Dear Reader:
Miyamoto, Aonuma discuss the importance of Zelda fan feedback
- Miyamoto feels white paper testing/monitor testing is important to get feedback
- that said, Miyamoto says you just can't have someone play and ask them, "How was it?"
- it's important to have a concept of what you want to convey in a game
- the monitor testing shows whether this concept has been conveyed
- Miyamoto likes to watch people play without talking, or watch recorded footage of people playing later
- Aonuma felt for a long time that games should be a certain way and stuck to that
- before Breath of the Wild, Aonuma realized there was a gap between fan feedback and what his own strategy was
- one fan said he really, REALLY liked Zelda, but with Skyward Sword, he missed experiencing a huge world where he could just ride Epona
- somewhere inside Aonuma, he felt the same way
- this is something he really thought about when making Breath of the Wild
- Miyamoto says for Zelda II, the devs really wanted to focus on action
- it's very different from the traditional Zelda series, which is why they named it The Adventure of Link
- Miyamoto really loves Epona and all the animals in the Zelda world
- Breath of the Wild had a dedicated programmer to work on the wildlife
- There are many, many types of animals in the game
- when it comes to wildlife, you have to decide whether to just view/enjoy them, or hunt them
- Miyamoto thinks it's fun to look into the sky and see birds, then think about where they're going
- Aonuma really loves the sail cloth/hanglider in the game
- he is afraid of heights in real life and would never be able to do something like that