Navi is one of the biggest sticking points of Zelda: Ocarina of Timeso it’s encouraging to know that even Shigeru Miyamoto isn’t a fan of funny fairies.
His admission came from a 1999 interview, which was originally part of a Japanese strategy guide but has now been translated into English and published online by the good guys at Shmuplations.com (thank, Eurogamer).
During the interview, Miyamoto was asked about the game’s quizzes and answered:
I think the way we give suggestions is still a bit unfriendly. In a word, I can confess to you now: I think the whole system that Navi gives you advice on is Ocarina of Time’s biggest weakness. It is difficult to design a system that gives appropriate advice, advice tailored to the player’s situation. To do it right you will have to spend about the same amount of time as you do developing an entire game and I am very worried that we will dig ourselves into a hole, if we pursue perfection there. …
If you read Navi’s text, she will say the same things over and over. I know that sounds bad, but we purposely put her on a “stupid” level. I think if we tried to make Navi’s suggestions more complicated, that “stupidity” would really stand out even more. The truth is I wanted to wipe the entire system, but that wouldn’t be more player-friendly. You can think of Navi being there for players who stop playing for a month or so, who then pick up the game again and want to recall what they had to do. That’s a brazen excuse, I know. (laugh)
On the other hand, we’ve tried to make the hints player-friendly, but I’ve heard a lot of people say how they couldn’t solve them without a strategy guide. However, when we took a closer look, we found that the parts that people needed suggestions were different from person to person. There is no consistency. However, that’s inevitable in a game like Zelda that combines action and puzzle solving.
In the same interview, Miyamoto also stated that he was not satisfied with the sword mechanics in the game:
Unfortunately, the fencing in Ocarina didn’t go as well as I expected. I’m pretty bad at action games myself, so I wanted Ocarina to have a system with depth, something you can steadily improve on as you play more — it doesn’t have to be as complicated as Tekken, of course. (laugh)
However, at the same time, part of me wanted to make it easier to act than Mario 64. There were people who told us “I can’t get through the later stages in Mario 64”, and I felt we needed to. make sure Ocarina can be finished off by them, otherwise this wouldn’t be a true Zelda game. About a year into development, I realized that if we focused too much on fencing, it would definitely be harder than Mario 64, so we backed out and switched to a simpler system that we have today.
https://www.nintendolife.com/news/2022/01/even-miyamoto-doesnt-like-stupid-navi-in-zelda-ocarina-of-time Even Miyamoto doesn’t like the “stupid” Navi in Zelda: Ocarina Of Time