Watanabe: So as the development of Wii U was moving along, and we began talking about adding a camera, we began to look into communication technology with NTD5 and Vidyo6 an American company that specialized in video conferencing systems. And then around the end of last year, we concluded that we might be able to make it work.
Watanabe: With Vidyo's technology, their communication method is capable of monitoring the connection status in real time and dynamically adjusts the signal to the optimum bitrate so there are minimum amount of interruptions. Because of this, when there's a problem with the network, the resolution is lowered slightly, but you can still watch the video without noticing much of a difference. I think that's a huge thing.
Iwata: That's right. I had received notification from NOA (Nintendo of America) that a team at NLG (Next Level Games)9 whom we had close connection with, had an open line. They asked if there was anything we could do with it, and we were just investigating, "Maybe we could do built-in video chat?" It fit with the project, so we decided to pursue it officially.
Iwata: The Nintendo Zone Viewer was actually developed in collaboration with an overseas company, right?
Tamiya: Yes. We developed it with the Project Engineering Department, which was one of the departments at NOA.
Iwata: Previously, when developing software for hardware at the same time with hardware development, departments within Nintendo Japan were in charge of the majority of development, but leveraging Tamiya-san's previous experience, we are now able to work together with a lot of teams like this on what used to be handled with just the internal teams. By the way, Watanabe-san, were you able to smoothly integrate Vidyo's technology into Wii U?
Tamiya: Right. So we wanted Wii U Chat to be something that those people could use without any trouble, which meant that we wanted to make the process as simple as we could. Within the development team, we call it the "2 Step Connection."
Tamiya: First, when you boot up Wii U Chat, you'll see a list of all the Mii characters you have registered as a friend. Step one, you pick the friend you want to talk to. Step two, push the Call button, and then you're connected!
Iwata: How do the Mii characters show up?
Tamiya: The Mii characters are listed in order of video chat frequency. A Mii character of the person you video chat with often will display up front, so when connecting to those kinds of people, you don't even need to scroll around to look for that person's Mii.
Tamiya: Takeda-san said, "I want this to be a console that brings a family happiness." And he continued to say two other things, which were "Since this is being made by Nintendo, there has to be some element of play", and " I want everybody to be able to use this from day one."
Iwata: That makes sense. By the way, I can imagine all sorts of possible situations, like what if the other person is playing Wii U? Or what if they aren't using their Wii U? What happens in those cases?
Tamiya: First, when the other person is online with Wii U, and you call them, their Home Button will flash to let them know a call is coming in. If they open the Menu, they'll get a message telling them they have an in-coming call, and if they answer it, the Wii U Chat session begins.
Iwata: But they have to end the game they were playing, right?
Tamiya: Yes, they will have to end the game.
Iwata: There must be technical hurdles involved, but I hope this is an area that we can improve on in the future. What if the other person's Wii U isn't turned on, or if they aren't logged in?
Tamiya: They wouldn't be able to tell from the Wii U, but you can leave a message that appears in the messages list on Wii U Chat, and also through a message on Miiverse.
Tamiya: Yes. We wanted something you could do while you were chatting to make conversations more fun. You can use the Wii U GamePad to draw and write, so this was an idea that kind of came up naturally. It's actually a lot more fun than you'd think. You're not often able to doodle on someone's face in real life, but you might have the urge to try. When we tried it, it broke the ice, and it spurred conversation. Normally you can never doodle on your bosses face, but we were able to do so during development. In fact, when you're doodled on, it actually makes you happy.
Tamiya: During development when we were in a serious conversation with NLG, the mood became unpleasant. It became difficult to cut in during middle of a conversation, but by doodling quick snippets of something on the screen by hand, the mood eased down, and we were able to become more forgiving. This was something that actually happened.
Iwata: Are there any other tools, besides drawing?
Tamiya: Actually, we had all sorts of ideas from people inside and outside the company, but in the end we decided not to add any of them. We tried out all sorts of different ideas, but it would have actually taken away the simplicity and how it's so easy to understand.
http://iwataasks.nintendo.com/interviews/#/wiiu/wii-u-chat/0/0