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20.12.2023 - 02:42 / gamesradar.com / Eiji Aonuma / Of A / Nintendo
Nintendo really isn't vibing with the idea of a Legend of Zelda game done in the style of Super Mario Maker.
Speaking to Polygon (thanks, GoNintendo), Zelda series producer Eiji Aonuma explained in some detail why he, and by proxy Nintendo, feels the Zelda series simply doesn't lend itself to the limitless creativity of the Mario Maker series.
"When we’re creating games like Tears of the Kingdom, I think it’s important that we don't make creativity a requirement," Aonuma said. "Instead we put things into the game that encourage people to be creative, and give them the opportunity to be creative, without forcing them to.
"There are people who want the ability to create from scratch, but that’s not everyone. But I think everyone delights in the discovery of finding your own way through a game, and that is something we tried to make sure was included in Tears of the Kingdom; there isn’t one right way to play. If you are a creative person, you have the ability to go down that path. But that’s not what you have to do; you’re also able to proceed to the game in many other different ways. And so I don’t think that it would be a good fit for The Legend of Zelda to necessarily require people to build things from scratch and force them to be creative."
In fairness to Nintendo, a Zelda Maker sounds like a whole different beast to Mario Maker. Chiefly, Zelda games don't include the same sort of 2-3 minute self-contained 2D platforming levels that make the classic Mario design such a good fit for a level editor - Zelda dungeons are a lot more complex. It's also hard to imagine how a Zelda Maker would feel like a cohesive experience. Zelda dungeons are often a means to something else; a new mechanic, area of the map, or story development; whereas the whole point of classic Mario is the fast-paced platforming, not to mention co-op multiplayer, which makes the narrative-less experience feel satisfying enough on its own.
Now, a Mario Maker DLC themed around Zelda might just work, but it just feels like there are too many moving parts to translate cleanly into a whole game.
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There were few moments as iconic, during the birth phase of 3D gaming, as the first time Link stepped onto Hyrule Field in The Legend of Zelda: Ocarina of Time. It was 1998, and games like Virtua Racing, Doom, Descent, and Nintendo’s own Super Mario 64 had already made epochal strides in graphics technology and the possibilities of 3D space. But this was something else.
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There were many things that Tears of the Kingdom “did right” upon its release. Regarding its story, one of its best acts was bringing Zelda to the past and having her interact with Hyrule’s first king and queen. As players would find out, the first king of Hyrule, Rauru, would have a huge role in the story, including saving Link from Ganondorf’s curse and helping him understand his new abilities. Polygon translated an interview with the game’s director, Hidemaro Fujibayashi, and the game’s producer, Eiji Aonuma, where the two commented on what it was like to make Rauru and the “two sides” of his character via the time periods gamers met him in. Fujibayashi started with:
Before players meet Rauru in The Legend of Zelda: Tears of the Kingdom, they see his arm. At the very beginning of the game, Link doesn’t really know what’s going on, but he wakes up with a mysterious appendage that’s not his — and that allows him to harness incredible powers. It’s not much later that Link meets a spirit version of Rauru, the first king of Hyrule and a character who belongs to a race of creatures called the Zonai. In lending Link his arm, Rauru gave the hero the means to go out into the wide world of Hyrule and realize the carefully laid plans of Princess Zelda.
It is likely that will be the last game to feature its particular version of Link. is a direct sequel to, and because of this, it features and further develops the same incarnation of the famous hero. However, looking towards the future of the franchise, it may soon be time for ’s Link to retire.
In The Legend of Zelda: Tears of the Kingdom, players didn’t just play through another story set in Hyrule. The sequel to Breath of the Wild took the previous game’s sandbox elements several steps further, allowing players to use a new set of powers to construct machines, weapons, and tools using items in the world. By introducing this, Tears of the Kingdom encouraged players to be truly creative and push the limits of building in the game.
«It's a feeling of excitement. It's about what will be the new things that we'll be able to do.»
The Legend of Zelda and its protagonist, Link, reached new heights this year — literally. The hero soared through the skies and plunged into the deepest depths of Hyrule in The Legend of Zelda: Tears of the Kingdom. The game’s developers took their risks, too: This time around, players wouldn’t just explore but also construct devices with Link’s new set of powers.
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