{"id":24730,"date":"2023-12-21T16:43:26","date_gmt":"2023-12-21T07:43:26","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=24730"},"modified":"2023-12-21T16:47:54","modified_gmt":"2023-12-21T07:47:54","slug":"20231221-24730","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/news\/20231221-24730\/","title":{"rendered":"Zelda producer Eiji Aonuma\u2019s stance on linear games was probably largely misinterpreted\u00a0"},"content":{"rendered":"\n<p>A statement by<strong> The Legend of Zelda: Tears of the Kingdom<\/strong> producer Eiji Aonuma about linear games from his recent <a href=\"https:\/\/www.ign.com\/articles\/zelda-tears-of-the-kingdom-interview-nintendo-eiji-aonuma-hidemaro-fujibayashi\" target=\"_blank\" rel=\"noreferrer noopener\">interview with IGN<\/a> has been making headlines and sparking controversy in the overseas community recently. However, it feels like his words are being taken out of context and interpreted differently to what he likely intended.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1280\" height=\"720\" sizes=\"auto, (max-width: 1280px) 100vw, 1280px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231220-276797-001.jpg\" alt=\"The Legend of Zelda: Tears of the Kingdom gameplay\" class=\"wp-image-24733\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231220-276797-001.jpg 1280w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231220-276797-001-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231220-276797-001-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231220-276797-001-600x338.jpg 600w\" \/><\/figure>\n\n\n\n<p>Since all the buzz started, some individuals have been drawing attention to the widespread misinterpretation of the quote from Aonuma. For example, X user @CartridgeGames brings attention to another user\u2019s video with a thumbnail that features an \u201cevil\u201d Aonuma, with the words \u201cOPEN=GOOD\u201d and \u201cLINEAR=BAD written out next to him, emphasizing Aonuma\u2019s presumed disagreement with linear video games.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\"><p lang=\"en\" dir=\"ltr\">There\u2019s also that annoying Zelda lore account that keeps trying to sow discord by misinterpreting Aonuma quotes.  <br><br>Tears of the Kingdom is one of the greatest games ever made. There\u2019s a bright future with lots to build on. <br><br>Need Zelda fans to be normal.<\/p>&mdash; CartridgeGames (@CartridgeGames) <a href=\"https:\/\/twitter.com\/CartridgeGames\/status\/1736940317423632428?ref_src=twsrc%5Etfw\">December 19, 2023<\/a><\/blockquote><script async src=\"https:\/\/platform.twitter.com\/widgets.js\" charset=\"utf-8\"><\/script>\n<\/div><\/figure>\n\n\n\n<p>Following Aonuma\u2019s interview, large media outlets reported on his stance using headlines such as \u201cEiji Aonuma thinks linear games are games of the past\u201d and similar, which caused many to presume that Aonuma made a sweeping negative statement about video games with linear progression. The extensive reporting prompted waves of negative responses from users on X and Reddit\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-reddit wp-block-embed-reddit\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"reddit-embed-bq\" style=\"height:500px\" ><a href=\"https:\/\/www.reddit.com\/r\/gaming\/comments\/18h463z\/zelda_producer_eiji_aonuma_thinks_linear_games\/\">Zelda producer Eiji Aonuma thinks Linear games are &#34;games of the past&#34;<\/a><br> by<a href=\"\"><\/a> in<a href=\"https:\/\/www.reddit.com\/r\/gaming\/\">gaming<\/a><\/blockquote><script async src=\"https:\/\/embed.reddit.com\/widgets.js\" charset=\"UTF-8\"><\/script>\n<\/div><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>What did he mean to say?<\/strong>&nbsp;<\/h2>\n\n\n\n<p>Then, what was Aonuma trying to convey in the IGN interview?&nbsp; Elaborating on the development policy for Tears of the Kingdom in the interview, the game\u2019s director Hidemaro Fujibayashi initially comments, \u201cWe didn&#8217;t want to create a game where players can&#8217;t do something because we don&#8217;t want them to see it\u201d (or, as per the Japanese version: \u201cWe didn\u2019t allow ourselves to make it so that the player can\u2019t go somewhere just because we don\u2019t want them to\u201d). He goes on to explain how they designed the game so that the player is technically free to take on the ending sections of the game at any time, but is prevented from noticing this fact.&nbsp;<\/p>\n\n\n\n<p>Aonuma, expressing agreement with Fujibayashi\u2019s policy, comments that, \u201cgames where you need to follow a specific set of steps or complete tasks in a very set order are kind of the games of the past.\u201d Although he mentions concerns about additional development costs as a producer, he is in complete agreement with Fujibayashi\u2019s policy of making games that give the player the \u201cfreedom to flexibly proceed through the game.\u201d&nbsp;<\/p>\n\n\n\n<p>After that, the interviewer mentions fans\u2019 nostalgia for traditional, more linear Zelda titles and asks how this aligns with the new policy of open-ended game design. In response, Aonuma says (as per the Japanese version), \u201cI think our psychology makes us want what we don\u2019t have anymore, and of course, I too feel some nostalgia for this past tendency (of Zelda games).\u201d Furthermore, he goes on to explain that he considers Tears of the Kingdom to be linear too in a way, as it also has a linear path, but that this path is discovered by the player rather than decided for them by someone else. Aonuma comments that he doesn\u2019t understand players\u2019 wish to go back to games that restrict them when they have so much freedom now, but that he does understand the nostalgia.&nbsp;<br>&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1280\" height=\"720\" sizes=\"auto, (max-width: 1280px) 100vw, 1280px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231220-276797-002.jpg\" alt=\"The Legend of Zelda: Tears of the Kingdom gameplay\" class=\"wp-image-24734\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231220-276797-002.jpg 1280w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231220-276797-002-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231220-276797-002-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231220-276797-002-600x338.jpg 600w\" \/><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>A difference in terminology<\/strong>&nbsp;<\/h2>\n\n\n\n<p>In other words, Aonuma did not say that \u201clinear games are games of the past\u201d at any point in the interview. Neither the Japanese nor English version of the IGN interview use this expression, but rather \u201cgames where you need to follow a specific set of steps or complete tasks in a very set order\u201d and \u201cgames that can\u2019t be played any other way than according to the set order\u201d respectively. However, as the next question in the interview included the phrase \u201clinear games,\u201d this seems to have led to misrepresentation of the quote.&nbsp;<\/p>\n\n\n\n<p>Furthermore, there\u2019s probably a reason Aonuma did not use the term \u201clinear game,\u201d but rather opted to describe the exact type of game he means, i.e. it\u2019s very possible he treats \u201cgames with linear progression\u201d and \u201cgames with a set order of tasks\u201d as different things. What he referred to as \u201cgames of the past\u201d may very well have been what he sees as an extreme example of a game in which gameplay is completely set in stone with no scope for variation.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1280\" height=\"720\" sizes=\"auto, (max-width: 1280px) 100vw, 1280px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231220-276797-003.jpg\" alt=\"The Legend of Zelda: Tears of the Kingdom gameplay\" class=\"wp-image-24735\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231220-276797-003.jpg 1280w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231220-276797-003-380x214.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231220-276797-003-768x432.jpg 768w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2023\/12\/20231220-276797-003-600x338.jpg 600w\" \/><\/figure>\n\n\n\n<p>On a separate note, all of Aonuma\u2019s statements were in the context of Zelda games and the evolution of their development policy, so they should probably not be taken to apply to all games of all genres in the first place. In a past interview with <a href=\"https:\/\/www.gameinformer.com\/interview\/2023\/12\/07\/aonuma-and-fujibayashi-talk-tears-of-the-kingdoms-reception-and-their-approach\" target=\"_blank\" rel=\"noreferrer noopener\">Game Informer<\/a>, Aonuma had explained that for him, developing new Zelda titles is all about taking everything that has been established so far and creating something new to keep carrying the series forward. He added that the decision to change to open-air game design was made in accordance with this. So, fans probably shouldn\u2019t interpret his comments as criticism of their beloved older titles in the series.&nbsp;&nbsp;&nbsp;<\/p>\n\n\n\n<p>There\u2019s a lot of nuance and context to be considered with Aonuma\u2019s statement that \u201cgames where you need to follow a specific set of steps or complete tasks in a very set order are kind of the games of the past,\u201d but since the context, as well as the words Aonuma specifically chose to express himself with were lost in many headlines, this resulted in much misinterpretation, as well as a lot of dissatisfied responses from users.&nbsp;<\/p>\n\n\n\n<p style=\"font-size:12px\"><br><br><br><br><em>Written by. Amber V based on the&nbsp;<a href=\"https:\/\/automaton-media.com\/articles\/newsjp\/20231220-276797\/\" target=\"_blank\" rel=\"noreferrer noopener\">original Japanese ar<\/a><a href=\"https:\/\/automaton-media.com\/articles\/newsjp\/20231213-275877\/\" target=\"_blank\" rel=\"noreferrer noopener\">t<\/a><a href=\"https:\/\/automaton-media.com\/articles\/newsjp\/20231220-276692\/\" target=\"_blank\" rel=\"noreferrer noopener\">icle<\/a>&nbsp;(original article\u2019s publication date: 2023-12-20 19:14<\/em>&nbsp;<em>JST)<\/em>&nbsp;&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>After an interview with IGN, it was largely reported that Eiji Aonuma, the producer of The Legend of Zeda: Tears of the Kingdom, thinks linear games are a things of the past, causing negative reactions. But did he really make such a sweeping statement?<\/p>\n","protected":false},"author":35,"featured_media":24732,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","footnotes":""},"categories":[3],"tags":[17,63],"class_list":["post-24730","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news","tag-japan-related-news","tag-zelda"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Zelda producer Eiji Aonuma\u2019s stance on linear games was probably largely misinterpreted\u00a0 - AUTOMATON WEST<\/title>\n<meta name=\"description\" content=\"After an interview with IGN, it was largely reported that Eiji Aonuma, the producer of The Legend of Zeda: Tears of the Kingdom, thinks linear games are a things of the past, causing negative reactions. 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