The Legend of Zelda: Ocarina of Time, an enduring masterpiece in Nintendo’s storied gaming catalog, recently marked its 26th anniversary.
First released for the Nintendo 64 in November 1998, Ocarina of Time has not only defined action-adventure gaming but remains a source of ongoing discovery decades after launch.
New information continues to surface, shedding light on its complex development, design philosophies, and the minds responsible for its success—including Nintendo’s iconic creator, Shigeru Miyamoto. One of the latest insights comes courtesy of a 1999 interview with Miyamoto, initially featured in a Japanese strategy guide and only recently translated and published by Shmuplations.
The conversation delves into one of Ocarina of Time’s most memorable—and sometimes divisive—features: the in-game hint system delivered by Navi, Link’s helpful fairy companion.
Over the years, players have shared mixed feelings about Navi’s frequent interjections and advice.
As it turns out, Miyamoto shared these reservations. Reflecting on Navi’s hint mechanic, Miyamoto candidly revealed that he believed the manner in which hints were given in Ocarina of Time could have been friendlier.
He admitted that, in his view, the system involving Navi’s advice represented the game’s greatest flaw.
Designing a truly effective hint system is an incredibly complex task, he explained, requiring as much effort and development time as creating a full game.
Miyamoto expressed concern that striving for perfection in this area could have overwhelmed the development team. Miyamoto further explained that Navi frequently repeats the same advice, a limitation he described as a deliberate design choice.
In the recently uncovered interview, he stated that leaving Navi at a basic, sometimes redundant level was intentional.
Miyamoto suggested that had the team tried to make her hints more advanced, the shortcomings would have become even more apparent.
At one point, he even considered removing Navi’s hint system altogether, but ultimately decided this would have made the game less approachable for returning players.
According to Miyamoto, Navi was especially intended to help those who might pause the game for an extended period, then later need a reminder of what to do next. Ocarina of Time’s innovation, including its approach to accessibility, continues to influence Nintendo game development, with its legacy enduring through various re-releases on platforms such as the Nintendo 3DS and Nintendo Switch Online.
These insights not only highlight the design challenges faced by Nintendo’s development team in the late 1990s but also offer a deeper appreciation for the decisions shaping the landmark title. With The Legend of Zelda: Ocarina of Time now available to a new generation of players via Nintendo Switch Online and the eShop, it remains a touchstone in gaming history—one where even its imperfections have contributed to its timeless appeal.
First released for the Nintendo 64 in November 1998, Ocarina of Time has not only defined action-adventure gaming but remains a source of ongoing discovery decades after launch.
New information continues to surface, shedding light on its complex development, design philosophies, and the minds responsible for its success—including Nintendo’s iconic creator, Shigeru Miyamoto. One of the latest insights comes courtesy of a 1999 interview with Miyamoto, initially featured in a Japanese strategy guide and only recently translated and published by Shmuplations.
The conversation delves into one of Ocarina of Time’s most memorable—and sometimes divisive—features: the in-game hint system delivered by Navi, Link’s helpful fairy companion.
Over the years, players have shared mixed feelings about Navi’s frequent interjections and advice.
As it turns out, Miyamoto shared these reservations. Reflecting on Navi’s hint mechanic, Miyamoto candidly revealed that he believed the manner in which hints were given in Ocarina of Time could have been friendlier.
He admitted that, in his view, the system involving Navi’s advice represented the game’s greatest flaw.
Designing a truly effective hint system is an incredibly complex task, he explained, requiring as much effort and development time as creating a full game.
Miyamoto expressed concern that striving for perfection in this area could have overwhelmed the development team. Miyamoto further explained that Navi frequently repeats the same advice, a limitation he described as a deliberate design choice.
In the recently uncovered interview, he stated that leaving Navi at a basic, sometimes redundant level was intentional.
Miyamoto suggested that had the team tried to make her hints more advanced, the shortcomings would have become even more apparent.
At one point, he even considered removing Navi’s hint system altogether, but ultimately decided this would have made the game less approachable for returning players.
According to Miyamoto, Navi was especially intended to help those who might pause the game for an extended period, then later need a reminder of what to do next. Ocarina of Time’s innovation, including its approach to accessibility, continues to influence Nintendo game development, with its legacy enduring through various re-releases on platforms such as the Nintendo 3DS and Nintendo Switch Online.
These insights not only highlight the design challenges faced by Nintendo’s development team in the late 1990s but also offer a deeper appreciation for the decisions shaping the landmark title. With The Legend of Zelda: Ocarina of Time now available to a new generation of players via Nintendo Switch Online and the eShop, it remains a touchstone in gaming history—one where even its imperfections have contributed to its timeless appeal.