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	<title>games of the future &#8211; Fearless Gamer</title>
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		<title>Nintendo thinks Majora&#8217;s Mask was ahead of its time</title>
		<link>https://www.fearlessgamer.com/2009/12/06/nintendo-thinks-majoras-mask-was-ahead-of-its-time/</link>
		
		<dc:creator><![CDATA[Jeff Morgan]]></dc:creator>
		<pubDate>Sun, 06 Dec 2009 05:00:30 +0000</pubDate>
				<category><![CDATA[Development]]></category>
		<category><![CDATA[Nintendo Wii]]></category>
		<category><![CDATA[future games]]></category>
		<category><![CDATA[games of the future]]></category>
		<category><![CDATA[legend of zelda]]></category>
		<category><![CDATA[majora's mask]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[rpg development]]></category>
		<category><![CDATA[satoru iwata]]></category>
		<category><![CDATA[zelda majora's mask]]></category>
		<guid isPermaLink="false">https://www.fearlessgamer.com/?p=870</guid>

					<description><![CDATA[Majora&#8217;s Mask still stands as my favorite Zelda game of all time. The world was immersive and addictive, to the point that I blew through the game almost without realizing it. That micro-world idea, where you play through the same three days on repeat, wasn&#8217;t the result of years of planning but instead a tight [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><a href="http://www.justmytvandmybeer.com/images/majoras_250x221.jpg" target="_blank"><img decoding="async" fetchpriority="high" class="photo_right" border="0" width="250" height="200" src="http://www.justmytvandmybeer.com/images/majoras_250x221.jpg" alt="Majora's Mask." /></a><em>Majora&#8217;s Mask</em> still stands as my favorite Zelda game of all time. The world was immersive and addictive, to the point that I blew through the game almost without realizing it. That micro-world idea, where you play through the same three days on repeat, wasn&#8217;t the result of years of planning but instead a tight development schedule that only afforded the team a year. </p>
<p>&#8220;The &#8216;Three-Day System&#8217;, the idea of a compact world to be played over and over again, came down from Miyamoto-san and one other director, (Yoshiaki) Koizumi-san,&#8221; said one of Zelda&#8217;s top developers, Eiji Aonuma. &#8220;We added that to the mix, and then, finally, we saw the full substance of a The Legend of Zelda game we could make in one year.&#8221; </p>
<p>Satoru Iwata added, &#8220;Actually, I feel as though, back then, we were given a glimpse of the concept that &#8216;Deep, compact play is one form of the games of the future&#8217;. I think in that sense, as a product, The Legend of <a href="https://www.fearlessgamer.com/tag/zelda">Zelda</a>: Majora&#8217;s Mask was a big turning point for Nintendo.&#8221; </p>
<p>I don&#8217;t know what it is about the month of December but it&#8217;s got developers thinking. Again, I love the idea. Few things can ruin a game for me quite like over-ambition.</p>
<p>Source: <a href="http://www.computerandvideogames.com/article.php?id=228884?cid=OTC-RSS&#038;attr=CVG-General-RSS" target="_blank">CVG</a></p>
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