GI: Is it safe to say that you have two Zelda teams? One for portables and one for consoles?
Aonuma: Yes. However, it’s not as though there are always two teams. If there’s multiple projects, then that’s how many teams there needs to be. It all is kind of one giant Zelda team. Depending on the needs of the department and other departments, if there are other projects going on that are not Zelda that require manpower then they’re sent out.
GI: Capcom has traditionally been the team that’s done portable Zelda titles previously. You’ve worked on Four Swords, obviously, and Minish Cap a bit. But what was it like working on a full-fledged portable Zelda title?
Aonuma: Whether I’m creating a game for the handheld or a console the thinking is always the same—I’m always thinking about the experience for the game player. Because the screen is smaller, the graphics might look different, and the interface is different so we always have to keep that in mind. It’s always the essential gameplay that I keep in mind.
GI: Are you intrigued to get back to work on a new Zelda game for the Wii?
Aonuma: I am always looking forward to making new things, and because the Wii is a new piece of hardware there are so many possibilities with that I am looking forward to also creating games for it. But I don’t know if I can handle it physically right now. (laughs) I need a little break.
GI: You’ll have to ask Mr. Miyamoto to stop “upending the tea table!”
Aonuma: (laughs)