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Zelda director wants to make a game without a pre-defined story

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By Connor Sheridan published 12 September 2013

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Zelda series steward Eiji Aonuma makes games with memorable, archetypal stories: a hero saves a princess and her kingdom from an evil overlord. But someday, he told MTV Multiplayer, he wants to let players define their own narrative.

"What I really, really want to create, what my ultimate hope or goal is, to create a game without a story--not to say that the story is nonexistent, but it's a story that isn't already created," Aonuma said. "It's a story that the player, in interacting with the space or environment, creates. So, a story that is defined by the player, not one that is already prepared, and a game that just kind of follows that path, if that makes sense."

Aonuma said The Legend of Zelda: The Wind Waker (and The Wind Waker HD) was a special exception to the way Zelda stories generally come together: instead of figuring out a unique gameplay hook first then building the story around it, elements like cel shading, ocean travel, and sunken Hyrule all came together organically.

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That's as close as his team's come to narrative-first design.

"If you have a story first, you're kind of tied to that story, and locked into it, and you have to alter gameplay to make sure that the story progresses in a certain way," he said. That means less emphasis on making it fun to play.

"I know that there are many games that were created to fit an existing story, and I don’t know that there are that many that have been very successful at it."

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I got a BA in journalism from Central Michigan University - though the best education I received there was from CM Life, its student-run newspaper. Long before that, I started pursuing my degree in video games by bugging my older brother to let me play Zelda on the Super Nintendo. I've previously been a news intern for GameSpot, a news writer for CVG, and was formerly a staff writer at GamesRadar+.

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