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Miyamoto confesses to have always hated this Zelda character

It is said that the Japanese are years ahead of us. And it must be true, because today, because this week we met an interview What did the Japanese magazine Famitsu do to him? to Shigeru Miyamoto in 1999where they mainly deal with the recent launch of The Legend of Zelda: Ocarina of Time. During the talk, the video game designer and producer did not mince words, and confessed that a character of said title took him down the street of bitterness.

Miyamoto recognizes the bad design of Navi

That character Miyamoto can’t handle is none other than Navi, the fairy that accompanies Link from the beginning of the adventure in the Kokiri Forest, and that has also appeared in other installments of The Legend of Zelda. According to Miyamoto, the problem is not the character itself, but its role.

If you’ve replayed this title recently, you’ve already identified the issue Miyamoto is referring to. Navi can boil blood with her absurd and repetitive warnings. According to Miyamoto, the fairy is the biggest weak point within the design of Ocarina of Time. When they started producing the video game, he and his colleagues had no idea how complicated it would be. implement an advice system that gave the right recipe at all times. Once they had the game practically finished, they estimated that they would need take the same time they had put into development to make Navi have “intelligence”that is, to warn the player of coherent things in each situation.

At the time of the interview, it had only been a few months since the game was released in Japan, but the designer did not hesitate in the interview to chant the mea culpa. He even comments that proposed to completely remove the Navi code, but that would have forced the player to purchase a written guide to the game. Despite how annoying the aforementioned fairy can be, if you were to turn off the console and not restart the game until a month later, you wouldn’t know your goals if it weren’t for his advice. For this reason, the code was left in the final version, despite the fact that they knew perfectly well that the character bordered on stupid.

He was also unsatisfied with the sword mechanics

miyamoto mario 64 zelda

To end the interview, the Japanese also recognized that the sword fighting didn’t look so good on Ocarina of Time as they had in mind. The creator says during the interview that action games weren’t his fortebut I wanted them to fighting they had depthand that the player could improve over time.

On the other hand, the mechanics had to be easy for most players. At that time, comments were reaching him about the difficulty of the last levels of Super Mario 64, that many could never get to finish. Sword fighting suffered a downgrade during the development. The system was simplified so that a large part of the players could finish the story, even though that was going against Miyamoto’s ideasto whom we thank for his sincerity and honesty, since not many producers are able to speak so naturally about the mistakes of their creations.

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