It’s more than five years since the release of Skyward Sword. Some fans love it, while others hate it. I know some who are in between. What does Nintendo giant Shigeru Miyamoto think of it now? Well, in the quote below, he talks about how he feels Nintendo may have told too much story during the beginning of the game.

“We may have told too much story in the beginning of Skyward Sword, and it was hard to get into gameplay, but [ in Breath of the Wild ] we wanted to make sure even beginners would be able to ride the horse. Even a simple mechanic like riding horses can offer a deep gameplay experience.” — Shigeru Miyamoto

I tend to agree with Mr. Miyamoto—it was a little hard to get into gameplay because of Skyward Sword‘s beginning. It looks like the Zelda dev team has fixed this aspect of the game with Breath of the Wild.

Source: IGN

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  • rocky63

    he’s right. SS’s slow intro was heavy handed with it’s story and tutorials before you were able to get to the meat of the game. BOTW intro and tutorials at the start are minimal and seems like it will let the player go through the story at their own pace as they explore the world.

  • ravenpoop

    I’m pretty tolerant of beginning stories and tutorials, I think… But my main concern is how much will story be a driving point in this game. I’ve never really played an open world game of this magnitude (the closest I can think of is the Wind Waker, but even that still had some story that made it linear) and I’m worried there won’t be enough direction to follow in BotW… story provides direction much like writing an outline before starting a novel, and I’m nervous about feeling overwhelmed by an excessive amount of directional freedom where I’m going to feel ‘lost.’

    I LOVE exploring in the Zelda series, but I’d like to know where to go and how to know I’m on the right track, too…

    • Dragonmaster 150

      Hopeully there will be an ongoing main story Quest or something similar that tells us where story objectives are when we want to continue the story instead of having to bumble around the world looking for the location of the next story quest.

  • Alex

    Too right.

    Granted that I absolutely LOVED Skyward Sword, it does have fair share of criticism and the beginning hour loaded with story and tutorial bogged the game down. Hard to do that without setting up the story, unfortunately. And fortunately, the plot of the game this time around places you right into the middle of world without interfering the pacing after 5 minutes of awakening in that chamber.

    The future entries should do well to follow this same format that Original Legend of Zelda and A Link to the Past started:

    Great intro with minimal intrusion of immediate gameplay that serves the plot rather than allowing the plot to play out over the gameplay.

  • Dan0709

    I just HOPE they don’t go the opposite extreme. I LOVE story, and while i didn’t mind that amount of story in SS, i still understand what they meant by that… I just HOPE they don’t go wayyy to the other opposite of that. If there is something that had me scared from the first trailers, is that this game looked a lot like exploring but less to do with the story itself, but thankfully that changed with the latest 2 trailers, and even so, i’m still scared that they went too extreme with reducing the “story” chunks within the game. I want it to be rich in each aspect of the game.

  • AnonymousGX

    I thought there was too much story/half-blind tutorial at the beginning of Twilight Princess, and too much handholding tutorial for Skyward Sword.

  • Anonymous

    Sorry Miyamoto, but story was NOT the problem with Skyward Sword. It was one of the best parts about the game, and the beginning helped us develop an attachment for Link and more importantly, Zelda. Not to mention the people of Skyloft.

    On a slightly related note, I’ve never understood why SS always gets criticized for it’s opening. It was a massive improvement over Twilight Princess, and you’re off on your adventure in an hour or less. Maybe that’s a lot for some people, but considering the overall length of the adventure, I never found it to be an issue.

    • Vados

      Exactly. Whereas TP forced you to do tons of tutorials on top of all of the cutscenes, SS made most of the tutorials optional. It takes me about 20 minutes in Hero Mode to get to the surface, since without the cutscenes, there’s not much you have to do in Skyloft.

    • John Gardiner

      I liked Skyward Sword’s opening. It was mostly for story reasons because it set up the relationships with the characters especially Groose and Zelda

      • Anonymous

        Exactly. It did wonders for making me care about the characters, especially Zelda. I wanted to save her, not because I have to, but because the game made you care about her as a character, and not just an end goal.

  • Dylan

    well Bill and everyone did say breath of the wild has a basic but cool story.

  • Miyamoto knows more than most that video games are about the game, not the story. If he feels SS had too much story to the detriment of gameplay somewhere, I’d certainly be willing to take his word.

    • TheShadwofChaos

      Don’t give Miyamoto so much credit. He thought that Paper Mario, an RPG, had too much story.

      • Paper Mario can work just fine without that much story, and their gameplay proves it. The mechanics are certainly more involving than a lot of other turn-based stuff.

    • Note5

      So why did he made SS story heavy in the first place?

  • Chris K.

    …doesn’t he loath story in games in general…?

    • Sentinel

      That mostly seems to be exclusive to Mario. He doesn’t seem to mind it in others like Zelda and Star Fox and such.

    • Note5

      Contradictory indeed.

  • Valwin Mediaz

    thats does not sound good at all especially after what he did to Paper Mario

    • Christian Beach

      On the contrary, it’s perfect. We don’t need a whole lot of story at the beginning. We just need a basic idea of what we need to do, and then we unfold the rest of the story as we do it.

      • Lifeoflink

        That and it seems that they are designing the story so that if you want more, you have to go and get it. If you don’t, there is no push towards it.

  • Tri

    I don’t mind story as long as it’s “optional.” Let me skip cutscenes. Let me get to the action if I want to. Contrary to what this might imply, I actually *do* care about story. But it needs to be executed in a way that doesn’t make me feel like I’m watching a movie rather than playing a *game.* Because the less control I have over a scenario, the more annoyed I feel. I sure do like cutscenes when it feels like it matters. But if it’s just exposition or info-dumping, count me OUT.

    • Edwin Núñez

      That’s most of the games nowadays sadly.

      • Fabrizio Silveri

        Sadly for you, happily for others.
        The good thing NOW is that you can have any kind of game you want, from the 8-bit pure gameplay RPG to the VR interactive movie, with everything in between…

  • Fabrizio Silveri

    As long as this doesn’t mean the story is completely set out of this Zelda (which is unlikely, after the last trailer), I agree with him.
    The first time you play a game you want to set out and PLAY! That was the problem not only with Skyward Sword but also with Twilight Princess and, partly, Ocarina of Time, but in SS it also meant that the story, after a couple of hours of almost no gameplay, was completely stopped before you completed the first three dungeons… which just didn’t make sense!
    I like story driven games (my favorite game in the last 3 years is Life is Strange!), but it has to be told in the right manner, without limiting the gameplay.

  • Marandahir

    It was story and tutorial. Twilight Princess had the same problem. Both force you go sit through movies or teaching lessons that should be options – especially on replays like SS’s Hero Mode.

    Compare A Link Between Worlds, where literally your on your own in 5 minutes. Skyward Sword and Twilight Princess both take about an hour before the adventure starts. And even then, the tutorials, constant interruptions by companion characters, and roadblocks until you collect x many insects or kikwi or whatnot drag the pace down.

    Breath of the Wild seems to have learned from that. Like how Ocarina of Time 3D shorted Kaepora Gaebora’s monologues and spread them more spaced out throughout Hyrule, Breath of the Wild has plenty of story and character interaction, but they’re inter-spaced between places, so getting to them at all is an adventure!