Wednesday, August 17

Shigeru Miyamoto considered removing Navi from Zelda: Ocarina of Time for being too annoying

The Legend of Zelda: Ocarina of Time is, without a doubt, a revolutionary game with an impeccable influence for adventures in three dimensions. However, it had a character that could become quite a nuisance as we progressed through our story. Yeah, we’re talking about Navi, the little fairy that accompanies Link throughout the adventure since we left the Kokiri Forest. Navi’s incessant warnings with its characteristic “Hey, Listen!“they overwhelmed a large number of players, including the Shigeru Miyamoto as revealed by the creator of the saga in a 1999 interview rescued by Eurogamer and shared by Nintendo Life.

Navi, a difficult to implement advice system

“I think the whole system where Navi gives you advice is the biggest weak point of Ocarina of Time. It is incredibly difficult to design a system that gives adequate advice, advice that is tailored to the player’s situation. To do it well, you’ll have to spend the same amount of time as developing an entire game (…) If you read the 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 hints more sophisticated, that ‘stupidity’ would have stood out even more,” Miyamoto commented at the time on the difficulty of implementing a sophisticated hint system in the game.

The truth is that I wanted to eliminate the entire system, but that would have been even more unfriendly to the players. You can think of Navi as being there for players who stop playing for a month or so, then come back to the game and want to remember what they had to do. It’s a brazen excuse, I know. We tried to make the hints easy for players to understand, but I heard a lot of people say that they couldn’t solve them without a strategy guide. However, when we look closely, we find that the sections people need clues for vary from person to person. There is no consistency. However, this cannot be avoided in a game like Zelda, which combines action and puzzle solving,” he added.

The combat system in Ocarina of Time and the original approach of the first The Legend of Zelda

In addition to addressing the controversial addition of Navi-as a system, not so much as a character-Miyamoto elaborated on Navi’s sword combat system. Ocarina of Time and highlighted a curiosity about the first The Legend of Zelda. “The sword fight in Ocarina not as good as expected. I’m pretty bad at action games, so I wanted Ocarina to have a system with depth, something that you could constantly improve the more you played. “However, a part of me wanted the action to be easier than the Super Mario 64. There were people who had told us ‘I couldn’t get past the last stages of Mario 64‘, and I felt that we should make sure that Ocarina could be finished by them. About a year into development, I realized that if we leaned too heavily into sword combat, it would end up being more difficult than Mario 64, which we took a step back and introduced the simpler system what we have now.”

Regarding the first The Legend of Zelda, Miyamoto commented in the same interview that the game was originally going to do without the open world to focus on dungeons. “In every Zelda development, it takes a huge amount of time to create the dungeons. I can’t tell you how many times they end up having to be redone and revised., while the team is on the verge of tears. Did you know that in the The Legend of Zelda original, at the beginning of development they were just dungeons? There was no top-down map. This is a testament to the philosophy of ‘Dungeon Supremacy‘ which we have always followed. However, with Ocarina of Time, for the first time we don’t spend so much time in the dungeons. It was something very ‘anti-Zelda'”, explained the father of the franchise.



Reference-vandal.elespanol.com

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