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Iwata Asks: Development Tales from Majora's Mask and Spirit Tracks

by Andy Goergen - December 8, 2009, 8:22 am EST
Total comments: 5 Source: Nintendo.com

Aonuma discusses a challenge from Miyamoto, and the story behind the train tracks in The Legend of Zelda: Spirit Tracks.

In the tenth edition of the Iwata Asks interview series, Legend of Zelda series designer Eiji Aonuma discusses the development process for both The Legend of Zelda: Majora's Mask and The Legend of Zelda: Spirit Tracks, drawing comparisons between the two.

Majora's Mask, Aonuma says, was born out of his disinterest in making the Ocarina of Time Master Quest game. When he approached Miyamoto about this, Miyamoto responded with a challenge: "he said, if we could make a new The Legend of Zelda game in one year, then it wouldn't have to be a "flip-side." In other words, it could be more than a remix of the previous game.

Aonuma elaborated, "At first, we had absolutely no idea what sort of thing we were supposed to make, and we just kept expanding our plans… At that point, the "Three-Day System", the idea of a compact world to be played over and over again, came down from Miyamoto-san and one other director, (Yoshiaki) Koizumi-san. We added that to the mix, and then, finally, we saw the full substance of a The Legend of Zelda game we could make in one year."

Later in the interview, Aonuma and Iwata discussed the thought process that went into the train tracks aspect of The Legend of Zelda: Spirit Tracks. Aonuma discusses a book titled "The Tracks Go On" which he'd read to his son at night. The book discusses a group of children who build train tracks. From there, Aonuma thought about putting a similar concept in the Zelda title. "That's right (laughs). I didn't tell them about the book, I only said, "Let's make it a train." And then, "Let's make it so that you can lay the tracks yourself." I brought it up, and we started from that experiment. But, at first, when I thought it up, I was very casual about the whole thing. I'd say "It would be fun if we could lay the tracks, wouldn't it!" things like that."

Daiki Iwamoto, producer on Spirit Tracks, added "Right. But the problem is that, even if people can lay the tracks anywhere they like, they won't know where to lay them. Then, to make the story work, there are places where you absolutely mustn't go, and other places where you really can't be at certain points in time. So we examined all sorts of different ways of playing. That went on for about a year." When reminded that development for the game was only two years long, Iwamoto added "We spent half of those two years on the railroad. And then, one day, Aonuma-san said, "Why don't we just drop the idea of laying the tracks?"

Aonuma and Iwamoto both agreed that it felt like that was a very major change to take place so late in the development period. When Iwata asked how this was mended, Aonuma commented "In this world, the tracks were there to begin with, but for some reason they've been erased. The player has to put them back to the way they were." Iwamoto added "In other words, somebody's erased these tracks, and Link brings them back together, little by little." Aonuma said that this method was easier to play based on testing. Iwata concluded "If you're completely free, you don't know quite what to do. If your goal is clear, I'd guess that makes it a lot easier to play."

The full interview can be read here.

Talkback

NinGurl69 *hugglesDecember 08, 2009

I want to hear what Yamauchi has to say, if he's still capable of speaking.  Instead of "Iwata Asks," we'll have "Yamauchi Spews."

BlackNMild2k1December 08, 2009

Yamauchi's voice booms down from somewhere up in the clouds amidst the crackling of thunder and lightning above Nintendo's HQ.

ThePermDecember 09, 2009

this is quite a good interview, it had me LOLing, i'm replaying the zelda games right now when I'm not workign on my art so its funny

Ian SaneDecember 09, 2009

To me the concept of laying down the tracks is the whole appeal of the concept.  Without it it's just "Link has a train!! LOL!"

The whole thing actually suggests that Nintendo really does emphasize their franchises too much.  Aonuma has this inspriration about riding around in a train and laying down your own tracks.  But instead of say Nintendo's take on something like Sid Meier's Railroads or Transport Tycoon the IMMEDIATE idea is to put the concept into a Zelda game.  Zelda, which takes place in a fantasy setting where the concept of a train is an anacronism to begin with.  The concept doesn't work with Zelda so they have to scrap the interesting portion of it and now Link is just driving a choo-choo instead of boat.

It's like if when Miyamoto got the inspiration for Pikmin he just used them as an enemy in a Mario game.  Aonuma had a good idea for a gameplay concept and instead of making a brand new game with it he shoe-horned it into a franchise where it never for a second made any sense to use it in and then had to half-ass the original idea just to get the two concepts to work together.

I hope he revisits the concept and makes some sort of new railroad game.  That concept without having to work within the restrictions of another franchise has some great potential.

ThePermDecember 13, 2009

bombchu bowling makes trains possible, and so does the link cannon in TP. The Tingle Tuner in WW, the camera in WW, a couple things in MM, the mechanical powered hookshots in TP...etc...

theres technology in the zelda world, but it will always be limited. you know the Romans in the first century AD had plans to build a steam powered engines, but it didn't get built till 1698

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