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Interview From Wired:

WN: So, you’re coming in to Nintendo wanting to make dramatic stories in video games, and they tell you okay, make a manual. Did you tell them, no, I have no experience laying out art for a manual, this isn’t what I want to do? Or did it make a lot of sense to you that that would be the way that you started?

YK: I was just really having a good time with all the work they were giving me. I had plenty of experience drawing and writing in college, and so I was perfectly comfortable doing this. But every time someone told me, “work on this manual,” and that involved drawing and writing, it usually ended up linking to some other task, where they’d say, “It’s also okay if you don’t mind working on this.” So I was very much stimulated by all these possibilities.

WN: So after Link’s Awakening, was your work mostly concentrated on writing for the games themselves? Also, in a broader sense, Nintendo’s games don’t usually pursue big, dramatic stories. How would you compare that to the way other cinematic video games are done? What style is better for getting the story across?

Read The “Entire” Interview HERE