Iwata: Zelda dev an "exercise in suffering"
How handheld "parody" changed the series.
Nintendo president Satoru Iwata has said that development of Zelda games is traditionally "an exercise in suffering" - but recognised that one game in the series, made in a completely different style and atmosphere, had a major influence on those that followed.
That game is the 1993 Game Boy classic Link's Awakening, the first handheld Zelda, and the main focus of the latest Iwata asks covering the portable entries in the series.
Nintendo general manager Takashi Tezuka - a producer and director of many Mario and Zelda games, alongside Shigeru Miyamoto - revealed that its development began unofficially, as an after-hours experiment, and even after approval it continued in an informal atmosphere.
"I remember that we made Link's Awakening in a really peculiar frame of mind. We began in the free spirit of an afterschool club, so the contents are quite unrestrained. If you look at it, you can tell," he said, noting that they threw in characters who looked like Mario, Luigi, Yoshi and Kirby without thinking.
"It was for the Game Boy, so we thought, 'Oh, it'll be fine,'" Tezuka said. "We moved along at quite a good speed in a relatively freewheeling manner. Maybe that's why we had so much fun making it. It was like we were making a parody of Zelda."
"I thought it was a tradition for working on a Zelda title for it to turn into a kind of exercise in suffering," Iwata countered.
"I remember it was fun working on it, and when it was over, I remember us talking to each other about how fun it was," Tezuka said.
Neverthless, the offhand creation of Link's Awakening had a long-lasting impact on the Zelda series, the Nintendo veterans admitted.
Current Zelda producer Eiji Aonuma argued that "It wasn’t until Link's Awakening that the Zelda titles started having a proper plot." This came from an unlikely source - Tezuka's fascination with David Lynch's surreal TV series, Twin Peaks.
Tezuka decided that, like Twin Peaks, the game should focus on a singular location, and feature "suspicious" characters. "After that, in Ocarina of Time and Majora's Mask, all kinds of suspicious characters appeared. I didn’t tell them to do it that way, but personally, I did find it considerably appealing," he said.
"I'm certain it was a breakthrough element in the series," Aonuma said. "If we had proceeded from A Link to the Past straight to Ocarina of Time without Link's Awakening in between, Ocarina would have been different."
The bigwigs also discuss the decision to farm handheld Zeldas out to the "sporty" types at Capcom, how the smooth and "fun" development of latest instalment Spirit Tracks resulted in a great game ("You can really feel the enthusiasm of the developers when you're playing" - Tezuka), how Miyamoto's original design document for Zelda in 1985 contains all the core elements of the series, and how Miyamoto and Tezuka drew the map for the first Zelda game together, in ink on graph paper, in a single sitting. Those were the days.
You may also like...
-
Ultimate Marvel vs. Capcom 3 Vita Review
-
Sony admits "dropping the ball" with Demon's Souls
-
Grand Slam Tennis 2 Review
-
Skyrim patch 1.4 performance tip: make a new manual save
-
One Piece: Unlimited Cruise SP Review
-
Who Killed Rare?
-
App of the Day: Superman
-
Next Xbox has tablet-like touch-screen controller - rumour
-
Gotham City Impostors Review
-
CD Projekt: Witcher 2 intro cinematic "the most expensive asset we ever created"
-
Mass Effect 3 FemShep trailer debuts
-
Epic's Sweeney on graphics tech: "the limit really is in sight"
-
Valve admits hackers accessed Steam transaction log
-
Skyrim patch 1.4 now live for Xbox 360
-
Sony: The Last Guardian is making "slow progress"
-
Blizzard legally opposes Valve's Dota trademark application
-
Double Fine Adventure passes Day of the Tentacle budget
-
Kingdoms of Amalur: Reckoning Review
-
The Darkness 2 Review
-
EA announces starry Syndicate voice cast
-
David Braben discusses consumer Raspberry Pi release
-
Sony confirms LittleBigPlanet Karting development
-
Amnesia: The Dark Descent follow-up teased
-
Namco Bandai to publish new Star Trek title
-
Sony showcases Vita's Discovery Apps









Comments (26) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
A really interesting read. Will give the Iwata Asks a look up.
Comment below viewing threshold Show
That said, the incongruity of Link's Awakening's development is kind of the point. And you just can't pass over a quote like that.
Comment below viewing threshold Show
I'm playing Spirit Tracks at the moment, and I agree, you really can feel the enthusiasm of the devs whilst you're playing. It feels a lot fresher and more fun than Phantom (which, let's be honest, was a bit of a slog).
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
SEA, SKY... A SCENE ON THE LID OF A SLEEPER'S EYE... AWAKE THE DREAMER, AND
KOHOLINT WILL VANISH MUCH LIKE A BUBBLE ON A NEEDLE... CASTAWAY, YOU SHOULD
KNOW THE TRUTH!... ... ... ... What? Illusion!
lv6, face shrine, epic music, one of the most mythical zelda bit
Comment below viewing threshold Show
Have to echo what a few people have said about Spirit Tracks, I was disappointed with it. The first three dungeons were great and helped make the linear travel bareable, but after that point the game started to feel like a chore and having to control Zelda and Link at the same time over longer distances becomes really fiddly and irritating.
Comment below viewing threshold Show
They have a plot?
Comment below viewing threshold Show
And also, great music.
Comment below viewing threshold Show
Spoiler:
Complete it! The final boss encounter is epic, and is almost on par with that of Ocarina of Time
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Molyneux: Years of making out my games do much more and mean much more than they actually do has spread in to my real life.
Iwata: Please give me an example.
Molyneux: Well I accidentally pissed off my missus the other day by talking utter bollocks at the dinner table. So in order to cheer her up again I danced like a loon in front of her several hundred times.
Iwata: Did it work?
Molyneux: Yes, she left me. Bringing consequences and morality to life in a real environment has always been a dream of mine. Anyway I have to go now and use my being a paedo simulator, he's called Milo and it uses Natal you know.
Iwata: Natal, what's that? Is it as good as the iPad?
Molyneux: No, you'll still look a bigger prick using an iPad than using Natal.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
You can't hate a Zelda game
There is a law somewhere saying that.
Comment below viewing threshold Show
There is a law somewhere saying that."
Its true its called smelly's law and it covers all things Nintendo!
Comment below viewing threshold Show
imo, Spirit Tracks is the worst canon Zelda title so far... by eliminating exploration from the game, it may have been easier to make, but it was definitely an inferior Zelda title...
Comment below viewing threshold Show
Comment below viewing threshold Show
That's a good thing, right?
Comment below viewing threshold Show
(Iwata is late, and no-one knows what to talk about)
Aonuma: About making the characters for Link’s Awakening, you said you wanted to create a world that was inspired by Twin Peaks2.
Tezuka: Oh, that’s right!
Nakago: You said that?
Tezuka: Yeah. I’m glad I said that then, because I always forget such things.
Everyone: (laughs)
Aonuma: I remember you saying that, but I didn’t really know what you meant. I’d like to hear about it today.
Tezuka: Oh, okay.
Aonuma: You wanted it to be like Twin Peaks, but characters that looked like Mario and Luigi were appearing.
Tezuka: Yeah. And Kirby.
Aonuma: Did you get permission from HAL Laboratory?
Tezuka: I don’t know…
Aonuma: You don’t remember?
Tezuka: No, not really. I think they approved it, but…
Aonuma: Is that alright?
Tezuka: Umm, just what did we do? (The door opens.)
Iwata: Sorry you had to wait.
Everyone: Come on in.
Aonuma: We’ve already started! (laughs)
Iwata: What were you talking about?
Well, Mr Iwata, they were telling us how Zelda:LA was influenced by televised LSD trip, and that they indulged in a spot of IP theft to help make it. Carry on! (laughs)
Comment below viewing threshold Show