Fujibayashi:
Once we decided on the look and added sound effects, I felt a sense of achievement the moment the objects were attached, and it was very satisfying.
Aonuma:
Yeah, whatever you make, you end up feeling good about it.
Dohta:
We originally wanted to implement this gameplay so people could enjoy simply attaching things rather than building something substantial. It’s like, “I attached tyres to a log, and it moved forward! I know it looks a bit lame, but that’s fine!” – that kind of feeling. In that sense, I think the glue symbolises the fun of sticking things together. Even if you randomly stick things together, you’ll still end up with something with a nice handmade feel. (Laughs)
Aonuma:
Yes, so don’t worry if you’re not good at making things. If you attach two long things together, you can create something even longer. It’s as simple as that. Though it may look odd, that makes total sense, because they’re stuck together with glue. (Laughs) I think this is very The Legend of Zelda-like, and I’m liking it.
Takizawa:
But Aonuma-san, you were making a solid raft in that gameplay video, shaping it stylishly. (Laughs) You’ll pass through that place early in the game, but you don’t need to make such a solid raft to cross. If you want, you can cross without building a raft.
Aonuma:
I know, but the purpose of that video was to show what’s special about the game. I wanted to give players a clear example. (Laughs) I mean, who wouldn’t want to cross a river on a self-made raft?!
Everyone:
(Laughs)
Takizawa:
Indeed, watching the development staff doing test plays, some people created very elaborate inventions, while others focused on efficiency and only used the bare necessities. It’s interesting how a person’s playstyle can say a lot about their personality.
Aonuma:
I feel that designers, in particular, tend to create intricate inventions.
Dohta:
By placing the “attaching” feature at the centre of the gameplay, I think we have created a mechanism that meets the needs of both those who want to create something elaborate and those who only want to do the bare minimum needed in order to progress.
Fujibayashi:
We were very conscious of finding the right balance.
It’s nice that players can enjoy creating something elaborate, while those who just want to keep moving forward in the game don’t have to think too hard, so people can enjoy the game in their own way.
Dohta:
In terms of features, one of the things we ended up not including in the last game was “magic”. Previously, we had a Stamina Wheel for physical actions, but there was nothing equivalent to a “magic gauge”. This time however, we wanted to incorporate that feature, so we added another unique ability: the magical Zonai Devices. As you can see in Aonuma-san’s gameplay demonstration video, you can generate wind or move objects with a Zonai Device. Using this power, for example, you can even create something absurd, such as an “omni-directional flamethrower”. There are many moments where you can cheat in a good way.
Aonuma:
Well, you say magic gauge – its visual is actually a battery. (Laughs)