Advertisement · 728 × 90
#
Hashtag
#IwamotoQuote
Advertisement · 728 × 90
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 46. Producer of Spirit Tracks.
- Daiki Iwamoto, age 40. Director of Spirit Tracks.

QUOTE: 
Aonuma: We recently received information from a survey conducted in the US that indicated that, among our female characters, users had a preference for those that were more on the independent side, such as Sheik and Tetra. 

Making Zelda a more integral part of the game was also a goal for our Director, Mr. Iwamoto, so we set out with this element in mind when we started making [Spirit Tracks].

PEOPLE: - Eiji Aonuma, age 46. Producer of Spirit Tracks. - Daiki Iwamoto, age 40. Director of Spirit Tracks. QUOTE: Aonuma: We recently received information from a survey conducted in the US that indicated that, among our female characters, users had a preference for those that were more on the independent side, such as Sheik and Tetra. Making Zelda a more integral part of the game was also a goal for our Director, Mr. Iwamoto, so we set out with this element in mind when we started making [Spirit Tracks].

Aonuma on making Zelda more independent and involved in Spirit Tracks, 2009.

Source: Kotaku

#Zelda
#SpiritTracksQuote
#AonumaQuote, #IwamotoQuote

www.notion.so/38172f63fa70...

48 7 1 0
PEOPLE:
- Daiki Iwamoto, age 40. Director of Phantom Hourglass & Spirit Tracks.

QUOTE: 
"Iwamoto: If we'd concentrated too hard on making [Spirit Tracks] a sequel [to Phantom Hourglass and The Wind Waker], people who hadn't played the previous games wouldn't understand this one. We were careful to pay close attention to the parts that would pull people into the story even if they weren't familiar with the previous game. 

However, we did put in [details] here and there that would let people who had played the previous game grin and think, ‘Oh, is that what happened to this guy?’ We'd like the players to imagine for themselves what happened to Tetra, Link, and Linebeck from the previous game, and we don't talk about it in much detail."

PEOPLE: - Daiki Iwamoto, age 40. Director of Phantom Hourglass & Spirit Tracks. QUOTE: "Iwamoto: If we'd concentrated too hard on making [Spirit Tracks] a sequel [to Phantom Hourglass and The Wind Waker], people who hadn't played the previous games wouldn't understand this one. We were careful to pay close attention to the parts that would pull people into the story even if they weren't familiar with the previous game. However, we did put in [details] here and there that would let people who had played the previous game grin and think, ‘Oh, is that what happened to this guy?’ We'd like the players to imagine for themselves what happened to Tetra, Link, and Linebeck from the previous game, and we don't talk about it in much detail."

Iwamoto on not concentrating too hard on making Spirit Tracks feel like a sequel, 2010.

Source: Nintendo Power

#Zelda
#SpiritTracksQuote
#IwamotoQuote

www.notion.so/baf9aaa91866...

8 1 0 0