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The Grand Library of Hylia

Example Interview: Difference between revisions

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{{InterviewStart|A conversation with The Legend of Zelda: Tears of the Kingdom’s creative leads|https://www.theverge.com/23721063/zelda-tears-of-the-kingdom-interview-aonuma-fujibayashi|TheVerge}}
{{InterviewStart|A conversation with The Legend of Zelda: Tears of the Kingdom’s creative leads|https://www.theverge.com/23721063/zelda-tears-of-the-kingdom-interview-aonuma-fujibayashi|The Verge| May 12th, 2023 10:11 AM PDT}}
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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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And for newcomers, we just wanted them to be able to have that sense of awe and excitement as if they were playing Breath of the Wild, but obviously this time, it would be with Tears of the Kingdom.|"We’ve heard from fans saying, ‘I wish I could erase all my memories of Breath of the Wild and relive it again."}}
And for newcomers, we just wanted them to be able to have that sense of awe and excitement as if they were playing Breath of the Wild, but obviously this time, it would be with Tears of the Kingdom.|"We’ve heard from fans saying, ‘I wish I could erase all my memories of Breath of the Wild and relive it again."}}
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Latest revision as of 07:01, 28 December 2023

A conversation with The Legend of Zelda: Tears of the Kingdom’s creative leads
Interview Date: May 12th, 2023 10:11 AM PDT
Original Source: The Verge
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?
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. We’re hoping that people will have that creative thinking process over and over again as they play through the game, and maybe even that they will carry that kind of thinking — that creativity and expanded imagination — into their real lives.
Hidemaro Fujibayashi
In developing this game, one of our main goals — especially for fans who have played and put a lot of time into Breath of the Wild — was for them to feel the same kind of excitement and to be just as moved by Tears of the Kingdom as they were by Breath of the Wild — the same amount this time or even more so. We’ve heard from fans saying, “I wish I could erase all my memories of Breath of the Wild and relive it again,” and within the development team, we thought, “How can we kind of provide that? How can we provide that experience?”

We really wanted to provide an experience that’s really new so that people who have spent a lot of time in Breath of the Wild, when they come back, they can say, “You know, I really felt as if I had lost my memories of Breath of the Wild.”

And for newcomers, we just wanted them to be able to have that sense of awe and excitement as if they were playing Breath of the Wild, but obviously this time, it would be with Tears of the Kingdom.
"We’ve heard from fans saying, ‘I wish I could erase all my memories of Breath of the Wild and relive it again."