{"id":34063,"date":"2026-11-05T06:31:51","date_gmt":"2026-11-05T06:31:51","guid":{"rendered":"https:\/\/mmaallout.com\/?p=34063"},"modified":"2026-11-05T06:31:51","modified_gmt":"2026-11-05T06:31:51","slug":"nintendos-designers-strove-for-elegance-when-remaking-ocarina-of-time","status":"publish","type":"post","link":"https:\/\/mmaallout.com\/?p=34063","title":{"rendered":"Nintendo\u2019s designers strove for \u2018elegance\u2019 when remaking Ocarina of Time"},"content":{"rendered":"<p><br \/>\n<\/p>\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph _1044qizi _18mzr4b1 _18mzr4b0 _18mzr4b6 _18mzr4b5 _19wv7tc1\">The <em>Ocarina of Time<\/em> remake on the Switch 2 smashes together the past and present. The game retains much of the original N64 experience while updating it with modern graphics and gameplay that make it feel contemporary. But the mingling of time periods also extends to the development team. While <em>Ocarina<\/em>\u2019s remake was led by producers Eiji Aonuma (a director on the original game who is now the franchise\u2019s steward at Nintendo) and Hidemaro Fujibayashi (best known for directing <em>Breath of the Wild<\/em> and its sequel), the team also featured a number of younger developers, including some who had never played the original. According to Fujibayashi, those new voices provided some much-needed perspective that shaped the remake.<\/p>\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph _1044qizi _18mzr4b1 _18mzr4b0 _19wv7tc1\">\u201cWhat really impressed me was the fact that they really embraced the theme of what <em>not<\/em> to change from the original,\u201d Fujibayashi tells me ahead of <em>Ocarina of Time<\/em>\u2019s launch when explaining the influence of the younger team members, who approached the project \u201cvery carefully.\u201d He adds that \u201cI feel confident that they weren\u2019t necessarily pursuing something new for the sake of novelty when it might be unneeded and clutter the experience. They\u2019re looking for elegance. Only what is needed, only what was important in the original, and how to carry that forward as their focus. And I think that\u2019s a perspective they\u2019ll be able to bring to future projects as well.\u201d<\/p>\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph _1044qizi _18mzr4b1 _18mzr4b0 _19wv7tc1\">Much has changed since <em>Ocarina of Time<\/em> first debuted on the Nintendo 64 in 1998, and Aonuma has had the unique perspective of working on both iterations of the game. For him, the most obvious difference from then to now is the scope of the production. \u201cWe used to have maybe just one person designing the backgrounds, and that\u2019s something that you couldn\u2019t do nowadays,\u201d he says. \u201cA lot of the process is not so different compared to the N64 days, but the scale [is different]: There\u2019s a lot more time involved, a lot more people involved, and because of that it can be harder to manage these teams.\u201d<\/p>\n<p>Image: Nintendo<\/p>\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph _1044qizi _18mzr4b1 _18mzr4b0 _19wv7tc1\">What has also changed is the perspective of players. The original <em>Ocarina of Time<\/em> was Nintendo\u2019s first stab at bringing <em>The Legend of Zelda<\/em> into three dimensions, and there are elements that can feel dated today; you can\u2019t control the camera, for instance, or jump whenever you want. This feeling is only exacerbated by the fact that the most recent <em>Zelda<\/em> games have put a strong emphasis on player freedom. After building your own flying machine in <em>Tears of the Kingdom<\/em>, going back to the original <em>Ocarina<\/em> can feel restrictive. The team made a handful of changes, like giving players complete camera control and the ability to jump anywhere, which were designed to provide connective tissue between the remake and its present-day contemporaries.<\/p>\n<p><em>Eiji Aonuma.<\/em> Image: Nintendo<\/p>\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph _1044qizi _18mzr4b1 _18mzr4b0 _19wv7tc1\">\u201cWhen you\u2019re developing a game like this with the free jump, we have to adjust the world to compensate for that freedom of the player,\u201d Aonuma says. \u201cI wasn\u2019t quite sure about doing this in this title, but as soon as I felt it I thought, \u2018Okay, this is a really good way to give players another way to approach a goal in the game.\u2019 It adds just a little bit more freedom compared to the original <em>Ocarina of Time<\/em>. For me, bringing forward a little more freedom in this title is helpful because it carries something forward from <em>Breath of the Wild<\/em> and <em>Tears of the Kingdom<\/em>. Having that connection to the recent titles I think was really helpful.\u201d<\/p>\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph _1044qizi _18mzr4b1 _18mzr4b0 _19wv7tc1\">The same could be said for the game\u2019s overhauled graphics, which blend realism and fantasy art into a visual style that feels distinct from other <em>Zelda<\/em> adventures. Aonuma says the goal was to \u201cbring out details of the world that people weren\u2019t able to see in the original <em>Ocarina of Time<\/em>.\u201d He adds that this was \u201csomething that we wanted to do in the original, but we didn\u2019t have the technical compatibility at the time in terms of hardware output.\u201d<\/p>\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph _1044qizi _18mzr4b1 _18mzr4b0 _19wv7tc1\">That said, the core gameplay of <em>Ocarina<\/em> still holds up remarkably well, particularly compared to other early 3D games. Fujibayashi was working at Capcom when the original launched in 1998, but he distinctly remembers anticipating how Nintendo would approach solving many of the problems that plagued early attempts at big 3D worlds. One of the most impactful features in <em>Ocarina<\/em> is something called Z-targeting, which lets the player lock on to an enemy, making combat much more intuitive. \u201cThe solutions are something that still stick with me as a foundation for when I create 3D games,\u201d Fujibayashi says.<\/p>\n<p>Image: Nintendo<\/p>\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph _1044qizi _18mzr4b1 _18mzr4b0 _19wv7tc1\">For Aonuma, remaking <em>Ocarina of Time<\/em> was also an opportunity to address some issues he had with the original version of the game. For instance, one of the most infamous parts of the N64 <em>Ocarina<\/em> was Navi, a little fairy who serves as a guide for Link during his adventures. The problem was, in the process of trying to help the player, she could become overbearing and, in turn, something of a nuisance. While Navi is still ever-present in the remake, her chatter has been toned down quite a bit.<\/p>\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph _1044qizi _18mzr4b1 _18mzr4b0 _19wv7tc1\">\u201cOne of the things that we were thinking about in [the N64] development process is: How do we lead the player to the end of this adventure?\u201d Aonuma recalls. \u201cCan they follow along with the story? Something that we used was the Navi hints, and some of these were added just because we felt in that moment a palpable need for the player to have a little extra information. But it\u2019s something that\u2019s a hard balance to hit. You don\u2019t want to give an answer outright to a player, you want a little bit of an information gap so that they have an opportunity to think for themselves and make that stretch. The more hints you add, the more Navi would talk, and that would change the player experience. [In the remake] we were looking for ways to make all of that more comfortable and more streamlined. And so using in-game text to chronicle your adventures up to that point, so people could remind themselves what they\u2019ve done on the quest so far, helps us get people to the end goal.\u201d<\/p>\n<p><em>Hidemaro Fujibayashi.<\/em> Image: Nintendo<\/p>\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph _1044qizi _18mzr4b1 _18mzr4b0 _19wv7tc1\">But perhaps the biggest thing to address was the Water Temple, widely regarded as the most challenging dungeon in the original game. Even Fujibayashi tells me that he remembers it being \u201cquite difficult\u201d when he first played it. On the N64, players had to contend with an awkward camera and were forced to constantly open up a menu to use important items. But much of that has been modernized in the remake, making the dungeon less arduous, as players can now better see and navigate the underwater dungeon. \u201cI think when people make comparisons from their memory now to the original version of the Water Temple they\u2019re going to feel quite a difference,\u201d Aonuma explains after I tell him I found the new version of the dungeon much easier. \u201cSo this is really nice to hear. As soon as you said that I thought, \u2018We did it.\u2019\u201d<\/p>\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph _1044qizi _18mzr4b1 _18mzr4b0 _19wv7tc1\">Aonuma also felt it was important to keep <em>Ocarina<\/em>\u2019s more traditional style of <em>Zelda<\/em> gameplay alive as the franchise celebrates its 40th anniversary this year. <em>Breath of the Wild<\/em> showed what could happen when you turned Hyrule into a true open world, <em>Echoes of Wisdom<\/em> took classic top-down gameplay and mixed it with an inventive new style of puzzle, and <em>Ocarina<\/em> offers something more straightforward. He believes that having all of those very different iterations on <em>Zelda<\/em> is part of the reason the franchise has had such staying power. \u201cYou need different approaches,\u201d he says. And it\u2019s those new developers, many of whom are fresh to Zelda, that he hopes will keep that philosophy going.<\/p>\n<p class=\"duet--article--dangerously-set-cms-markup duet--article--standard-paragraph _1044qizi _18mzr4b1 _18mzr4b0 _18mzr4ba _19wv7tc1\">\u201cWe\u2019ve had opportunities to add to the playbook of <em>Zelda<\/em>, if you will, and the language of development,\u201d he explains. \u201cYou get to see the progression of these ideas across the franchise. And now, working with younger staff on this remake, we\u2019re having the opportunity to bring in additional new ideas. I really look forward to the future and what\u2019s possible coming from the new <span class=\"nowrap\">staff.\u201d<span class=\"endmark\"\/><\/span><\/p>\n<p><span class=\"tly2fw2\"><strong>Follow topics and authors<\/strong> from this story to see more like this in your personalized homepage feed and to receive email updates.<\/span><\/p>\n<ul class=\"tly2fw3\">\n<li id=\"follow-author-article_footer-dmcyOmF1dGhvclByb2ZpbGU6MTk3\"><span aria-expanded=\"false\" aria-haspopup=\"true\" role=\"button\" tabindex=\"0\"><span class=\"gnx4pm0 _1618ekm2 _1uf8q814 _19wv7tc5 _1618ekm0\"><span class=\"_1ajq89kf _1ajq89k1 _1ajq89k0\"><\/span><span class=\"_1618ekm9\">Andrew Webster<\/span><\/span><\/span>Close\n<p>Andrew Webster<\/p>\n<p>Senior entertainment editor<\/p>\n<p class=\"fv263x1\">Posts from this author will be added to your daily email digest and your homepage feed.<\/p>\n<p><span>Follow<\/span><span>Follow<\/span><\/p>\n<p class=\"fv263x4\">See All by Andrew Webster<\/p>\n<\/li>\n<li><span class=\"gnx4pm0 _1618ekm2 _1uf8q814 _19wv7tc5 _1618ekm0\"><span class=\"_1ajq89kf _1ajq89k1 _1ajq89k0\"><\/span><span class=\"_1618ekm9\">Entertainment<\/span><\/span>Close\n<p>Entertainment<\/p>\n<p class=\"fv263x1\">Posts from this topic will be added to your daily email digest and your homepage feed.<\/p>\n<p><span>Follow<\/span><span>Follow<\/span><\/p>\n<p class=\"fv263x4\">See All Entertainment<\/p>\n<\/li>\n<li><span class=\"gnx4pm0 _1618ekm2 _1uf8q814 _19wv7tc5 _1618ekm0\"><span class=\"_1ajq89kf _1ajq89k1 _1ajq89k0\"><\/span><span class=\"_1618ekm9\">Gaming<\/span><\/span>Close\n<p>Gaming<\/p>\n<p class=\"fv263x1\">Posts from this topic will be added to your daily email digest and your homepage feed.<\/p>\n<p><span>Follow<\/span><span>Follow<\/span><\/p>\n<p class=\"fv263x4\">See All Gaming<\/p>\n<\/li>\n<li><span class=\"gnx4pm0 _1618ekm2 _1uf8q814 _19wv7tc5 _1618ekm0\"><span class=\"_1ajq89kf _1ajq89k1 _1ajq89k0\"><\/span><span class=\"_1618ekm9\">Interview<\/span><\/span>Close\n<p>Interview<\/p>\n<p class=\"fv263x1\">Posts from this topic will be added to your daily email digest and your homepage feed.<\/p>\n<p><span>Follow<\/span><span>Follow<\/span><\/p>\n<p class=\"fv263x4\">See All Interview<\/p>\n<\/li>\n<li><span class=\"gnx4pm0 _1618ekm2 _1uf8q814 _19wv7tc5 _1618ekm0\"><span class=\"_1ajq89kf _1ajq89k1 _1ajq89k0\"><\/span><span class=\"_1618ekm9\">Nintendo<\/span><\/span>Close\n<p>Nintendo<\/p>\n<p class=\"fv263x1\">Posts from this topic will be added to your daily email digest and your homepage feed.<\/p>\n<p><span>Follow<\/span><span>Follow<\/span><\/p>\n<p class=\"fv263x4\">See All Nintendo<\/p>\n<\/li>\n<li><span class=\"gnx4pm0 _1618ekm2 _1uf8q814 _19wv7tc5 _1618ekm0\"><span class=\"_1ajq89kf _1ajq89k1 _1ajq89k0\"><\/span><span class=\"_1618ekm9\">Report<\/span><\/span>Close\n<p>Report<\/p>\n<p class=\"fv263x1\">Posts from this topic will be added to your daily email digest and your homepage feed.<\/p>\n<p><span>Follow<\/span><span>Follow<\/span><\/p>\n<p class=\"fv263x4\">See All Report<\/p>\n<\/li>\n<\/ul>\n<p><br \/>\n<br \/><a href=\"https:\/\/www.theverge.com\/games\/1026380\/zelda-ocarina-of-time-interview-eiji-aonuma-hidemaro-fujibayashi\" target=\"_blank\" rel=\"noopener\">Source link <\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The Ocarina of Time remake on the Switch 2 smashes together the past and present. The game retains much of the original N64 experience while updating it with modern graphics and gameplay that make it feel contemporary. But the mingling of time periods also extends to the development team. While Ocarina\u2019s remake was led by<\/p>\n","protected":false},"author":1,"featured_media":34064,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[30],"tags":[14330,16405,14678,16407,16406,16404,290],"class_list":["post-34063","post","type-post","status-publish","format-standard","has-post-thumbnail","category-gear","tag-designers","tag-elegance","tag-nintendos","tag-ocarina","tag-remaking","tag-strove","tag-time"],"_links":{"self":[{"href":"https:\/\/mmaallout.com\/index.php?rest_route=\/wp\/v2\/posts\/34063","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/mmaallout.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/mmaallout.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/mmaallout.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/mmaallout.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=34063"}],"version-history":[{"count":0,"href":"https:\/\/mmaallout.com\/index.php?rest_route=\/wp\/v2\/posts\/34063\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/mmaallout.com\/index.php?rest_route=\/wp\/v2\/media\/34064"}],"wp:attachment":[{"href":"https:\/\/mmaallout.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=34063"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/mmaallout.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=34063"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/mmaallout.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=34063"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}