Battersea Power Station
Member
Probably not a lot to do with games:
http://www.nintendo.co.jp/kessan/060607qa_e/index.html
I haven't read it yet, but I will because I'm a sucker for any chance to pick Miyamoto's brain.
Some quotes I found interesting:
Ooooh, here's one for Sales-Age
http://www.nintendo.co.jp/kessan/060607qa_e/index.html
I haven't read it yet, but I will because I'm a sucker for any chance to pick Miyamoto's brain.
Some quotes I found interesting:
Sounds like Nintendo is embracing a Live-inspired connection and might really do some nice things.Iwata said:When I am surfing on the net, I often see such terms as "Web2.0" lately and feel that the world of the internet has entered into a new phase since last year. Looking at how video game companies are using Internet technologies, we have been wondering if it is the right approach to consistently use them just to compete against each gamer for 5 or 10 years. This is how we came to propose WiiConnect24, which will use the Internet for people to enjoy sharing information. I am yet to know what kind of revolutionary entertainment can be created with WiiConnect24, but we will not stop challenging these unprecedented things. You may feel that Nintendo has been doing things that it did not used to. You will be feeling the same way in the future as well. Whenever we sense that users' new needs must be there or there's got to be unique opportunity for us to surprise customers, we would always like to be an aggressive challenger.
I agree with this. I know some cynics (I love you, drohne) will say that the job of a company is to satisfy its customers, but when it comes to art/entertainment, I say screw that. Have the company do extreme stuff. I'd rather completely hate a product than be kinda entertained by it.Iwata said:In the majority of the other businesses, you are told, "You should ask the customers because they know the truth." So, you will thoroughly ask your customers what are the issues they feel about your products and try to make a hit product by solving the identified problems. In case of video games our job, in a sense, is to surprise the customers. Asking our customers, "what will surprise you," is the silliest question. Our customers will be surprised and happy when we can provide them with something they have never expected.
Dunno how much of that is BS, but it sounds like a production problem.Iwata said:As for the launch time shortage of DS Lite, a major issue we faced was that we could not achieve the expected level of the yield ratio with the bicolor molding. We could have made a lot more DS Lite if we had had compromised on the quality level, but we have never wanted to do so. We do not want to compromise on the quality level of our commodities. Because we wanted to market only the commodities that we could be satisfied with, the initial shipments were limited.
Ooooh, here's one for Sales-Age
Question said:How do you feel about the general remark that only Nintendo titles have sold well among the DS software and third parties' don't.
Blah, blah, PR.Iwata said:In Japan we currently have 10 DS titles which top the million-sales mark. Among them, 9 are from Nintendo and 1 is Tamagocchi software from Bandai, so the general impression must be that Nintendo's software alone are doing well. If we see the software market share at this point in time, it may be true. However, please understand that developing software and making great sales takes time. As of now, quite a few software publishers are making DS software. However, they saw the explosive sales of DS only from the end of last year. So, if they realized at that time that DS will be the one they should put their software development priority, these software naturally should not be ready by now. Also, some of the third parties are very strong in making games with a full volume of contents, which take more time than the others. For example, Square-Enix announced at our DS Conference (in October 2004) that they would launch Final Fantasy 3, but the actual launch will take place this summer.
Question said:What is Mr. Miyamoto interested in now? How are you spending your leisure time nowadays?
Iwata said:Miyamoto, who made Pikmin when he was gardening and Nintendogs after owning a dog, will answer his hobby today (laugh).
MIYAMOTO WORKING ON WIISIMS OR WIIMS CONFIRMED!!!1Miyamoto said:What am I interested in now? I am interested in many things. Maybe you'd love to hear that I recently owned a cat or lizard (laugh). But these are not the decisive factors for me to think about next games. Talking about Pikmin, for example, we were doing a lot of experiments on GameCube by having some concepts which were eventually resulted as Pikmin. It was just that I was doing gardening at that time, so I thought, "Maybe this might fit into the concepts that we are experimenting now". It is not that we made the game system because I wanted to incorporate my gardening hobby. This is similar to the remark Takeda made today. I like dogs and since I owned my dog, I thought that dogs could be a game. However, fact of the matter is, we could not think about the concrete way to make it a fun game. We, then, encountered the DS hardware and realized that we can finally make an application on that dog concept. I was a typical Japanese husband who has been neglecting family lives, but I am spending more time with my family now. I am now interested in how a family enjoys in one house, and that interest pretty much suits well with the concept of Wii hardware. In that sense, Wii will become a hardware which will satisfy my interests of the past 20 years or so, so that I am enjoying making software right now. Finally, I am doing something lately, but I think I need to refrain from talking about it today. Hopefully, I can tell you what it is in 6 months or so.