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PEOPLE:
- Tomomi Sano. Co-Director of Echoes of Wisdom.

QUOTE: 
Sano: Princess Zelda doesn't have a way of attacking directly initially, so there was a tendency for the gameplay using the echoes to just end up being a situation where you watched the things you copied do the work. It felt like they were doing everything for you and you were being made to wait... 

So we asked Grezzo to adjust it so that players would feel an immediate sense of accomplishment like, ‘I did it!’ For example, if you made an echo of a monster, that echo would immediately attack an enemy, just like you swinging a sword. Or if you wanted to light a fire, you could use an echo with that ability, and it would light the fire straight away.

PEOPLE: - Tomomi Sano. Co-Director of Echoes of Wisdom. QUOTE: Sano: Princess Zelda doesn't have a way of attacking directly initially, so there was a tendency for the gameplay using the echoes to just end up being a situation where you watched the things you copied do the work. It felt like they were doing everything for you and you were being made to wait... So we asked Grezzo to adjust it so that players would feel an immediate sense of accomplishment like, ‘I did it!’ For example, if you made an echo of a monster, that echo would immediately attack an enemy, just like you swinging a sword. Or if you wanted to light a fire, you could use an echo with that ability, and it would light the fire straight away.

#Linktober 23: Echo

Sano on her direction that making echoes should have an immediate effect, 2024.

Source: Ask the Developer

#Zelda
#EchoesofWisdomQuote
#SanoQuote

www.notion.so/11341fe961fd...

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PEOPLE:
- Satoshi Terada. Co-Director of Echoes of Wisdom.
- Tomomi Sano. Co-Director of Echoes of Wisdom.

QUOTE: 
Terada: Since there are so many echoes at your disposal [in Echoes of Wisdom], we made sure to give each one a specific characteristic so that players would remember what each one does. We wanted players to be able to remember off the top of their heads which echo to use in certain situations.

Sano: Having the freedom to solve puzzles by yourself is a key feature of Legend of Zelda games. But having too much freedom can leave you feeling stumped. We made a conscious effort to clearly define the functions of each echo so that players understand how and where they should be used.

PEOPLE: - Satoshi Terada. Co-Director of Echoes of Wisdom. - Tomomi Sano. Co-Director of Echoes of Wisdom. QUOTE: Terada: Since there are so many echoes at your disposal [in Echoes of Wisdom], we made sure to give each one a specific characteristic so that players would remember what each one does. We wanted players to be able to remember off the top of their heads which echo to use in certain situations. Sano: Having the freedom to solve puzzles by yourself is a key feature of Legend of Zelda games. But having too much freedom can leave you feeling stumped. We made a conscious effort to clearly define the functions of each echo so that players understand how and where they should be used.

Terada & Sano on clearly defining the functions of each echo, 2024.

Source: Ask the Developer

#Zelda
#EchoesofWisdomQuote
#TeradaQuote, #SanoQuote

www.notion.so/11341fe961fd...

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PEOPLE:
- Eiji Aonuma, age 61. Producer of Echoes of Wisdom.
- Tomomi Sano. Co-Director of Echoes of Wisdom.
- Satoshi Terada. Co-Director of Echoes of Wisdom.

QUOTE: 
"Aonuma: We came up with this key phrase because we wanted to do some things that were really out there. … The development team called these kinds of ideas ‘being mischievous.’

Sano: We created a document explaining what ‘being mischievous’ meant so that everyone could return to this concept if they weren't sure how to proceed.

Terada: There were three rules: ‘Be able to paste things however, wherever, and whenever you like.’ ‘Make it possible to complete puzzles using things that aren't there.’

Sano: And third, ‘Being able to find uses for echoes that are so ingenious it almost feels like cheating should be part of what makes this game fun.’"

PEOPLE: - Eiji Aonuma, age 61. Producer of Echoes of Wisdom. - Tomomi Sano. Co-Director of Echoes of Wisdom. - Satoshi Terada. Co-Director of Echoes of Wisdom. QUOTE: "Aonuma: We came up with this key phrase because we wanted to do some things that were really out there. … The development team called these kinds of ideas ‘being mischievous.’ Sano: We created a document explaining what ‘being mischievous’ meant so that everyone could return to this concept if they weren't sure how to proceed. Terada: There were three rules: ‘Be able to paste things however, wherever, and whenever you like.’ ‘Make it possible to complete puzzles using things that aren't there.’ Sano: And third, ‘Being able to find uses for echoes that are so ingenious it almost feels like cheating should be part of what makes this game fun.’"

Aonuma, Sano, & Terada on a key creative phrase for Echoes of Wisdom, 2024.

Source: Ask the Developer

#Zelda
#EchoesofWisdomQuote
#AonumaQuote, #SanoQuote, #TeradaQuote

www.notion.so/11341fe961fd...

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PEOPLE:
- Tomomi Sano. Co-Director of Echoes of Wisdom.

QUOTE: 
"Sano: Princess Zelda doesn't have a way of attacking directly initially, so there was a tendency for the gameplay using the echoes to just end up being a situation where you watched the things you copied do the work. It felt like they were doing everything for you and you were being made to wait... 

So we asked Grezzo to adjust it so that players would feel an immediate sense of accomplishment like, ‘I did it!’ For example, if you made an echo of a monster, that echo would immediately attack an enemy, just like you swinging a sword. Or if you wanted to light a fire, you could use an echo with that ability, and it would light the fire straight away. "

PEOPLE: - Tomomi Sano. Co-Director of Echoes of Wisdom. QUOTE: "Sano: Princess Zelda doesn't have a way of attacking directly initially, so there was a tendency for the gameplay using the echoes to just end up being a situation where you watched the things you copied do the work. It felt like they were doing everything for you and you were being made to wait... So we asked Grezzo to adjust it so that players would feel an immediate sense of accomplishment like, ‘I did it!’ For example, if you made an echo of a monster, that echo would immediately attack an enemy, just like you swinging a sword. Or if you wanted to light a fire, you could use an echo with that ability, and it would light the fire straight away. "

Linktober #26: Echoes
Sano on her direction that making echoes should have an immediate effect, 2024.

Source: Ask the Developer

#Zelda
#EchoesofWisdomQuote
#SanoQuote
#Linktober

www.notion.so/11341fe961fd...

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