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Iwata Asks: Ocarina of Time 3D/StarFox 3D - Ocarina features "interesting things that weren't in the Nintendo 64 version"

by rawmeatcowboy
11 March 2011
GN Version 3.1

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You guys wanted something more streamlined when it came to my Iwata Asks reporting, so here it is! A few quotes, a lot of bulletpoints. Let’s see if you like this approach!

- Miyamoto wasn’t satisfied with the polygon counts or wire frame processing in StarFox 64 or Ocarina of Time
- he felt this was the best time to remake them
- Miyamoto says that the history of The Legend of Zelda series is a history of interfaces
- Iwata: “One of the greatest things about playing The Legend of Zelda games is that by learning only a few things first, before you know it, you’re naturally able to do all sorts of things.”
- Iwata says that the dev team has a healthy, active respect for the masterpieces of the Nintendo 64 era, and were proud to work on them
- Miyamoto is very happy with how the teams are handling these remakes, saying that they’re reaching for heights of quality that are impressive
- Miyamoto and Iwata both agree that when there’s something you want to do, but you can’t do it easily, it’s great to be able to use your skills to get past it
- Miyamoto: ” The Nintendo 3DS system in particular is hardware that’s worth going head-to-head with”
- Miyamoto says that these remakes were made so that even people who played them in the past won’t get bored
- Miyamoto says that he was most deeply involved with Ocarina of Time, compared to other Zelda titles
- Iwata believes Super Mario 64 and Ocarina of Time laid the foundation for modern 3D games
- Miyamoto: “Ocarina of Time game is built, not from a story, but from elements and composition. …The heart of Ocarina of Time lies in what the individual designers composed with the elements produced by the person in charge of writing the story. …The theme of Ocarina of Time is very simple: it’s about a child becoming an adult. There are people who watch over that protagonist. There are many encounters and partings, and the three women. We protected that structure. But if you just scatter that theme and story around a landscape, it won’t make the game interesting. So, what is it that makes it interesting as a game? The foundation lies in the puzzles that have appeared in The Legend of Zelda franchise since the first game. It’s taking that traditional series material and skillfully transposing it to 3D that really makes the game The Legend of Zelda. When we took series elements and used 3D composition, things just got more and more interesting.
- Miyamoto says that with Ocarina of Time, the devs were able to explore what would be most interesting about making it in 3D without worrying about much else
- Miyamoto compares OoT to the first Star Wars movie: “it’s the same with the first Star Wars, when I look at Ocarina now, the graphics are really rough. So rough that I think it’s a wonder people actually played it.”
- Miyamoto says that it wasn’t OoT’s graphics that made it stand out, but the cinematic camera angles
- Iwata: “Ocarina of Time is crammed with interesting things that weren’t in the Nintendo 64 version.”
- My kid was in the upper grades of elementary school… Oh, that’s right; one thing I remember very well from that time was when my wife saw our child playing Ocarina of Time. She said, “When I’m just looking at it, I think it’s pretty, but I’d never want to try it.” I thought, “Something has to be done about this!” (laughs). I mean, she’d never really cared about games at all before, and here she was, finally showing an interest, and yet… It felt as though a customer had come right up to the entrance, but then she’d turned around and gone back home.

Full interview here