Nintendo spricht!
Iwata: Piracy is worse in Europe than North America
I recognize there is more software piracy, playing downloaded software data without purchase, than some years ago, on many of the current platforms including Nintendo DS. You have noted one of Magic-Coms (dedicated to DS), but I think I can declare that software piracy impacts ALL video game platforms today. As for the piracy itself, it is said to be hard to precisely figure out the total impact as it is done underground. Actually piracy has become more widespread in Europe than in U.S., especially in specific European nations where piracy regulation is restricted by the law. Thus we should assume that Europe is seeing a larger impact than U.S. - Satoru Iwata
Iwata discusses Wii/DS online connection rates in Japan, doesn't expect retail to be replaced by digital distribution for another 20 years
On a rough analysis basis, the connection ratio of Wii is around 35%, in the Japanese market. And that of DS is probably, 20% or so. It had increased with the measures like Nintendo Zone with McDonald's to lower the hurdle for connection, but has not reached the 30% mark. ...Most radical people even dare to say that retailers will be replaced by digital distribution in no time. But personally, I think it will still require a significant amount of time. In other words, it will require many years and months for the majority of video game purchase to become digital. In short, in 20 years or so I might say it will have probably changed. But in 5 years or so, I do not totally agree with opinions that no one will purchase titles at retailers by then. Habits of life do not change such radically and quickly. Especially for the expanded audience of various people, to whom we are and will be trying to appeal, I believe their habits will change more slowly. - Satoru Iwata
Miyamoto discusses Spirit Tracks development, and details how it helps in creating Zelda Wii
On developing the recent Zelda for DS, I found out that one of Zelda's core appeals is its uniqueness. Of course we are preparing gorgeous graphics for the sake of users' anticipation for a grand role-playing adventure. But what I believe is very important is the realistic, actual feeling players have experienced themselves; the feeling to have really been on an adventure, to have explored the unknown terrains, to have solved the puzzle through trial and errors, to have themselves grown through various experiences! In that sense, a personal sense of creativity is becoming important among us. We have assembled one of the most creative team for the recent Zelda for DS, and we want to be as creative as possible for upcoming Wii Zelda. - Shigeru Miyamoto
Miyamoto's exact statement on MotionPlus/pointer use in Zelda Wii
A few days back, we had a second-hand translation of Miyamoto's comments on Zelda Wii, but now we have the official translation put together by Nintendo.
And on a more tangible note, we are utilizing Wii MotionPlus. What has been disclosed so far is that we are finding the most efficient way to utilize Wii MotionPlus to realize the realistic and actual feeling of fighting with the sword. As for targeting, we are utilizing the pointing system of Wii Remote on the previous title. This time we are planning a more convenient and comfortable pointing system. - Shigeru Miyamoto
Iwata/Miyamoto discuss Vitality Sensor, are planning to focus on it next year
Miyamoto: And as for Wii Vitality Sensor, I think Iwata will explain later since he is hard at work on it. Based on my experiences, to measure something invisible and have it turn into something tangible like a number like weighing myself on Wii Fit, or to give a numeric value to something invisible in our daily life will be materials of new plays which will feel familiar to us or can improve our lifestyles. We are currently developing an efficient utilization around that factor.
That is all that I can say for today.
Iwata: Please let me add some notes. If Wii Vitality Sensor is simply a pulsimeter, we did not need such a grandiose announcement. It is a tool to analyze various biological signals by scanning the pulse, in order to make something invisible visible. The point with that is you can figure out your current conditions. I believe many of you have figured out with "Wii Fit", by weighing yourself every day you could figure out how the weight would change according to what you had done. Personally I have figured out how dining-out exactly affects my weights. And there are still more invisible factors, which Wii Vitality Sensor can make into something visible, by putting your finger on that every day.
I have to refrain from disclosing too much to keep the surprises of announcement; but please note that Wii Vitality Sensor is not a simple pulsimeter. I have a strong feeling something fun will appear around this gadget, and am planning to put it as one of the next year's main topics.
Nintendo following the 'natural flow' of HD formatting
Since our division has been reviewing and developing a number of hardware, we are looking into many different things, including HD and SD. Also included is the review over the systems with which the creators can easily create video games with limited budget and resources. However, we have not come to the stage where we can announce which is the most appropriate means. Since an increasing number of the TV sets at home around the world are becoming HD today, it will be natural for a machine to be able to generate graphics that people will be accustomed to see on HD televisions. Since the ordinary TV programs are now shifting to HD, moving to HD appears to me a natural flow. - Genyo Takeda (General Manager, Integrated Research & Development Division)
Miyamoto gives his thoughts on HD, discusses lagging software sales in Japan
As long as my way of making games are concerned, all I am concerned about technologies is, we probably cannot swim against the tide. The customers' tastes will become more and more refined. Even today, many customers who have seen HD once say they cannot go back to SD. On the other hand, quite a few of us are accepting 5.1 channel even though they are not true 5.1 channel or embracing HD even though they are not true HD. In other words, when the majority of people around us say it is OK, we are content with the situation. I have to doubt how many of us can actually tell them apart. As long as graphics are concerned, it is comparatively easier to tell them apart. When they purchase a new TV, they change how the same programs are compared with other programs. So, if we try to intensify that portion, if we are simply intensifying what is actually SD to look like HD with the hardware support, it can be understood rather easily. So, development costs associated with HD graphics will have to further increase. ...Regarding the question of SD or HD, it must depend on each software. For example, we have to ask ourselves if HD is really necessary to develop Wii Fit. Won't HD be better for the games like Pikmin? The developers should choose the most appropriate graphical format depending on the software they make. To Nintendo, our theme is how we can prepare the SDK library to cater to the needs of the developers, with which the developers can more easily develop their games. In fact, Nintendo has been working with such mission. - Shigeru Miyamoto
Mr. Miyamoto also discussed the issue of lagging software sales in Japan...
We may need to go back to the basics of the issues. If we make a Wii game solely by targeting the Japan market, it will be hard to pay off, and we cannot afford to do so. I explained about Super Mario Bros. games earlier. Looking back the past sales, for example, when it sold about 5 million in Japan, approximately 20 million units were sold globally. In case of Zelda, unfortunately the software does not enjoy the high popularity in Japan that it does elsewhere, and about 5 times as much or more of the Japan sales can be expected in the overseas markets. So, even when the Japanese sales of a Zelda game were about 500,000, there was a case that global sales could reach around 5 million units in the past. In case of Mario, the global sales can be about 4 times larger than that of the Japan sales. So, if we want to, I believe the Japanese companies are still in a position to make games that can be accepted by the overseas markets. There may also be the issues within the companies about how the managers and the developers try to approach the game creations.
Iwata says the Nintendo 64 was a pain in the ass to work with, but Nintendo has learned their lesson
Iwata talks software success, third party importance
I previously showed an example of Professor Layton. I wonder how many in this industry were able to foresee the current sales situation in the overseas market even after observing the domestic sales in Japan. I also wonder if anybody was able to feel that Nintendogs and Brain Training software could be a success even after seeing the great sales in Japan. Aside from how we develop a new software, there is the point in asking how we market the software. In terms of our relationship with the third party partners, that aspect is becoming increasingly important. - Satoru Iwata
Hatano, Iwata discuss the importance of third party relationships for promotion, future success
Mr. Iwata explained a little bit about the example of Professor Layton. It has become challenging for one software to pay off the development cost with the Japan sales alone. The presence of the Japanese software companies is not what it used to be. The Japanese domestic sales are, of course, important. But the third parties have better grip on the Japanese market, so it may make sense for Nintendo to cooperate in their overseas marketing, for example, by us cooperating in both promotional and marketing activities.
We have been thinking in this manner, and we have already cooperated with some third parties. We did it last year and will do so this year on Mario & Sonic Olympic Games with Sega. The original Nintendo DS and Wii versions of Mario & Sonic Beijing Olympic Games together sold more than 11 million units last year. This year, the new Mario & Sonic Winter Olympic Games will be marketed by Nintendo in Japan and by Sega in the overseas markets. Nintendo is also doing some supportive activities for their overseas promotions too.
So, at a certain time in their development phase, when we can learn the substance of the software from the third parties, we try to think what we can do and how in order to maximize the sales. In the days when it is difficult for a software to pay off in Japan alone, we need to tackle the challenges with the software publishers. As I explained by comparing the memory sizes of a NES game and Blue-ray as an example, the development costs are increasing for the third parties. Recognizing the circumstance, our position is to cooperate wherever appropriate in order to realize the most desirable results. - Shinji Hatano (General Manager, Marketing Division)
In that regard, I anticipate the relationship between software makers and Nintendo as a hardware manufacturer to change from now. In regard to the relationship, I often discuss with Mr. Hatano lately that we cannot foresee the future by saying, "It must be like this because it used to be that way in the past." It is time we have to invent new ways. - Iwata
Nintendo wants to expand Dragon Quest sales in North America/Europe, believes it deserves to sell better
I cannot elaborate on the details, but let me talk about one title with which we have come to a basic agreement. Nintendo will collaborate with Square-Enix on the overseas sales of Dragon Quest IX that they launched in Japan for Nintendo DS in July this year. For the U.S. and European sales, we would like to fully cooperate with them. Nintendo would like to play a key role in expanding the Dragon Quest title in these markets because our preposition is that such quality title could and should sell more in the overseas markets. That is the basic agreement, and we will decide the details from now. - Shinji Hatano (General Manager, Marketing Division)
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