≗ Miyamoto on team energy — @javisantana
Miyamoto talking about cinema scenes in videogames but end up describing the most powerful metric in a team: the energy
We have seen several examples of these cinema scenes, but we positioned these sequences as only one part of development. In Zelda, there are over 1 hour and 30 minutes of cinema scenes. But the staff involved in creating these scenes was only 3 individuals for most of the development process, and in the latter stages, only 6 or 7. The reason behind using such a simple process, as I am sure you have all experienced in the workshop, is that there is a total limit on team energy. There is a limit to the work a team can do, and there is a limit to my own energy. We opted not to use that limited time and energy on pre-rendered images for use in cinema scenes, but rather on tests on other inter-active elements and polishing up the game to create a product that players can enjoy and play comfortably.