In 2003, Nintendo announced that a new The Legend of Zelda game was in the works for the GameCube by the same team that had created the cel-shaded The Wind Waker. At the following year's Game Developers Conference, director Eiji Aonuma unintentionally revealed that the game's sequel was in development under the working title The Wind Waker 2; it was set to use a similar graphical style to that of its predecessor. Nintendo of America told Aonuma that North American sales of The Wind Waker were sluggish because its cartoon appearance created the impression that the game was designed for a young audience. Concerned that the sequel would have the same problem, Aonuma expressed to producer Shigeru Miyamoto that he wanted to create a realistic Zelda game that would appeal to the North American market. Miyamoto, hesitant about solely changing the game's presentation, suggested the team's focus should instead be on coming up with gameplay innovations. He advised that Aonuma should start by doing what could not be done in Ocarina of Time, particularly horseback combat.[l] COUNT 7
QSN1 In what year did Nintendo reveal the start of development on what would become Twilight Princess? ANS1 2003 QSN2 At what event was a potential follow-up to The Wind Waker mentioned? ANS2 Game Developers Conference QSN3 What region of the world did Nintendo want to design the next Legend of Zelda game for? ANS3 North American QSN4 What was one feature that could not be implemented in Ocarina of Time? ANS4 horseback combat QSN5 What year did Nintendo announce a new Legend of Zelda was in the works for Gamecube? ANS5 2003 QSN6 Who was the director that unintentionally announced a Zelda game was in the works? ANS6 Eiji Aonuma QSN7 What was the specific area of gameplay that had not been done in Ocarina of Time? ANS7 horseback combat