Eiji Aonuma Wants it to be "Fun To Get Stuck" in A Link Between Worlds

"We kind of have a bad habit of hand-holding"

Following his recent presentation at New York Comic Con, during which he revealed a new trailer and more information on A Link Between Worlds, Zelda series producer Eiji Aonuma had a chat with Polygon about the upcoming 3DS title. He confirmed that development had finished last week, meaning we can safely assume there'll be no delays to its release on 22nd November, and outlined some of the design decisions behind the project.

After reiterating the game's focus on greater flexibility in tackling dungeons and exploring the world, Aonuma-san explained that he has worked hard to strip away excessive hand-holding in the experience.

We wanted to make it a game where it would be fun to get stuck and be lost.

I think that one thing all game developers worry about when they're putting something into a game is, 'Will people notice it? Will people realize what they're supposed to do?' And we kind of have a bad habit of hand-holding, trying to make things easier for everyone. But more and more, I start to think that that kind of [game] isn't actually that fun.

...There's actually one area in the game where I fought for three days with my director over whether we should have a hint in there or not. As a result, after the end of that we actually decided to take it out.

So if that part of the game is too difficult, it's my fault. But it's fine — it'll be fine!

Are you encouraged by the possibility that this title will leave you alone with less help, or do you prefer having plenty of hints and tips?

[via polygon.com]