Aonuma on his approach to making changes in Zelda: Majora’s Mask 3D
A bunch of excerpts from Game Informer‘s interview with Eiji Aonuma have emerged over the past few days. Yet another one has now been posted online.
Game Informer asked the Zelda producer about how he approached making changes in The Legend of Zelda: Majora’s Mask 3D. You can read up on his full response below.
Looking at the original version now, you can really see the places where the player would have slowed down. When they approach a new area, if they can’t quite figure [it] out, they’re going to wander around outside and have a lot of downtime rather than getting to the content that you want them to play.
The same thing happens anytime the difficulty of the game peaks. That’s something we decided to pay very close attention to. For example, even in boss fights, if you don’t make the weak point of the boss clear enough, people are going to go through the boss fight several times. They might just stop and look up how to beat the boss. Any time that happens, you’re losing tempo in the game.