Select questions and quotes from the interview.
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Eurogamer (Tom Phillips)
Eurogamer: When did your ideas for Breath of the Wild become finalised, how long ago did development begin? And how long ago did the Switch version begin development, too?
Aonuma: In terms of the development of Breath of the Wild, I started thinking about it after Skyward Sword was finished.
Cont....
Of course, to actually create that huge open world which you could seamlessly explore, we needed to develop a system for creating that. And actually, just developing the system and tools to create the world, took about a year.
And regarding the Nintendo Switch version, it was spring last year when we made a firm decision to also release on that platform. Obviously that required some adjustments to the development process and changes to be made, and to continue developing the Wii U version alongside Nintendo Switch, that was spring last year.
Eurogamer: It sounds like a major undertaking and development - it's a massive game you're releasing across two different platforms. I'd love to know the challenges of creating such a big game and making sure that it was done in time for the launch of Nintendo Switch.
Aonuma: Yes, this was a development process where on numerous occasions we've had to say, "Sorry, we need more time", and because the process was so long there were actually a lot of problems that got naturally resolved over time.
One of the major problems we faced on a game of this size was actually coordinating everything....... Cont.
Another example of a challenge we faced was the physics engine. We wanted a consistent physics engine throughout the world that worked in a logical and realistic way. Actually implementing that was sometimes more complicated than it seemed. [For example], one day I picked up the latest build of the game and went to an area, and saw that all the objects that were supposed to be in that area weren't there. I was quite surprised and confused, and I realised after asking the programmer, the reason the objects weren't there was because the wind in-game had blown them all away.
That's the kind of challenge we faced, making the physics engine realistic, but not to the extent that it would negatively impact things - striking a balance between realism and having it work within the game world... Cont..
Eurogamer: Zelda fans continue to show interest in having Zelda as a playable character, and I wonder if that was something that was considered for Breath of the Wild?
Aonuma: I seem to remember three years ago when we showed the first trailer at E3, I said something along the lines of "I never said that Link would necessarily be male" or something along those lines, and that got taken out of context and turned into a rumour that took on a life of its own. Link has always been portrayed as a male character as the protagonist of the games.
After that happened actually, we did discuss in the team about whether or not we should have a female protagonist. I spoke to Mr Miyamoto about it and the whole team talked about it, but in the end, it just didn't happen.
On Wii U of course there's already Hyrule Warriors where Princess Zelda is a playable character, and there's actually quite an assortment of characters including several female ones. And that title is already available of course. So looking to the future, talking about the possibility of having a playable female protagonist, I'd say yes, it's a possibility.
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Eurogamer (Tom Phillips)