One of the best games of all time is without a doubt The Legend of Zelda: Ocarina of Time, a title that was first released in 1998 for the Nintendo 64. Although good memories always abound when talking about the game, there is also something that fans of the saga will never forget: how annoying Navi could be, Link’s partner in the adventure.
One of the main people responsible for the development of this installment was Shigeru Miyamoto who, in an old interview that has just been translated into English and published by the Shmulations site, spoke about the puzzles that it offered The Legend of Zelda: Ocarina of Time and about how annoying Navi was:
“I think the way we give hints is still a bit unfriendly. Speaking clearly, now I can confess to you: I think that the whole system with Navi giving you advice is the biggest weak point of Ocarina of Time. It is incredibly difficult to design a system that gives the right advice, advice that is tailored to the player’s situation. To get it right, you would have to spend the same amount of time you would spend developing a full game, and I was very concerned that we were running into a hole if we went for perfection there,” Miyamoto said.
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The Japanese even complained about how repetitive the fairy was throughout Link’s adventure and called his system “stupid”:
“If you read Navi text, it says the same things over and over again. I know it sounds bad, but we purposely left it on some kind of stupid level. I think if we had tried to make Navi’s suggestions more sophisticated, that stupidity would have stood out even more. The truth is that he wanted to eliminate the entire system, but that would have been even more unpleasant for the players. You can think of Navi as being there for players who stop playing for a month or so, then pick up the game and want to remember what they were supposed to do. It’s a shameless excuse, I know, “confessed the creative.
On the other hand, Miyamoto also disagreed with the mechanics of the sword shown in the final version:
“Unfortunately, sword fighting in Ocarina It didn’t turn out as well as I’d hoped. I’m pretty bad at action games myself, so I wanted you to Ocarina had a system with depth, something you could constantly improve as you played, though it didn’t need to be as complex as TekkenOf course,” he declared.
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At the end of the day, and with all the aspects that the good Shigeru Miyamoto did not like, The Legend of Zelda: Ocarina of Time has become a worthy representative of video games.
What do you think of Miyamoto’s statements? Tell us in the comments.
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