Majora's Mask E3
Miyamoto and Aonuma Interview
Interview by Nintendo.com
At the 2000 Electronics Entertainment Expo, Nintendo.com was fortunate
enough to conduct an exclusive interview with legendary Zelda creator Shigeru
Miyamoto (SM). Also, we were able to speak with Eiji Aonuma (EA), the director
of Majora's Mask, and Takashi Tezuka (TT), the supervisor of the game. Originally
presented in two parts, the interview is presented here in its entirety.
Nintendo.com: Considering that it took over two years to develop Ocarina
of Time, it seems like it's taken no time at all to produce Majora's Mask. How
were you able to develop this game so quickly?
EA: Well, since Majora's Mask uses the same game engine as Ocarina,
this eliminated a lot of development time. Actually, fewer people were assigned
to the Majora's Mask project than Ocarina of Time. The key project people from
Ocarina were assigned to work on Majora's Mask.
TT: In addition, five new developers straight out of college
were hired to work on this new Zelda adventure.
N: Tell us a bit about the parallel universe found in Majora's Mask
EA: In this game, we wanted to give more insight into some of
the minor characters found in Ocarina of Time. We're able to give gamers a better
look at old characters, and develop new characters at the same time.
N: This question is for Mr. Miyamoto. Since you've given the Director's
role to Mr. Aonuma, do you find it hard to be away from the development process?
SM: Well, I've been making games this way for years. It's really
just a matter of to what extent I am involved in the day-to-day development. In
this case, I worked with Mr. Aonuma to establish the basic principles of the game,
then I left it to him to execute them. In a sense, we built a table together,
and I've given him the freedom to put his own ideas on that table. As long as
the table is still there when the game is finished, I'm happy.
EA: We've learned so much from Mr. Miyamoto already that we don't
need much guidance.
N: Let's talk about Skull Kid. Why the heck has he decided to cause all
this trouble?
EA: Actually, Majora's Mask is in control of Skull Kid. It's
really not his fault.
N: This game seems to be more dark and scary than previous Zelda games.
Is that intentional?
SM: Our primary goal is to present something which is very mysterious,
rather than scary.
N: Is there anything you weren't able to accomplish in Ocarina of Time
which you have included in Majora's Mask?
SM: Yes. In fact, that is why we've decided to base the game
on three-day intervals. This allows gamers to see characters as they go through
their daily routines in more detail. Depending on which time of day you visit
a particular character, he or she will be doing different things. To conquer the
game, players must learn about the characters and discover new masks.
N: Do you plan to create other sequels like Majora's Mask with Nintendo's
other star characters like Mario or Star Fox?
SM: I'm a little concerned that the company might ask us to do
that to increase the bottom line! [laughs] We thought that Ocarina of Time was
a great game, but we truly believed that we could do more amazing things with
the game engine. In Star Fox 64, for example, I believe that we accomplished all
that we could in that game. Because of that, we would not consider creating a
sequel until the release of Project Dolphin.
EA: We will be able to use a lot of what we've learned in creating
Majora's Mask while working on Dolphin projects.
SM: Who knows, on Dolphin, we might make it a requirement to
make at least one sequel.
N: How do you feel about Nintendo's line-up at E3 2000, particularly Rare's
great offerings?
SM: We are very thankful that Rare is creating such great games.
Rare has done a lot for the gaming industry. All of Rare's games are 3D, but they
all have very different gameplay. They are encouraging us to create a different
genre of games that departs from 3D adventure gaming.
N: Rare is generating a lot of buzz with Conker's Bad Fur Day. Do you
plan on developing any games which are designed for a mature audience?
SM: We might make some games like that, but they will be different
than Conker. Perhaps if we get a new game director with slightly different tastes,
it could happen.
N: Thank you very much, and congratulations on creating Majora's Mask.
Have a great show!
SM: Thank you.