda games] we would place numerous landmarks so that players could follow them, and so on. We did things like that to ensure players wouldn’t get lost.

But thinking critically, making a game in which players never get lost is like the development team saying that it’s actually just linear. When making a Zelda with that structure, and then examining it from a distance, it starts to feel like “Is this really interesting?”

PEOPLE: - Eiji Aonuma, age 55. Producer of the Zelda series. QUOTE: Aonuma: [In past Zelda games] we would place numerous landmarks so that players could follow them, and so on. We did things like that to ensure players wouldn’t get lost. But thinking critically, making a game in which players never get lost is like the development team saying that it’s actually just linear. When making a Zelda with that structure, and then examining it from a distance, it starts to feel like “Is this really interesting?”

Aonuma on games where players never get lost, 2018.

Source: Zelda Encyclopedia

#Zelda
#BreathoftheWildQuote
#AonumaQuote

www.hyruleinterviews.com/e6aaedfa0594...

75 9 0 0
PEOPLE:
- Eiji Aonuma, age 46. Producer of Spirit Tracks.
- Satoru Iwata, age 49. President of Nintendo.

QUOTE: 
Aonuma: We had to think about what to use as a mode of transportation, in place of a boat, and at that point, I remembered a certain picture book.

Iwata: A picture book?

Aonuma: ...Which I brought with me today...

Iwata: This book? 'The Tracks Go On'?

Aonuma: My son loved this book. When he was four or five, this was the book he'd bring me every night before bed. ‘Read it, Daddy, read it.’ ... It's a very simple [story], but the pioneering spirit, the kids building the railroad... Something about it seemed as though it would fit with The Legend of Zelda. But I didn't tell the staff about this book.

PEOPLE: - Eiji Aonuma, age 46. Producer of Spirit Tracks. - Satoru Iwata, age 49. President of Nintendo. QUOTE: Aonuma: We had to think about what to use as a mode of transportation, in place of a boat, and at that point, I remembered a certain picture book. Iwata: A picture book? Aonuma: ...Which I brought with me today... Iwata: This book? 'The Tracks Go On'? Aonuma: My son loved this book. When he was four or five, this was the book he'd bring me every night before bed. ‘Read it, Daddy, read it.’ ... It's a very simple [story], but the pioneering spirit, the kids building the railroad... Something about it seemed as though it would fit with The Legend of Zelda. But I didn't tell the staff about this book.

Aonuma on the inspiration for the train in Spirit Tracks, 2009.

Source: Iwata Asks

#Zelda
#SpiritTracksQuote
#AonumaQuote, #IwataQuote

www.hyruleinterviews.com/d6e65557dce3...

24 7 1 0
PEOPLE:
- Satoru Iwata, age 49. President of Nintendo from 2002-2015.
- Eiji Aonuma, age 46. Director of Twilight Princess, Producer of Phantom Hourglass.

QUOTE: 
Iwata: Aonuma-san, you're involved with both [Twilight Princess and Phantom Hourglass]. Are there any differences in how you work on the two?

Aonuma: When I work on the Wii edition, I'm right on-site, and I often do my job from a director's perspective. On the Nintendo DS version, I do proper producer's work. 

...That said, when I worked on the previous game, Phantom Hourglass, I was simultaneously making Twilight Princess, so I couldn't keep a very close eye on things right from the beginning. Then, when Twilight Princess was finished and I went to the Nintendo DS version's office, the development was already pretty far along.

PEOPLE: - Satoru Iwata, age 49. President of Nintendo from 2002-2015. - Eiji Aonuma, age 46. Director of Twilight Princess, Producer of Phantom Hourglass. QUOTE: Iwata: Aonuma-san, you're involved with both [Twilight Princess and Phantom Hourglass]. Are there any differences in how you work on the two? Aonuma: When I work on the Wii edition, I'm right on-site, and I often do my job from a director's perspective. On the Nintendo DS version, I do proper producer's work. ...That said, when I worked on the previous game, Phantom Hourglass, I was simultaneously making Twilight Princess, so I couldn't keep a very close eye on things right from the beginning. Then, when Twilight Princess was finished and I went to the Nintendo DS version's office, the development was already pretty far along.

Aonuma on the difference between his leadership on console vs handheld Zelda, 2009.

Source: Iwata Asks

#Zelda
#PhantomHourglassQuote, #TwilightPrincessQuote, #SkywardSwordQuote, #SpiritTracksQuote
#IwataQuote, #AonumaQuote

www.hyruleinterviews.com/d6e65557dce3...

22 4 0 1
PEOPLE:
- Eiji Aonuma, age 42. Producer (and later Director) of Twilight Princess.

QUOTE: 
Q: Where does [the recently revealed Twilight Princess] fall in the overall timeline?

Aonuma: I can’t really go into that, partially because І want to keep it a secret, but also because we haven’t decided yet. There are some kinds of... unstable, uncertain ideas we're working on. Depending on what course we choose in terms of development, the final ending may change.

PEOPLE: - Eiji Aonuma, age 42. Producer (and later Director) of Twilight Princess. QUOTE: Q: Where does [the recently revealed Twilight Princess] fall in the overall timeline? Aonuma: I can’t really go into that, partially because І want to keep it a secret, but also because we haven’t decided yet. There are some kinds of... unstable, uncertain ideas we're working on. Depending on what course we choose in terms of development, the final ending may change.

Aonuma on Twilight Princess' timeline placement, 2005.

Source: Electronic Gaming Monthly (EGM)

#Zelda
#TwilightPrincessQuote
#AonumaQuote

www.hyruleinterviews.com/19841fe961fd...

14 3 2 0
PEOPLE:
- Eiji Aonuma, age 54. Director of Majora’s Mask, The Wind Waker, & Twilight Princess. Producer in charge of the Zelda series.
- Shigeru Miyamoto, age 64. Creator of Zelda. General Manager of Nintendo EAD when The Wind Waker was finished.

QUOTE: 
Aonuma: I told Mr. Miyamoto that I didn’t want to be the [Zelda] director anymore.

This thought sprung up right after The Wind Waker was finished … I was tired of the heavy workload, and I was not comfortable conducting promotional interviews with Mr. Miyamoto. He points out every mistake that I make in front of the reporters! …

For example, the most [frequent] question [is about the essence of Zelda]. It’s a hard question to answer, even for us. Even Mr. Miyamoto is inconsistent with his answers. … So I would talk about that “Zelda-ness” just as Mr. Miyamoto would describe, only to be interrupted by Mr. Miyamoto himself disagreeing with me saying, “No, that’s different,” in front of all the reporters!

PEOPLE: - Eiji Aonuma, age 54. Director of Majora’s Mask, The Wind Waker, & Twilight Princess. Producer in charge of the Zelda series. - Shigeru Miyamoto, age 64. Creator of Zelda. General Manager of Nintendo EAD when The Wind Waker was finished. QUOTE: Aonuma: I told Mr. Miyamoto that I didn’t want to be the [Zelda] director anymore. This thought sprung up right after The Wind Waker was finished … I was tired of the heavy workload, and I was not comfortable conducting promotional interviews with Mr. Miyamoto. He points out every mistake that I make in front of the reporters! … For example, the most [frequent] question [is about the essence of Zelda]. It’s a hard question to answer, even for us. Even Mr. Miyamoto is inconsistent with his answers. … So I would talk about that “Zelda-ness” just as Mr. Miyamoto would describe, only to be interrupted by Mr. Miyamoto himself disagreeing with me saying, “No, that’s different,” in front of all the reporters!

Aonuma on why he wanted to stop directing Zelda games, 2017.

Source: Den-fami Nico Game Magazine

#AonumaQuote, #MiyamotoQuote

www.hyruleinterviews.com/ccd8776d3b62...

26 7 0 2
PEOPLE:
- Koji Kondo, age 49. Original composer for the Zelda series.
- Mahito Yokota, age 37. Orchestration for Twilight Princess. Composer & Orchestration for Skyward Sword.
- Eiji Aonuma, age 48. Director or Producer of many Zelda games.

QUOTE: 
Kondo: Aonuma-san was thinking about events for the twenty-fifth anniversary and suggested a concert for The Legend of Zelda. …

Yokota: In fact, I've actually been saying I want to hold a Legend of Zelda concert ever since I joined the company. I kept getting turned down, but it finally becomes a reality on the occasion of the twenty-fifth anniversary. Kondo-san, you've also been saying for some time that you want to do an orchestral concert, haven't you?

Kondo: Yeah.

Yokota: They said it wasn't our ‘main business’! [laughs]

PEOPLE: - Koji Kondo, age 49. Original composer for the Zelda series. - Mahito Yokota, age 37. Orchestration for Twilight Princess. Composer & Orchestration for Skyward Sword. - Eiji Aonuma, age 48. Director or Producer of many Zelda games. QUOTE: Kondo: Aonuma-san was thinking about events for the twenty-fifth anniversary and suggested a concert for The Legend of Zelda. … Yokota: In fact, I've actually been saying I want to hold a Legend of Zelda concert ever since I joined the company. I kept getting turned down, but it finally becomes a reality on the occasion of the twenty-fifth anniversary. Kondo-san, you've also been saying for some time that you want to do an orchestral concert, haven't you? Kondo: Yeah. Yokota: They said it wasn't our ‘main business’! [laughs]

Kondo & Yokota and how they wanted to do a symphony concert for Zelda's 25th, 2011.

Source: Iwata Asks

#Zelda
#KondoQuote, #YokotaQuote, #AonumaQuote

www.hyruleinterviews.com/ac7d17268a56...

16 4 0 0
PEOPLE:
- Eiji Aonuma, age 50. Producer in charge of the Zelda series.

QUOTE: 
Aonuma: There’s been a tendency lately to see games as more focused in on a specific audience or a specific age. We’re seeing that range of interest in a game become narrower as we feel like we’re forced to make a game that appeals to a certain group. If we don’t make it appeal to a teenager, then it’s not a game that they’re going to mark off on their calendar.

What I want to do going forward is to find that balance, where the game appeals to a wide audience, but is still true to what we’re trying to create.

… It’s trying to find that direction and the vehicle through which we can accomplish that goal that’s the challenge we face every day in development.

PEOPLE: - Eiji Aonuma, age 50. Producer in charge of the Zelda series. QUOTE: Aonuma: There’s been a tendency lately to see games as more focused in on a specific audience or a specific age. We’re seeing that range of interest in a game become narrower as we feel like we’re forced to make a game that appeals to a certain group. If we don’t make it appeal to a teenager, then it’s not a game that they’re going to mark off on their calendar. What I want to do going forward is to find that balance, where the game appeals to a wide audience, but is still true to what we’re trying to create. … It’s trying to find that direction and the vehicle through which we can accomplish that goal that’s the challenge we face every day in development.

Aonuma on targeting broad audiences with the Zelda series, 2013.

Source: IGN

#Zelda
#TheLegendofZeldaSeriesQuote
#AonumaQuote

www.hyruleinterviews.com/e345b222102c...

11 1 0 0
PEOPLE:
- Eiji Aonuma, age 50. Franchise Producer of the Zelda series.

QUOTE: 
Aonuma: From the perspective of others, we may be obsessed with details, but in reality we aren’t really like that. …

That’s why the psychology of our fans can be funny at times. They look for deeper meanings in things. “How does it fit into the timeline?” and so on. But we want some flexibility outside of that setting. But since this is a series, we tied ourselves to certain things.

I’m thankful for having fans that will go that far. I even want to make games for the people who say “This wasn’t the Zelda I was expecting.”

PEOPLE: - Eiji Aonuma, age 50. Franchise Producer of the Zelda series. QUOTE: Aonuma: From the perspective of others, we may be obsessed with details, but in reality we aren’t really like that. … That’s why the psychology of our fans can be funny at times. They look for deeper meanings in things. “How does it fit into the timeline?” and so on. But we want some flexibility outside of that setting. But since this is a series, we tied ourselves to certain things. I’m thankful for having fans that will go that far. I even want to make games for the people who say “This wasn’t the Zelda I was expecting.”

Aonuma on being thankful for fans that look for deeper meanings, 2013.

Source: Zelda Dungeon

#Zelda
#TheLegendofZeldaSeriesQuote
#AonumaQuote

www.hyruleinterviews.com/14aac30108d4...

19 4 1 1
PEOPLE:
- Eiji Aonuma, age 51. Zelda Franchise Supervisor for Hyrule Warriors.
- Shigeru Miyamoto, age 61. Creator of Zelda, General Manager of Nintendo EAD.
- Yosuke Hayashi, age 35. Development Producer for Hyrule Warriors.

QUOTE: 
Aonuma: At first, when Hayashi-san approached me [about Hyrule Warriors], he wanted to make this title closer to a Zelda game than a Dynasty Warriors game—that extended to having boss battles in the dungeons and certain characters in the game. 

However, Mr. Miyamoto came along and up-ended the tea table, saying, “No, that should not be the case. What we’re doing here is grafting Zelda onto the Dynasty Warriors experience.” It was a reversal of the original proposal from Hayashi-san, which was adding elements of Dynasty Warriors onto the Zelda franchise. It ended up being the other way around based on Miyamoto’s direction.

PEOPLE: - Eiji Aonuma, age 51. Zelda Franchise Supervisor for Hyrule Warriors. - Shigeru Miyamoto, age 61. Creator of Zelda, General Manager of Nintendo EAD. - Yosuke Hayashi, age 35. Development Producer for Hyrule Warriors. QUOTE: Aonuma: At first, when Hayashi-san approached me [about Hyrule Warriors], he wanted to make this title closer to a Zelda game than a Dynasty Warriors game—that extended to having boss battles in the dungeons and certain characters in the game. However, Mr. Miyamoto came along and up-ended the tea table, saying, “No, that should not be the case. What we’re doing here is grafting Zelda onto the Dynasty Warriors experience.” It was a reversal of the original proposal from Hayashi-san, which was adding elements of Dynasty Warriors onto the Zelda franchise. It ended up being the other way around based on Miyamoto’s direction.

Aonuma on Miyamoto's overriding direction for Hyrule Warriors, 2014.

Source: Nintendo Life

#Zelda
#HyruleWarriorsQuote
#AonumaQuote, #MiyamotoQuote, #HayashiQuote

www.hyruleinterviews.com/2a741fe961fd...

25 4 0 0
PEOPLE:
- Eiji Aonuma, age 51. Zelda Franchise supervisor for Hyrule Warriors.

QUOTE: 
Q: You happened to be playing a Musou game when Koei Tecmo approached you [about making Hyrule Warriors]. Did that affect how you approached the game you were playing at the time?

Aonuma: At the time I was playing a Musou collaboration game called One Piece: Pirate Warrior. In this game, you are fighting a battle where there are many bases on the battlefield, and you have to figure out what order you take the bases in—and also the timing in which certain things occur. This is not something that had been in previous Zelda games, and so it was a very exciting idea for me to connect with.

PEOPLE: - Eiji Aonuma, age 51. Zelda Franchise supervisor for Hyrule Warriors. QUOTE: Q: You happened to be playing a Musou game when Koei Tecmo approached you [about making Hyrule Warriors]. Did that affect how you approached the game you were playing at the time? Aonuma: At the time I was playing a Musou collaboration game called One Piece: Pirate Warrior. In this game, you are fighting a battle where there are many bases on the battlefield, and you have to figure out what order you take the bases in—and also the timing in which certain things occur. This is not something that had been in previous Zelda games, and so it was a very exciting idea for me to connect with.

Aonuma on playing a Musou crossover before Hyrule Warriors, 2014.

Source: Nintendo Life

#Zelda
#HyruleWarriorsQuote
#AonumaQuote

www.hyruleinterviews.com/2a741fe961fd...

12 1 1 1
PEOPLE:
- Yoshiaki Koizumi, age 32. Majora’s Mask Co-Director.
- Eiji Aonuma, age 37. Majora’s Mask Co-Director.
- Shigeru Miyamoto, age 47. Majora’s Mask Producer.

QUOTE: 
Koizumi: Introducing [Ocarina’s Sages] into a different Zelda world might feel out of place. Instead we decided [in Majora’s Mask] to present characters who weren't deeply explored in the previous games. We gave them different backgrounds and settings to capture the feelings of the people who voted for less popular characters [in Nintendo Dream’s popularity poll].

Q: Anju only got 6 points in our magazine’s rating contents, but she has one of the most involved sidequests doesn’t she? 

Aonuma: That's the part where Mr. Koizumi put in the most effort [laughs].

Miyamoto: It was a full-power throw [laughs].

Koizumi: Well, um... I personally liked her a lot [laughs].

PEOPLE: - Yoshiaki Koizumi, age 32. Majora’s Mask Co-Director. - Eiji Aonuma, age 37. Majora’s Mask Co-Director. - Shigeru Miyamoto, age 47. Majora’s Mask Producer. QUOTE: Koizumi: Introducing [Ocarina’s Sages] into a different Zelda world might feel out of place. Instead we decided [in Majora’s Mask] to present characters who weren't deeply explored in the previous games. We gave them different backgrounds and settings to capture the feelings of the people who voted for less popular characters [in Nintendo Dream’s popularity poll]. Q: Anju only got 6 points in our magazine’s rating contents, but she has one of the most involved sidequests doesn’t she?  Aonuma: That's the part where Mr. Koizumi put in the most effort [laughs]. Miyamoto: It was a full-power throw [laughs]. Koizumi: Well, um... I personally liked her a lot [laughs].

#Linktober 12: Obscure Character

Koizumi, Aonuma, & Miyamoto on the Ocarina characters they reused for Majora's Mask, 2000.

Source: The Hyrule Journals

#Zelda
#MajorasMaskQuote
#KoizumiQuote, #AonumaQuote, #MiyamotoQuote

www.hyruleinterviews.com/Koizumi-Aonu...

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PEOPLE:
- Eiji Aonuma, age 35. Ocarina of Time Dungeon Director.

QUOTE: 
Aonuma: The 3D world [in Ocarina of Time] has a camera, so it’s important that the player be able to see what routes to follow and not overlook something important. By changing the camera viewpoint just a little you might not be able to see something you ought.

For this reason we put in Navi, your little follower. She’ll help you notice something that you’d previously be able to see using a fixed-point camera.

PEOPLE: - Eiji Aonuma, age 35. Ocarina of Time Dungeon Director. QUOTE: Aonuma: The 3D world [in Ocarina of Time] has a camera, so it’s important that the player be able to see what routes to follow and not overlook something important. By changing the camera viewpoint just a little you might not be able to see something you ought. For this reason we put in Navi, your little follower. She’ll help you notice something that you’d previously be able to see using a fixed-point camera.

#Linktober 9: Blupee

Aonuma on players not seeing everything they ought in 3D, 1998.

Source: GlitterBerri's Game Translations

#Zelda
#OcarinaofTimeQuote
#AonumaQuote

www.notion.so/0e093b226205...

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PEOPLE:
- S. Nagano. One half of “Akira Himekawa”, the Zelda manga writer/artist duo..
- Eiji Aonuma, age 41. Dungeon Director of Ocarina of Time, director of Majora’s Mask, The Wind Waker, & Twilight Princess.

QUOTE: 
Aonuma: I’ll be looking for anything [in the A Link to the Past manga] that might serve as a hint for me in the Zelda game I’m developing right now [Twilight Princess]!

Nagano: I’m happy to hear that our manga can be helpful in providing ideas to the people at Nintendo. We have a strong desire to participate in the creation of The Legend of Zelda material.

Aonuma: You truly are helping us. When our staff members get tired of working, they read your manga! [laugh] The manga serve as a great reference when pulling the story together.

PEOPLE: - S. Nagano. One half of “Akira Himekawa”, the Zelda manga writer/artist duo.. - Eiji Aonuma, age 41. Dungeon Director of Ocarina of Time, director of Majora’s Mask, The Wind Waker, & Twilight Princess. QUOTE: Aonuma: I’ll be looking for anything [in the A Link to the Past manga] that might serve as a hint for me in the Zelda game I’m developing right now [Twilight Princess]! Nagano: I’m happy to hear that our manga can be helpful in providing ideas to the people at Nintendo. We have a strong desire to participate in the creation of The Legend of Zelda material. Aonuma: You truly are helping us. When our staff members get tired of working, they read your manga! [laugh] The manga serve as a great reference when pulling the story together.

#Linktober 8: Healing

Aonuma & Nagano on how the manga inspires or influences the developers, 2004.

Source: Viz Media

#Zelda
#NaganoQuote, #AonumaQuote, #HimekawaQuote

www.notion.so/1aec8fb05127...

15 2 1 0
PEOPLE:
- Eiji Aonuma, age 50. Franchise Producer for the Zelda series.

QUOTE: 
Aonuma: Even when I get home, I'm getting home late. I want some vacation. I want some time off.

Q: How much longer do you have … before you get that time off?

A: What we're looking at, really, is a sort of trend. I finish one project and the next one is just overlapping. My family is not happy.

Q: But they do like Zelda games, right?

A: My son absolutely does like Zelda, and my wife has started playing Zelda as well. So that's great. They understand that I'm making these games, but… They're my family, and the fact that we're not taking vacations together, not going anywhere, it's not making them happy. We're trying to find a balance. It's tough.

PEOPLE: - Eiji Aonuma, age 50. Franchise Producer for the Zelda series. QUOTE: Aonuma: Even when I get home, I'm getting home late. I want some vacation. I want some time off. Q: How much longer do you have … before you get that time off? A: What we're looking at, really, is a sort of trend. I finish one project and the next one is just overlapping. My family is not happy. Q: But they do like Zelda games, right? A: My son absolutely does like Zelda, and my wife has started playing Zelda as well. So that's great. They understand that I'm making these games, but… They're my family, and the fact that we're not taking vacations together, not going anywhere, it's not making them happy. We're trying to find a balance. It's tough.

#Linktober 7: Undead

Aonuma on never getting a break and his family's feelings about it, 2013.

Source: USgamer

#Zelda
#TheWindWakerHDQuote, #ALinkBetweenWorldsQuote
#AonumaQuote

www.notion.so/bd8ea2c85ef2...

28 8 2 1
PEOPLE:
- Eiji Aonuma, age 46. Producer of Spirit Tracks.
- Daiki Iwamoto, age 40. Director of Spirit Tracks.

QUOTE: 
Aonuma: “Let's make it so that you can lay the tracks yourself.” I brought it up, and we started [Spirit Tracks] from that experiment. ...

Iwamoto: We thought it would be a lot of fun to lay the tracks any way you liked, to be able to travel anywhere at will. ... But the problem is that, even if people can lay the tracks anywhere they like, they won't know where to lay them. Then, to make the story work, there are places where you absolutely mustn't go, and other places where you really can't be at certain points in time. …

We spent half of those two years [of development] on the railroad. And then, one day, Aonuma-san said, “Why don't we just drop the idea of laying the tracks?”

PEOPLE: - Eiji Aonuma, age 46. Producer of Spirit Tracks. - Daiki Iwamoto, age 40. Director of Spirit Tracks. QUOTE: Aonuma: “Let's make it so that you can lay the tracks yourself.” I brought it up, and we started [Spirit Tracks] from that experiment. ... Iwamoto: We thought it would be a lot of fun to lay the tracks any way you liked, to be able to travel anywhere at will. ... But the problem is that, even if people can lay the tracks anywhere they like, they won't know where to lay them. Then, to make the story work, there are places where you absolutely mustn't go, and other places where you really can't be at certain points in time. … We spent half of those two years [of development] on the railroad. And then, one day, Aonuma-san said, “Why don't we just drop the idea of laying the tracks?”

#Linktober 6: Travel/Transport

Aonuma & Iwamoto on Spirit Tracks’ abandoned track-laying mechanics, 2009.

Source: Iwata Asks

#Zelda
#SpiritTracksQuote
#AonumaQuote, #IwamotoQuote

www.notion.so/d6e65557dce3...

17 2 2 1
PEOPLE:
- Eiji Aonuma, age 51. Co-Director of Majora’s Mask.

QUOTE: 
Aonuma: When we talked about Ocarina of Time … we talked about hospitality. But Majora's Mask isn't like that. It's all a challenge to our players. It's like we're saying to them ‘can you clear this?’

It was something like until then you were welcomed with open arms being invited to come in, and now you're being told at the door to go home if you don't have what it takes! [laughs]

… We didn't put in any kind of elements where we show people how to play this game. The game was made for those who have played Ocarina of Time, so I felt like there wasn't a need for step-by-step instructions.

PEOPLE: - Eiji Aonuma, age 51. Co-Director of Majora’s Mask. QUOTE: Aonuma: When we talked about Ocarina of Time … we talked about hospitality. But Majora's Mask isn't like that. It's all a challenge to our players. It's like we're saying to them ‘can you clear this?’ It was something like until then you were welcomed with open arms being invited to come in, and now you're being told at the door to go home if you don't have what it takes! [laughs] … We didn't put in any kind of elements where we show people how to play this game. The game was made for those who have played Ocarina of Time, so I felt like there wasn't a need for step-by-step instructions.

Aonuma on how Majora's Mask was a challenge to the players, 2015.

Source: Iwata Asks

#Zelda
#MajorasMaskQuote
#AonumaQuote

www.notion.so/aaab9d927dee...

31 5 0 0
PEOPLE:
- Eiji Aonuma, age 60. Producer or Director roles in many Zelda titles, Producer of the Zelda franchise.

QUOTE: 
Q: One of the discussions that I've seen among fans is, ‘Gosh, I miss the more traditional linear Zelda of the past.’ How do you feel about that given the direction of the series toward a very free-form design?

Aonuma: I do think we as people have a tendency to want the thing that we don't currently have, and there's a bit of a grass is greener mentality. …

But also, it's interesting when I hear people say those things because I am wondering, ‘Why do you want to go back to a type of game where you're more limited or more restricted in the types of things or ways you can play?’ But I do understand that desire that we have for nostalgia, and so I can also understand it from that aspect.

PEOPLE: - Eiji Aonuma, age 60. Producer or Director roles in many Zelda titles, Producer of the Zelda franchise. QUOTE: Q: One of the discussions that I've seen among fans is, ‘Gosh, I miss the more traditional linear Zelda of the past.’ How do you feel about that given the direction of the series toward a very free-form design? Aonuma: I do think we as people have a tendency to want the thing that we don't currently have, and there's a bit of a grass is greener mentality. … But also, it's interesting when I hear people say those things because I am wondering, ‘Why do you want to go back to a type of game where you're more limited or more restricted in the types of things or ways you can play?’ But I do understand that desire that we have for nostalgia, and so I can also understand it from that aspect.

Aonuma on fans' desire for new Zelda experiences in the Ocarina style, 2023.

Source: IGN

#Zelda
#TheLegendofZeldaSeriesQuote
#AonumaQuote

www.notion.so/2efbed19e556...

16 2 2 2
PEOPLE:
- Eiji Aonuma, age 52. Director of Twilight Princess.

QUOTE: 
Aonuma: One time, when I was sleeping, I had a random dream that I was a wolf and locked in a jail cell. Who knows why I had a dream like that...

So when I woke up that morning, I thought it'd be kind of neat to have Link turn into a wolf [in Twilight Princess].

PEOPLE: - Eiji Aonuma, age 52. Director of Twilight Princess. QUOTE: Aonuma: One time, when I was sleeping, I had a random dream that I was a wolf and locked in a jail cell. Who knows why I had a dream like that... So when I woke up that morning, I thought it'd be kind of neat to have Link turn into a wolf [in Twilight Princess].

Aonuma on the inspiration to turn Link into a wolf in Twilight Princess, 2016.

Source: Nintendo

#Zelda
#TwilightPrincessQuote
#AonumaQuote

www.notion.so/c7696ae6d0cc...

20 5 0 0
PEOPLE:
- Eiji Aonuma, age 54. Producer of Breath of the Wild and Champion’s Ballad.

QUOTE: 
Aonuma: I asked the staff if we could try [adding a motorcycle to Breath of the Wild], but they told me it would break the game, and I was immediately denied. … So I gave up initially, but … I tried again, telling the team, ‘Since the player has played all the way to the end of the game, and this is the final reward, it is okay if it breaks the game a little bit.’ … 

Everyone was pretty unenthusiastic about the idea, but I pressed on, saying something about making it in the image of a Divine Beast that Link can ride, to which they responded that it would be confusing if there was another Divine Beast. … 

Somehow, I got them to add the Master Cycle Zero [to The Champion’s Ballad DLC].

PEOPLE: - Eiji Aonuma, age 54. Producer of Breath of the Wild and Champion’s Ballad. QUOTE: Aonuma: I asked the staff if we could try [adding a motorcycle to Breath of the Wild], but they told me it would break the game, and I was immediately denied. … So I gave up initially, but … I tried again, telling the team, ‘Since the player has played all the way to the end of the game, and this is the final reward, it is okay if it breaks the game a little bit.’ … Everyone was pretty unenthusiastic about the idea, but I pressed on, saying something about making it in the image of a Divine Beast that Link can ride, to which they responded that it would be confusing if there was another Divine Beast. … Somehow, I got them to add the Master Cycle Zero [to The Champion’s Ballad DLC].

Aonuma on convincing the team to add the Master Cycle in the Champion's Ballad, 2017.

Source: Creating a Champion

#Zelda
#TheChampionsBalladQuote, #BreathoftheWildQuote
#AonumaQuote

www.notion.so/13c41fe961fd...

27 5 8 1
PEOPLE:
- Hidemaro Fujibayashi, age 39. Director of Skyward Sword.
- Eiji Aonuma, age 48. Producer of Skyward Sword.

QUOTE: 
Fujibayashi: There was one scene [in Skyward Sword] 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.

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!"

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

PEOPLE: - Hidemaro Fujibayashi, age 39. Director of Skyward Sword. - Eiji Aonuma, age 48. Producer of Skyward Sword. QUOTE: Fujibayashi: There was one scene [in Skyward Sword] 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. 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!" Aonuma: What bothered me the most at the time was how, toward the beginning, cinematic scenes were running one after the other.

Fujibayashi on the cutscene he wanted to do in Skyward Sword no matter what, 2011.

Source: Iwata Asks

#Zelda
#SkywardSwordQuote
#FujibayashiQuote, #AonumaQuote

www.notion.so/dc4631410a43...

22 7 0 0
PEOPLE: 
- Eiji Aonuma, age 50. Director of The Wind Waker & Twilight Princess.  

QUOTE:  
Q: What is the largest or most important change that you’ve made to the Zelda series because of feedback from fans?  

Aonuma: Hmm… I think the project that reflects our reaction to fan opinion is probably Twilight Princess. The incentive for us to create that different version of the Zelda universe was certainly a result of The Wind Waker criticism that we received. Fans were saying that it wasn’t what they were looking for, it wasn’t what they were hoping for, so that’s why we went with this different graphic presentation. 

So I think that’s probably the one, the biggest change that we made.

PEOPLE: - Eiji Aonuma, age 50. Director of The Wind Waker & Twilight Princess. QUOTE: Q: What is the largest or most important change that you’ve made to the Zelda series because of feedback from fans? Aonuma: Hmm… I think the project that reflects our reaction to fan opinion is probably Twilight Princess. The incentive for us to create that different version of the Zelda universe was certainly a result of The Wind Waker criticism that we received. Fans were saying that it wasn’t what they were looking for, it wasn’t what they were hoping for, so that’s why we went with this different graphic presentation. So I think that’s probably the one, the biggest change that we made.

Aonuma on the biggest change they ever made as a result of fan feedback, 2013.

Source: Zelda Universe

#Zelda
#TwilightPrincessQuote, #TheWindWakerQuote
#AonumaQuote

www.notion.so/690c8afba273...

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