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I tend to convey emotion in slightly different ways rather than just rely on the most obvious kind of narrative that we would think of when we think of storylines. It's just that as a designer, my priorities are a little different. Lacking that kind of detailed nuance, that doesn't mean I'm not interested in a story at all. It's just a situation that motivates the players. There's not necessarily a buildup and a resolution of a deeper kind, like you'd find in a novel. YK: When you think about the whole "save the princess" storyline of games being one of Miyamoto's inventions, I don't think of that as a story so much as it is a goal. And that seems to have set the tone for so much of EAD's content for the last three decades. And then immediately after Donkey Kong, he immediately pulls back from that, doesn't want to do it anymore, just wants to concentrate on gameplay. WN: I always thought it was interesting that Miyamoto started off with Donkey Kong, pushing the idea of story in video games, makes this revolutionary game in which you have for the first time this narrative, this main character on a quest. But those are aspects of the games that Miyamoto wasn't nearly as fond of and occasionally didn't like. A lot of the EAD games that do seem to have a lot of story, a lot of that came from my influence. And that was the way that I tried to work on Ocarina of Time and Majora's Mask. For example, I always liked the idea of you coming upon another character and hearing little bits of conversation that slowly begin to reveal different parts of the story. So I would sort of try to find sneaky ways to get it in without them noticing too much. They were always saying, let's not try to push the story forward too much. But even at that time, I felt like I came up with this entire scenario and a backstory for Link, but nobody really seemed to care. But I was the one coming up with scenarios, just on my own, ever since the time of Link's Awakening. YK: You're right, EAD doesn't tend to focus on the big story in most of their games. How would you compare that to the way other cinematic video games are done? What style is better for getting the story across? WN: So after Link's Awakening, was your work mostly concentrated on writing for the games themselves? Also, in a broader sense, Nintendo's games don't usually pursue big, dramatic stories. But every time someone told me, "work on this manual," and that involved drawing and writing, it usually ended up linking to some other task, where they'd say, "It's also okay if you don't mind working on this." So I was very much stimulated by all these possibilities. I had plenty of experience drawing and writing in college, and so I was perfectly comfortable doing this. YK: I was just really having a good time with all the work they were giving me. Did you tell them, no, I have no experience laying out art for a manual, this isn't what I want to do? Or did it make a lot of sense to you that that would be the way that you started? WN: So, you're coming in to Nintendo wanting to make dramatic stories in video games, and they tell you okay, make a manual.
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The dream, the island, that was all mine.Īnd so that was my first experience doing the kind of work that we would now call "event design." But there were not too many people at the time with expertise in that area, so I really had free reign to do what I wanted, so long as I didn't make Miyamoto angry. So I ended up making an entire story to go along with the game. But at the same time, I came in to write the manual, as I did on the previous game. The first real game work that I did was on Link's Awakening.
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But back then, the people who wrote the manuals often became the people who came up with most of the backstory for the entire game. There are so many people with so many different job titles.
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YK: The situation is totally different now. WN: Have you seen things change since then, where the story is now coming from the game rather than the instruction manual? So, for example, the design of the goddesses as well as the star sign associated with them.
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So it was up to me to come up with story and things while I was working on the manual. What was funny was that at the time, it didn't seem like they'd really figured out what most of the game elements meant.
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YK: My first assignment was to do the art and layout and eventually the writing for the manual for The Legend of Zelda: A Link To The Past.
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When you got hired, what was your first job, what did they have you doing? WN: That's interesting because you don't really hear about that kind of career path very often, somebody getting into video games in those days because of an interest in storytelling.