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{{InterviewStart|A conversation with The Legend of Zelda: Tears of the Kingdom’s creative leads}} | {{InterviewStart|A conversation with The Legend of Zelda: Tears of the Kingdom’s creative leads}} | ||
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{{InterviewerText|Charles Pulliam-Moore|What were the strongest feelings that you really wanted Tears of the Kingdom to evoke in players — both newcomers and people returning who’re familiar with Breath of the Wild?}} | {{InterviewerText|Charles Pulliam-Moore|What were the strongest feelings that you really wanted Tears of the Kingdom to evoke in players — both newcomers and people returning who’re familiar with Breath of the Wild?|}} | ||
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{{IntervieweeText|Eiji Aonuma|We knew we were creating a world that was going to be filled with many different objects, tools, and items for people to interact with, and we knew we wanted to have this function in the game where you could combine things — put things together. Through interacting with all of the things we were filling the world with, we wanted people to have this feeling along the lines of, “Oh, I was able to do this! But wait, what would happen if I tried this?” We wanted to kind of put players’ imaginations to work — to get you thinking proactively from your own end about what might be possible. | {{IntervieweeText|Eiji Aonuma|We knew we were creating a world that was going to be filled with many different objects, tools, and items for people to interact with, and we knew we wanted to have this function in the game where you could combine things — put things together. Through interacting with all of the things we were filling the world with, we wanted people to have this feeling along the lines of, “Oh, I was able to do this! But wait, what would happen if I tried this?” We wanted to kind of put players’ imaginations to work — to get you thinking proactively from your own end about what might be possible. |