Friday, July 18, 2008

Half Done by Mario - 「マリオのときに半分できてた」らしい


Original ZeldaPower article here. (Tuesday, 15 July 2008)

Ocarina of Time Staff Interview 1-14: Looks Like This Zelda Was Half Done by Mario
Original Interview Link (1101)
オリジナルなインタビュー(1101)

The Legend of Zelda: Ocarina of Time news, direct from the production area! The Zelda team chosen by Shigeru Miyamoto created Zelda 64 with surprising stubbornness!
One part of that stubbornness was to do a stubborn interview.
We'll pass on a small part of that interview from the top of Hobonichi's nearby tree.

(1-14)
Looks Like This Zelda Was Half Done by Mario

Toru Osawa (Script Director):
I spent a lot of time thinking about how to expand the direction of the 3D N64 games that sprung from Mario. You can see that the other games are similar to Mario, but their internal workings are more advanced.

We were thinking about making this Zelda a basic model of operation for all future 3D games, so we tried to boil it down to that level as we developed it. I think we were able to achieve the standards we set.

Tezuka (Supervisor):
Because Ocarina of Time was being released after Mario, we wanted to try doing the things we weren't able to put in Super Mario 64. That was the development team's chief motivation. If what we did in Mario used about 60% of the N64's capabilities, I think we were able to get Zelda to reach 80 or even 90.



We got children to test the game during its development, but children can enjoy games just by playing around with them. We didn't know if it was actually interesting or not.

However, we were able to accomplish a variety of things. Everybody enjoys something different, so we can use that to defend ourselves.

Miyamoto:
Zelda was about half finished when we were making Mario.

Makoto Miyanaga (Field Designer):
How would we be able to create a rich presentation cheaply and easily? It was necessary to think about these things in new ways. In order to make the things we wanted to try possible, we had to find a way to create them on the hardware. The designers were also groping for ways to present the content on a television screen. The scope was huge and we put in all the technological expertise we could muster. Still, it was difficult.

Yoshiaki Koizumi (3D Systems Director):
I often get asked about what sort of work I do. My answer is that I'm making a netscape using the N64. In short, I intend to make a 3D browser. In the case of games, there are many people who have information. You have to go to this part of the world to find out.

You have to use this, you have to walk there, you have to jump, you have to go back, etc. My job is to make those plans at the very beginning. Making 3D environments and system tools is my work. First I make a tool, then make a system to the point that I can insert story elements. That's my job.



Eiji Onozuka (Dungeon Design):
While we're basically making the same type of game as the old 2D Zeldas, we have to struggle with an increased depth. Attempting to deal with it just gets slower and slower, so it's hard to keep working on it continually. It's always been a battle. The terrain changed as well. For example, now that you can fight on more than one level, the methods of fighting and the way enemies appear has changed. We never had to deal with these issues in the 2D era.

When the program checked the terrain's topography to determine how enemies with feet should walk, it slowed down. When we were trying to figure out how to make enemies appear on the map, we were mostly forced to stick with floating monsters. However, ghosts are really the only characters that float. That made it a little bit odd. Even when considering problems like when the enemy should appear, sorting out the enemy's relationship with the terrain was extremely difficult. Because of the type of terrain, we were slow in figuring out how to do it, and it tortured us to the very end.

Designers created a variety of effects, and decided what sound should come at what time. This process also went very slowly. Designers often wanted to give up in the middle. Consequentially, I wonder if the number of enemies in Ocarina of Time is good where it stands. I think that any more than this would be impossible to sort.

The 3D world 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. We couldn't do everything we wanted due to memory constraints.

Toshio Iwawaki (Program Director):
For this Zelda, we wanted to really develop the items available to the player. If you have the right weapon, you'll be able to easily defeat enemies. That's what we were aiming for. We had begun the process with Mario, but we had to deal with problems like not having enough function available for what we wanted to do.

Naoki Mori (Cinema Scene Director):
In the beginning, there was nothing. When we started this Zelda from scratch, we begun by building the programming tools we'd need. We thought about what was necessary, what operations we'd be using, and what we would have to deal with. It was necessary to figure out what we couldn't do as well as what we wanted to try.

Eiji Onozuka (Dungeon Design):
We had to decide how many objects to use. We can't differ from traditional dungeon enemies and events, but anyone can change things using programming tools. The staff came up with ideas for about 50 objects, arranging and fixing them using the tools.

"(1-14) Looks Like This Zelda Was Half Done by Mario" has ended.
The interview continues from here, so please check back for updates!

1998-12-10-THU

2 comments:

Lenide August 2, 2008 at 7:14 PM  

I'd like to thank you for continuing with these. Until this came out, I was actually under the impression that the 13th was the last section of the interview.

Regarding what was mentioned in the "contacting me" post, there is more than one person following it, at least. It's very interesting to read in multiple ways for me. Ocarina of Time is somewhat of a treasured game of mine, and I can see insights into the game and the developers in the course of this interview that I never even knew or thought about.

In that way, it's also interesting to me as a person whose interests, while varied and scattered, include at least minor interest in game design.

And it's also interesting in the sense of the interviewer, since I've heard the person is famous for giving great interviews, and is also responsible for creating Earthbound, another game I respect.

So I appreciate your efforts with the article, it's a window back in time that I would have missed otherwise.

I'd probably have more to say on this and other subjects, but the blog comments are somewhat limiting I guess; email would have been preferable.

GlitterBerri August 5, 2008 at 2:58 AM  

Thanks, Lenide, I really appreciate your encouragement. There are 21 interviews in this section, culminating in coverage of a staff party held by the development team upon the game's completion, I believe. =)

There are definitely more to come, and I will get around to finishing the next one as soon as possible. Before it was my goal to get one done a week, but after a long absence I started this blog and adopted several other projects, so frequent updates are more difficult for me to accomplish.

In the meantime, I hope you are enjoying the comic! I also endeavor to continue translating material from other games so this blog doesn't become entirely Zelda-based.

I'd prefer people left me feedback as blog comments, but I can be reached at berriblog@gmail.com for the time being.

Cheers!

Content © 2006 - 2009 GlitterBerri except where otherwise stated. For more information or permission to repost contact berriblog@gmail.com.