Revolution - Diskussionsforum 3

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Nicht offen für weitere Antworten.
s0nyhasser schrieb:
nein der revolution wird stärker als die ps3 ich bin mir ganz sicher
Das hab' ich gelesen! :evil:
:D

@ magnum
einfach das übliche "wir haben noch nicht mit dem Revolution gespielt, aber wir finden das Bisherige super"-blabla
 
Das komplette Game-Informer Interview wurde gerade online gestellt. Hab's noch nicht gelesen und weiß auch nicht, ob was interessantes drinsteht... wahrscheinlich nicht... Neues Material zu Red Steel gibt's wohl auch nicht :[[[

Game Informer: We wanted to start with the Revolution and some thoughts about why it’s going to be way more awesome than anything else…

George Harrison: That’s a good setup (laughs). First, let me just say that it’s good to be here. It’s unusual that someone other than Nintendo is unveiling the first game on Revolution and you guys have done a great job on getting an inside track on this. As we talked about this, Mike and Tony and the whole team were in Redmond and they told us about this opportunity and we discussed it an the only thing that Mr. Iwata really asked was that we tell you the whole story on Revolution, so while you’re going to see the game and get very excited about it, we wanted to set up the background on it. Because it is unusual – usually Nintendo is the first one to unveil our babies relative to a new system, so it’s a great opportunity, I think, for Ubisoft.

Anticipation around a new system is always huge, so this year for you guys in particular it’s going to be lots and lots of new stuff to see and think about at the show. For us the challenge was, how do you think of something different? We have now three competitors in the marketplace, which as you know, it was only two for the last generation. We’ve done okay on GameCube, but we wanted to do better. So once we started to think about what do you do for your next console, clearly the thinking in Japan was, “you’ve got to do something different.” You know you can’t just go out and say, “We’ve got more horsepower, prettier pictures, and those kinds of things.” That’s an important part of the system, but without something more than that, the chances that we’d do better on the next system than with GameCube were slim to none. So the thinking went back to throw on more basics. And starting with the market in Japan, which has been kind of soft for many years, at least since 1997, the question is what are they going to do to revive the market in Japan? They started with basic facts like the shrinking of the gaming population – men under 25, that segment has been declining. The general population is going to start to decline. So they realized that they had to attract some people who maybe hadn’t played games before or hadn’t played games recently. So they set out to think about what was preventing people from getting involved.

The first personification of that was the Nintendo DS and thinking about the handheld area and, even in that case where’s it’s not all that complicated, there were still some barriers to the interface. That led us to the idea of the touchscreen, the voice recognition, all those things that we think makes gaming more accessible. At the same time, it causes us to think differently about the software. So while there have been some great, familiar games coming out on the DS using those new features, it’s the games that are different like Nintendogs and the Brain series that have really opened up the possibilities. So the idea was, “How do you bring that same kind of thinking to Revolution?” The first part was to try to give an interface that was more easily accessible to anybody, really, for the most part. That’s where the unique controller idea came in. Coupling that was improved horsepower in the machine itself. We think it opens up a lot of possibilities.



GI: So the concept for how the Revolution was going to work was developed after the DS had come to the market already?

Harrison: I think that consoles, generally, are the sequential activity. If you look at the history of the business, you launch one console and almost immediately begin thinking about the next one…you launch them sort of one at a time. The handheld area is more of an ongoing thought process where you have new ideas and when you finally strike one that you think makes sense, then you launch it. It’s not necessarily on a fixed schedule. So the thinking about a next console in terms of chip configuration was already beginning as soon as GameCube was launched. The idea of when to begin thinking about the interface came maybe later. I don’t know exactly when, but that was part of the new thinking that Mr. Iwata brought to the business to say, “What are we going to do that’s going to be different that will actually give us a chance to have a different business performance in this next generation?” I think that ideating with Mr. Miyamoto was really what led to thoughts about possible controllers.

GI: Obviously, the controller is probably the biggest selling point of the console, and you’ve mentioned that you’re trying to bring in new gamers. Probably the biggest question that I have for you then is, if these people are new gamers, do they know what the status quo is in the gaming world? Do they know that the Revolution is different than the status quo?

Harrison: They probably, at this point, know very little. The truth is that they’re not really focused on the industry the way that your readers are. Your readers are pouring over every obscure website, every patent filing, and those kinds of things to figure out what’s next and what’s coming up. The people who’ve drifted away from gaming, frankly, we’re just assuming that what’s going on today is what caused them to drift away. That really comes down to the trajectory of the industry, which has been that as you have more horsepower, the games not only become prettier, they become more complex potentially and the controllers themselves become more complex with more and more buttons…

This is a funny piece of history, but we did focus groups back in the day of SNES and Genesis and at that point Genesis was doing pretty well. I think that they had fifty percent of the market and we couldn’t understand it. We went into the focus groups and we would say, “They don’t have as many colors, their system can’t produce as many colors as we can, their controller doesn’t have as many buttons as we do…” And the consumers would eventually say to us, “you know, to be honest, I’m really not that good and the fact that I can press one button and be successful with Sonic, I like that.”

So early on we had some signals that there were many people who weren’t looking forward to more complicated control schemes. I can remember a time when Killer Instinct was released and at that time Ken Lob worked for us as one of our game gurus. He came into my office and he was all excited and said, “Oh, I’ve got a great new combination for you.” So he starts describing this combination that was kind of a fourteen to seventeen button combination, and I said that I can’t remember fourteen numbers, let alone a fourteen button combination. But that was, I think, just an indication of the divergence of this whole thing. And at the same time we saw success with things like Mario Kart and Mario Party series that led us to believe that there are still people out there who still just want to have a little fun and don’t want it to be inordinately complicated.


GI: You said that with Revolution and you said the same thing with DS – that you’re trying to attract new gamers. How do you plan to keep the core fan base out there that’s so rabid and so pleased, without just relying on your core franchise and core characters like Mario and Metroid and Zelda?

Harrison: There would be, probably, two approaches. So you look at the new controller, two possibilities: you can figure out better ways to interface with existing games. You’re going to see an example when you go to Paris with the Ubisoft team. What’s a traditional game? A great new approach that uses the unique controller, in the same way that, I haven’t seen it yet, but I’m sure you will, some great new sports games from EA that take advantage of the controller and control scheme as a great new way to make it work and seem intuitive. But then, so that’s one way – a better way to play existing game ideas.

The second way is game ideas or things that might not even be called games that are completely un-thought of. That’s why Nintendogs was so successful on Nintendo DS or like the Brain Training games that have sold over a million copies each. These aren’t even things that we would think of today as being games, but they’re entertainment. They’re diversions. So I think that the real prize is going to go to the development teams that can think of something that hasn’t existed before. Remember that for most of this, what we call audience expansion, they’re just looking to fill some time. They’re not looking for something that’s going to take them 40, 50, 60 hours to complete. So the worlds of Tetris and stuff like that that was so successful in the early days because anyone could do them and at the same time they were easy to get started and were addictive and challenging as you went through. Those are the things that we see as keys to being successful in the future.

GI: On the subject of E3, we’re going to see some of the standards, but do you think that you’re going to wow the crowd with some really kind of different games the you think Nintendo normally wouldn’t show at a kind of console launch? Is it really that different as far as your lineup?

Harrison: I think so. You’ll see a mix of familiar franchises and new and unexpected. One of the things that Mr. Miyamoto said to us while we were there as a group in January, he said, “Even within Nintendo, it’s hard to get people to think differently.” He seems to be a unique individual who can think completely differently and come up with ideas like Pikmin or Nintendogs and things. But he said that young people come to work for Nintendo or they come to work for Square Enix, and they come there because they want to make Final Fantasy games or they want to make the kind of games they loved growing up. When you say to them that you want them to forget all that and think of something completely different, he said that it’s sometimes difficult. So they’ve started to reorganize into little skunkworks and things to try to focus those people on thinking of different things for different audiences. These are mostly guys under the age of thirty-five, you know 20-35, for them to put themselves in to the head of a 25 or 35 or 40-year-old woman or 40-year-old man and think of what kind of entertainment they might enjoy, that’s kind of a tough challenge. But that’s what we have to do.



GI: As you mentioned, we’re talking about third party games for the Revolution. How much support do you think you’re going to have from third parties at the launch?

Harrison: I think it’s going to be pretty broad. I don’t have an exact answer because I’ve only been interfacing with some of them. We’ve heard a few of them from their financial calls. We heard EA talking about having a few games that they were going to be showing at E3 and also are hoping to launch with. So it’s hard for me to know what the breadth and depth is. We’ve got more than 1,000 developer kits including the controller kits, out, so there should be plenty there. One of the lessons we tried to learn from GameCube was that we kept things too close. And so as we got ready to launch, we had some of our own great games but third parties were kind of behind the eight ball in terms of being able to have games ready.

GI: Do you think that there’s going to be any disparity in the types of games you see from first party to third party? As you mentioned, you’re focusing on doing a lot of different types of games and the Ubisoft project is a little more traditional. Do you think that you’re going to see that kind of a split or do you think that you’ll see a broad range of games across all developers?

Harrison: Well, we’re hoping to see a broad range. Creativity not only in existing franchises from the third party developers, but also unexpected things. But we know that with any new generation of machines, the creativity really begins to blossom once people show their first projects and everyone gets to see it and it becomes really competitive. Games continue to grow in creativity throughout the generation. So for us, for me, this will be the first time to see a lot of these third party games at the show floor. And I think that in itself will start to stimulate more creativity amongst the third parties.

GI: One big thing that a lot of people have been talking about is that Revolution will be more focused, obviously, on gameplay rather than graphics. How important do you think that the visuals are in the success of the console?

Harrison: Well I think that they’re important, but maybe on a different dimension. The dimension that people mostly think about is photo-realism and so you see, for instance, an Xbox 360 game and they show a racing game and everyone sees how shiny the cars are and that the leaves are flowing and that type of thing, but that’s really only one dimension. For some games, photrealism is important. In many other games, the choice of graphics is really just an artistic choice, in the same way that animation’s there. The Simpson’s TV show, for instance, wouldn’t be half as funny if it were live action. So the stylized choice is what really makes it. You know, the Revolution is going to be a multiple of the GameCube in terms of capabilities, a dramatic improvement as possible there, but it’s really going to come down to the creativity of the gameplay and the story itself that’s going to drive this whole piece forward.


GI: How are you nurturing third parties with development for the system because if a team is making a game for next generation consoles, they can pretty much say, “Okay we’re going to have an Xbox 360 version, and a PS3 version, and they can kind of share resources. But when it comes down to the Revolution to do the controller, they might have to have a separate team. That’s obviously going to cost third parties a little extra money.

Harrison: I’m not a development expert, obviously, but it won’t take as much as you might think. So we prepared some demonstrations that we had been taking out to the developers for the last nine months, and one of those is that we took was Metroid Prime 2, which is a GameCube game. And in less than three weeks they were able to change the control scheme to show people what that could look like with the new freestyle controller. So part of our job is to get the development kits out early enough so people have time to work with it. Part of it was providing the support, so we have teams who are on the road almost habitually, going to the various studios and showing people what’s possible. And also to show them that their initial thought, which may have been similar to yours, is not the case that it’s really simple to try to move this over to a different control scheme whether it’s for a sports game or whether it’s for something unexpected. And I think you’ll see, when you get the demo of the game at Ubisoft, how truly intuitive it is. The developers themselves will have to tell you how difficult that was…. Was it difficult and time consuming or was it fairly straightforward? But certainly the result, as I saw a few weeks ago, was really impressive.

GI: Is it like, for example, Red Steel uses nunchuck style – is that going to be something like a peripheral that Ubisoft would put out with their game, or will that be something that you get when you buy a Nintendo Revolution or is that going to be something that you have to purchase on top of a Revolution?

Harrison: It would be something that I think Ubisoft or another publisher would have to include in their game, but we’re still working on the actual configuration, so, in terms of the core set, that’s going to lead to a question; I’m sure, about pricing. Well we haven’t announced that yet and we might not even announce it at E3. We’re in something of a cat and mouse game with competitors to see what they’ll say. But the idea is that you should have everything you need with the Revolution to get underway. There was a bit, I think, slight of hand with the Xbox 360 and its different versions because, really, you needed the more expensive version to get everything you needed to get going. It might have made for a nice retail strategy to advertise that lower price, but the truth is that people want to be satisfied – particularly if you’re going to an audience that’s not quite as savvy of all the things that they need to buy when they want to get going. So we’re working on that configuration right now, questions like one controller versus two and the nunchuck add on and those types of things.



GI: Do you think, historically, peripherals from Nintendo have had a short life of like three games and then kind of out. Now, obviously, since you’re packing in the Revolution controller, it is the standard, so that kind of alleviates that aspect. But, there are also all of these opportunities to plug all of these things into the unit and do all kinds of crazy different things. Have you guys tried to pare down what you’re going to let people add on to it?

Harrison: It’s kind of wide open, but historically I think that with our internal development we have been the ones that go widest in terms of peripheral usage. I think that third party publishers will more so stick to common control schemes, so, we’re the ones who introduce bongos. We weren’t necessarily the ones who led with dance mats and those things, but I think that there will be enough in the core add-ons to provide a wide variety of gameplay. Where it goes from there is kind of hard to say. We’re very optimistic that whether you’re trying to do something completely new with the freestyle controller or if you say, “You know what I don’t want to invest yet, to take that kind of risk. I want to do a more traditional control scheme.” You’ll have what you need to be able to play the game.

GI: What did Nintendo learn from the Xbox 360 launch?

Harrison: Well we learned a lot of things not to do. They were obviously convinced that being first was more important than being ready in some ways. So they’ve struggled a lot with supply. You have retailer relationships that you have to worry about there. Although, ultimately, when you have success, they forget about all of the hard times at the beginning. They did some things, pricing and others that we think are stretching the limits of getting to a mass audience. There’s obviously a difference in the first year, in the first holiday season, that people are going to buy this new product whether it’s Xbox 360 or Revolution or PlayStation 3. You know they’re willing to pay pretty much anything. But that doesn’t necessarily mean that you’ve got a follow on audience that’s going to feel like it’s accessible for them.

So for us it’s, where we started and where we want to get to are somewhat related. We’re going to try our best to have as much product as possible. But in any startup, when you’re producing a new chipset, the yield factors really determine what you have at launch. We’re also determined to try to get into all the territories of the world at launch. I think that, for us, that’s fairly important. We’re not going to know until we get into the summer when the actual production gets under way on the chipsets and what the real quantities are. You can see right now we’re launching DS Lite in Japan, struggling with the startup. I don’t know if you’ve actually tried to find one, but they haven’t had enough product in Japan to fulfil their own demand. And so we’re waiting to peg our own launch date until they’re confident that they have enough to fulfil their own market as well as our market. You only have one chance to make that kind of first impression, and particularly in a holiday season you have to have a substantial quantity to be able to fulfil demand.


GI: Jim Merrick said that you guys were shooting for a worldwide launch of Revolution, is that still the case and do you think that having a worldwide launch is important?

Harrison: Yeah, we’re still shooting for a worldwide launch before the end of the calendar year. I don’t know if it’s going to be even possible for it to be on the same day. We’ll have to see as we get after E3 and see how we feel things are coming along. I think it’s important to not let too much time lag between the territories. Clearly, for us, the Japanese market might be the most important – it’s the home market, it’s the chance to reset the clock to the main competitor, which is Sony, the only competitor. So they need to make a good impression. What we found on the DS, though, is that the shopping patterns varied a little bit as you get closer to the end of the calendar year. Holiday shopping comes more in late December. Our holiday shopping here, you have to be ready to go and more in place before Thanksgiving. The actual scheduling of these things is something that I’m sure Mr. Iwata will be thinking about over the summer. That’s why I’m saying that E3 you might not hear necessarily a hard launch date, or even a price point.

GI: But you’re fairly confident that it will be cheaper than the 360?

Harrison: Yeah. Certainly in terms of intention, that is our goal to come in at a slightly more mass market price. You know, a lot has to happen. We have to look at exchange rates, what elements physically get packed in, those kinds of things. But I think that all of that will be under discussion and then waiting to see if Sony declares themselves. The speculation right now about the PS3 pricing is just unbelievable. For most normal consumers it would be thought of as kind of out of reach. But it’s hard to tell yet exactly what they’re going to do.

GI: There’s a lot of speculation that all the guesses about the price will help them when they announce a price that’s less than $900.

Harrison: A lot of it starts when you start to build the specs of the machine and you build a very aggressive and complex machine that really delivers many, many different functions. That comes with a price tag. And the Cell processor itself is not necessarily cheap. So we’ll have to see. We tend to think that Sony and Microsoft are more focused on each other, and they probably are. And that gives us an opportunity to go out there and surprise people. I think that in some ways we’re cast as the underdog, which is okay because it allows us to go in there and surprise people and maybe address a different audience and not worry about the person who’s just thinking about pure horsepower.

GI: So what do you think those companies are doing right?

Harrison: Certainly with the case of Sony, they’ve got a huge momentum going for the last decade. They’ve done a good job and so it’s hard to look at and say that there’s one thing that they’ve done well except to say that they’ve managed their business extremely well. Most of the big games that have really put their hardware on the map have come from other people, not from themselves. So they’ve sort of created an environment there where developers could bring the games that put them on the map. And they’ve managed their franchise well over the course of 10 years – longevity. For Xbox, they’re still sort of scrambling and trying to fight their way out. They tried to buy their way in with the first Xbox, and ultimately had one or two particularly good titles on that platform. But they have a different agenda, which is to make it a Trojan horse media center. They’re pushing that very hard and time will tell whether that’s a viable strategy or not.



GI: How do you feel about the online component? Obviously, with Revolution, everyone’s in the game now, I guess, so do you think that the older games that are going to be available from Nintendo… I’ve heard some third parties say that they haven’t even been approached and that only first party games will be included for download. Is that going to expand at all?

Harrison: I would say that we’re in the midst of negotiating with the third parties. I’m not sure where that is yet, whether they’re going to be available at launch with Revolution virtual console or not. But the intention is certainly to have it fairly broad. But it’s also not just about looking backwards and trying to say, “How can we recycle our great library of games and franchises?” There will be other possibilities going forward, too. Add some promotional content or new content to those types of things. It’ll probably stop short of complete games just because I don’t think that you can download enough to bump a whole complete new game. But it should open up opportunities to expansion for areas well beyond just the historic games.

GI: Do you have anything like Live Arcade? Obviously, you could make fun little games with the remote that people could sit around and play and purchase…

Harrison: I think that those kinds of ideas are all on the table. We’re working right now on the consumer interface, how are we going to make this thing look and feel accessible to consumers? We’re also working on the business model and how to sort through pricing – purchase versus subscription versus rental, those kinds of things. The good news of course is that in the virtual world, those are the kinds of things that even if you make decisions on how you launch, you can go on and test a whole variety of those kinds of things. We do believe that there’s an opportunity as we go forward for developers to maybe test a small game idea or game concept. Right now the risks of investing in a new game idea to completion and launching it to the retail channel with the substantial amount of inventory and having it fail are huge. So the possibility of people experimenting with new types of gameplay through a virtual console on Revolution we think is pretty exciting.

GI: Is there any concern about games like Street Fighter II, which has appeared on past Nintendo consoles, appearing on Xbox Live Arcade? Do you think you’re getting into similar territory there?

Harrison: I think there’s certainly going to be a competition for all this content and not just between ourselves and the other consoles. Some of them are being licensed to other platforms – cell phones and other sorts of devices. It seems to be a pretty big effort to go out of their way and chase that content for a variety of purposes. So for us, we’re going to get as much interesting content as we can on the virtual console and one thing that we have that no one else does, of course, is the deepest library of exclusive games. That will be sort of a lead for us, but we know that by itself it’s not enough. There needs to be other content there as well.


GI: You’ve seen more Revolution games, obviously, than anyone else in this room. How do you feel that Red Steel fits into the whole scheme of Revolution and the launch?

Harrison: For us, it’s very exciting. There are some things that we do very well for ourselves at Nintendo, the nature of the games that Mr. Miyamoto and his teams make are wonderful, but he doesn’t really do games like Red Steel or things outside of that. So for us, when we saw it, and they had been working quite a long time on this game, we were really surprised and pleased at the level of finish that they have on the game. It showed us that not only could someone adapt the controller to a more familiar feeling type of game, but they also can have the creativity to create a great storyline. This is a “from scratch,” brand new story that they’re telling. So for us it’s very exciting and I think that they have a great opportunity to have a really stand out game at the show this year.

GI: Will you guys have a lot of third party games in your booth this year, or will it be again focused on Nintendo product?

Harrison: No, I think that we’ll have a wide variety of third party games in our booth. We would also like to have these games featured in the publishers’ booths as well. We tend to live in our own world a little bit, maybe a Nintendo disease, but our booth is five percent of the showfloor. We want people to not only get excited when they come to our booth and see these great third party games, but also as they see it as they go about the show floor to not only get excited about these games, but also use it as a measure of excitement by the publishers and the kinds of things that they’re doing as well.

GI: Speaking about E3, Miyamoto has been saying that there’s one more big secret about the Revolution. Is that still going to be revealed at E3?

Harrison: I think that there’s maybe more than one secret. I think that there will be new things revealed at E3. What we don’t quite know right now, and you will know by the time this is published, is what Mr. Iwata will say at GDC. So we’re working with him on his speech and he’ll make the call on what, if anything else, is revealed on Revolution at GDC. I think there’s always a concern, competitively, that we had to unveil the controller because we had to get people underway working with it. But we would have preferred not to give your competitors that much longer to think about it. So there are a few other things I think they’re going to save for E3, but he may have something to say at GDC as well.



GI: The DS has kind of proven out the theory that different is good, but at the same time, people have expectations of what some games are, at least some of the people who make this a $10 billion a year industry. Do you worry about alienating those kinds of people with these different kinds of gameplay? Or do you think that its charm will work its way through?

Harrison: When we talked about audience expansion as a way to grow the business, we’ve basically said that for us this has to be an “and” business, it can’t be an “or” business. We can’t add new casual players at a greater or even equal amount of core players that we lose. So we’ve got to find a way to continue to satisfy the core players. So for core players, which are mostly your audience, they’ve got to be convinced that this is a better way to play a video game – video games that they like, not just unique new games for an expanded audience.

Not having seen it yet, I don’t know. Is it a better way to play Madden or is it just going to be using the cradle in a more traditional sense? We believe that there are a lot of possibilities that can be used to stimulate core gamers and make them believe. We’ve given examples of the sword and the shield in Zelda, but it remains to be seen. We also know that some of the harshest critics are the core gamers because they have expectations and they have history and they have things that they like and are comfortable with. It would be as if you took someone who’s a race car driver and said, “Okay, we’re going to take away your steering wheel and give you a joystick.” And they would be, “Well what am I supposed to do with that?” Maybe it’s a better way to drive a car, I don’t know. But it’s certainly going to be unusual at first and we just have to make sure that people spend enough time with it and try a variety of things to get comfortable and be, “well, yeah. This is pretty interesting and pretty exciting.”

GI: So using traditional styled games like Red Steel in a new way is very important to have right away?

Harrison: It will. And while I think it’s unusual because we talk so much about market expansion, to have the first game that’s going to be publicized be one that’s more traditional in its nature of game, I think that it’s a great demonstration of how that common game theme can be executed with this new controller. It’s actually a much more intuitive way to go than with button controls. In some ways people say it feels more like a PC interface. That’s really what you want. You want people to feel like “I’m not focusing on the nature of this interface. The interface to me just becomes intuitive. If I want to point at something or highlight it or shoot it or whatever, I just literally point. And if I want to move, I just use the joystick to move around pretty effortlessly.”

GI: So do you have any funny stories of Iwata calling Kutaragi and saying, “If you rip off my remote control idea, you’re buying drinks.”?

Harrison: (laughs) No, I don’t think there are any stories like that. Kutaragi certainly has a lot on his own plate. You hate to say that the future of Sony rests on this, but for the last several years the game division has been their strength and there’s no more risky time than transition. So I think they’ve got their own challenges to worry about. I think they’re oddly very focused on Microsoft and feeling very challenged by Microsoft.

GI: You said that Sony is kind of resting on the PlayStation brand, and that it’s helping their electronics division. But obviously GameCube didn’t do that well, and if Revolution hypothetically fails, do you think that Nintendo will say, “Eh, I don’t think we’re going to do the home console thing anymore. We’re just going to stick with handhelds”?

Harrison: It’s too early, obviously, to think about that. We know that we need to do better on Revolution than we did on GameCube. I mean, GameCube was okay, but we need to get a bigger install base. We need to be consistently successful around the world, but we’re in the entertainment business. We’re always going to figure out something that we believe can attract people and entertain them. Whether that’s a piece of hardware for the home or a piece of hardware that’s portable outside, we’re just going to keep plowing ahead, doing things that are interesting. And we’re confident that we’re going to attract people. At this point, all signs point for us to Revolution being something that’s interesting and exciting and has more potential than GameCube. We just have to go down that road with as much power as we can.


GI: So what are the lessons you learned from the GameCube?

Harrison: I think [it’s] a couple of things. I think that, oddly enough, when people talk about horsepower, sheer graphical processing and things, the system that had the least impressive technical specs, the PlayStation 2, became the huge winner in the last generation. That told us that it wasn’t always just about horsepower. One of the things that we did learn, and one of the reasons that we’re here today is that you have to get third party involvement early and they have to be able to get access early.

Nintendo, I think historically, until fairly recently, has been pretty closed. Not letting third parties get involved on our systems early, not letting them get going. For Revolution, that was a clear strategy change – get them involved early and you’re not talking about a large number, but a handful of the big successful publishers and developers around the world, get them involved early and let them have access to it. One thing that we certainly learned from PlayStation 2’s success was that you never know where the next hit game is going to come from. Grand Theft Auto had been out there, I think, as a PC game that’s okay, not great. But suddenly it just rocketed and carried the PlayStation 2 along. The fact that you never know where the next great game is going to come from, it could be Red Steel. You have to open up the aperture a little bit, even though we’re confident in our own ability to do great software. I think that, for GameCube, was kind of it. The other thing we recognize is that you really make your reputation in the first year. You’ve got to deliver software, not just at launch, but you’ve got to deliver software in the first six to nine months after launch. It has to be solid software. In GameCube, we didn’t quite have that. We had kind of a drought for six months after it launched. By that time, your reputation starts to solidify and it’s hard to reverse that after a while.

GI: Will the teams at Nintendo be able to supply more titles? Will we see more games from Nintendo on the console this time around? It just seems that you get a good influx of games in the beginning and then there’s this expectation and then that expectation is dragged out for the rest of the lifecycle. I think that people get really excited and they want to play Zelda and they want to play Mario and they want to try Red Steel and these other different things, but then there’s that wait that you talked about. Will you say that there are going to be more games on Revolution from Nintendo than there were on GameCube?

Harrison: I think that part of the reason that that occurs is the changing technology. When I started in the industry in the early 90s, as a publisher or developer you could do a game, release it for Christmas, do another the next Christmas all in a year. Now as the technology advances, it’s taking you two years, two plus years to do a game. So the turnaround time became much slower. That’s the reason that for us the third parties have become so important, a steady flow of games can’t just come from Nintendo. But we have also had a philosophy that Mr. Miyamoto’s judgement is so good that if he tells us that a game can be better, and no one was more disappointed than we were, the sales and marketing people, last year when he told us that Zelda wasn’t going to make it for the holidays, and yet his track record says you’ve got to trust him.



If he says that it can be better or it can be improved, you kind of have to go with that. You’d love to have a steady flow of software, but Mike and I were talking this morning at breakfast, and there have been publishers who have gone out of business because they force games out – Acclaim a little bit. They had some great franchises, and yet their desire to meet their quarterly goals caused them to force out games that weren’t as good as they could be. For us it’s always that difficult balance of making sure that we have that steady flow of software and making sure we don’t release things prematurely. But that’s, again, where opening up to the third party publishing community is so important because they have the ability to create many more games in terms of quantity than we can.

GI: You brought up Zelda and I have to ask. Nintendo keeps saying that it’s a GameCube game. Why not have that be the super kick ass Revolution launch title that it could be?

Harrison: I don’t know. You’ll see it at E3. We’ll unveil it. The game will launch this year. It’s coming along great as a GameCube game. If you buy a Revolution you can of course play all the GameCube games just by inserting a disc. What other thoughts and possibilities Mr. Miyamoto is thinking about and working with now that he has a unique controller…we don’t really know. I think that, for us, having it get out there and selling as big a quantity as we can, really speaks to the GameCube install base rather than the Revolution install base is really the most important thing. Work beyond that I think is going to depend on whether Mr. Miyamoto thinks that there is something more that can be added by considering Revolution, or whether there’s time to be able to do something like that.

GI: The basic idea of Revolution is that graphics are good, gameplay is king. I think it’s kind of funny that Zelda is a perfect example. It’s an art style, an artistic choice, so it doesn’t even matter what system it’s on, but by saying that it’s something that wouldn’t go on Revolution, that you wouldn’t make for Revolution, doesn’t that go against the kind of ideas that Revolution is about?

Harrison: Well there are a lot of considerations there. I mean, all the work that’s been done on the GameCube development tools, I don’t honestly know how easy that is to transfer or not. Mr. Miyamoto’s stock and trade is delivering surprises, so we’re waiting to see all the final stuff that he’s going to have for E3. He’s aware of all of the excitement around Zelda and the possibilities and speculation of what could be, and we’ll just have to see when we get there.


GI: The next generation has introduced a $60 price point for games, which, especially looking at 360, many of them were just ports with better graphics. Do you think that games from Revolution will fall into this trap of the $60 game?

Harrison: To me it’s kind of a risk, you understand why it happens – the development costs have gone up, the publishers would like to be able to sell at a higher price, retailers it makes a little difference to them, but not a lot. I still think that the majority of the titles are going to come at the $50 price point. There might be some that have special features or special content that might go a little higher than that. The reason I say that is that this is still a discretionary purchase for people and if you look at things like movie DVDs and costs of music these days, they’re going in the opposite direction – they’re going lower.

If you really want a consumer to buy five or six games and year and not two or three, then you can’t get the price up too high. It’s in the business that, if someone’s only buying one game, we get the core users like maybe yourselves or your readers, someone’s only buying two or three games a year, that means that there are big gaps. Every time that there’s a gap between purchases, there’s a risk that they’re going to lose interest and go off and do something else, buy a new iPod or do something different. So we need to have a frequency of involvement and that will lead you to lower price points. There may actually be some games, depending on the development costs, that would come in at below $49. I think that that’s perfectly reasonable.

GI: What challenges do you see with marketing the Revolution since it isn’t all about graphics, and it is about a remote control, and you want people to be wacky with it?

Harrison: I think that the most obvious one is that it’s hard to just show it to people, to say, “watch this and you’ll understand.” I think you have to get people to try it. For core gamers, that’s not hard. They’ll try anything. They’ll walk up into a store to an interactive and they’ll put their hands on it. For someone who is maybe a casual gamer or who is a lapsed gamer, they’re going to have to be enticed to do that. First of all, they don’t generally go into the video game section of the store. They won’t typically walk into a specialty store like a GameStop, so we have to go out and find them where they are and give them a reason to try it.

We’re actually learning as we get ready for E3 about how can you present this thing in videos? You can’t just show a video of the game footage because you can’t just look at it and understand, even if it’s pretty. But you wouldn’t understand how that relates to what the controller is doing to control the game. So there’s got to be some other ways to do that. I’m not sure if you’ll see the video once you get to Paris or not, but one of the things that they showed us when they came to Redmond was the video that was really well done in integrating how the player was using the controller and the response it was having with the game footage. That gave us at least some hope, as marketers that you don’t have to go out and personally visit everyone in the United States. (laughs)

I think back to the challenge of marketing Virtual Boy. There was no way to do a TV commercial around that and have people understand what that experience was like. It was one of several problems with that product. (laughs) But it certainly was a marketing challenge. One of the things that you may see that we haven’t seen in commercials in a while is, you may see a lot more people in the commercials. People being sort of game players. It was almost a cliché when I first got to the industry in the early ‘90s that every commercial had to have a couple of smiling guys on the couch playing the game. Then we kind of got away from that as an industry and focused much more on the graphics and things. You might come back to a sense where you see much more humanity – people involved and actually using the controller in the advertising and in the videos and things. But it’s fun that we have the internet and things available to us now because there’s lots of speculation now that people are creating their own little videos and things and hypothesizing what’s going to be possible. So we have a great grassroots opportunity here to spread the word that we didn’t have four, five, 10 years ago.

Michael Beadle (Ubisoft): From our standpoint too, it’s interesting because we know that with Red Steel, that showcasing video and even screenshots we’ll be putting in the magazine, is a challenge for us. We’ve had some ideas that we’ve been running past Nintendo here because we’re in the same boat. What we’re trying to figure out is what is the best way to capture this in print? When you open it up, the first time you see this, what’s that screen going to look like? Is it going to be hands showing how the controller’s moving? I have my own theories about what we’re going to be able to do, but we’re looking for your feedback too.



GI: It was tricky when I was at TGS and I got the Revolution demonstration, and they were like, “What do you think?” First off I had to wrap my head around the whole thing. And I was like, “I don’t know how I’m going to explain this to people because they’re going to see the picture of the freehand controller and they’re going to go, ‘what?’” I actually got to use it and I know what it’s like, so I’m cool with that but just explaining how it works is, I think, going to be a tricky job.

Harrison: Yeah, but it’ll be fun. You know, there are going to be a number of people who just buy this almost sight unseen – they’re core fans who buy every hardware system that comes out. And it’ll be something of a Trojan horse for us because once it comes into a household, then people who haven’t played games for a while will get their hands on it. They won’t have to go buy it to get their first experience. But we’ll need to be on the road and we’re making plans to do that, to get out and get people who are unusual. Right now we’re about to launch a product on the DS, the Brain Age game, and there’s no more an unusual product that I’ve had to sell, a software product – to try to have to go after people who are like 35, 40 plus years old and sampling.

We have to get to whole new places and try to encourage people to touch a piece of equipment that they normally wouldn’t. So it’s good and it stretches us as marketers to be creative, but we’re also counting on people to spread the word themselves as they get involved. That’s where the value of the internet comes in. We get a group of people that we call our sages in there in our database from the number of products that they’ve purchased that they’ve registered, so there’s some opportunity to use them as a sort of local market gurus because we can’t ourselves reach all of the places that we need to. And we can use them to go out and demonstrate the uses for us as well.

GI: There have been people who have said that since it’s a remote, and everyone knows how a remote works, that this controller will be very easy for people to walk up and try just because it will be more inviting than a typical control pad. At the same time, too, if it’s someone who’s like, “Oh, that’s the simplest remote,” do you think that they’d be willing to spend $200 or $300 to get started? Video games are not an easy entry at any level – you can’t walk out without spending $200.

Harrison: Absolutely. I think that the key is going to be software. Ultimately, even for the core gamer, except for the people who buy every machine, it’s usually one piece of software that gets you over the hump to saying, “I’ve got to have that thing.” Either just because I’ve got to have it or everyone’s getting it. That’s the way that Nintendogs came in Japan and also in the US. It became a social phenomonon that you didn’t want to admit that you didn’t have it, so that suddenly propelled a whole different group of people to buy the DS – in that case, women over the age of 25, in addition to pre-teen girls.

So the DS existed in Japan before Nintendogs released for three or four months, and had some good success at the launch, but it didn’t break out until it got to software like that. So that’s what we need to look at when we get to our Revolution lineup. What are our breakout things going to be that make people say, “I’ve just got to have it. Everyone’s talking about it and if I’m not there…”? If you think back to the launch of Game Boy back in 1989, that’s what Tetris was. Such an incredibly simple game in its concept that became a social phenomenon that brought a whole lot of people into the industry that somehow drifted away over the course of the 90s when they felt that gaming was going in a direction that was more for the core audience than for themselves. So we’ve got to find it and then crank up the PR machine to make sure it gets attention.


GI: Nintendo has been historically, and not through any fault of your own, but it’s been for kids. Is that something that you guys are going to fight or embrace or is there any kind of change that you see with the Revolution changing that perception? I’m not saying it’s real…

Harrison: No, it is a real perception. But for us it’s somewhat mystifying because we look at the demographics of who has bought our hardware systems and it’s 40 percent over the age of 18 for GameCube and that type of thing. So it’s never been as complete as people make it seem or seem to believe. I think it’s in terms more of all family and approachable. The number of people who are in college fraternities and in their 20s and 30s playing Mario Kart is kind of astounding. But if you go out to talk with your friends, you’re, “oh yeah. I don’t play Mario Kart, I play Need for Speed: Underground,” or something. To us, we’re trying to make sure we don’t hide from what we are and make sure we’re open to as many people as possible and present it that way. If there’s a hardcore 17 or 18 year old that says, “I’m not interested in GameCube, I need Grand Theft Auto,” we might not be able to convince them that we can be to their tastes. But there’s a whole wide market on the outside of that that are under the age of 15 and over 25 that we think are yet to… and if you can get more people in the household involved in playing the games, we think that that will ultimately lead to greater purchases and sell software itself.

GI: So how does Red Steel figure into that equation?

Harrison: What it does is sort of allow us to broaden our appeal to the extent that we can. In the same way when we ultimately released GoldenEye for Nintendo 64, it anchored us with those people and gave confidence to the publishers that they could in fact sell games to that audience on our Nintendo 64. For us, we’re going to try to cast a net as wide as possible, but we’re not banking our success on getting the Grand Theft Auto fan and converting them to the Revolution.

GI: Just because we’re on the subject, did you call Rockstar? Did you ask them? Grand Theft Auto Revolution?

Harrison: I don’t know if we had that specific conversation, but I know that we’ve been in discussions with them. But I was going to say, that that showed us that you never know where the next great game is coming from, so you’ve got to keep the aperture wide open. They’ve got a lot of visibility right now for not always some very good reasons, and we have struggles ourselves because we look at it and say, “you know, we want to be known as a sort of approachable machine…” But if you start to cordon off and say that these are things we wouldn’t do, you limit your audience. We’ve got a rating system and those things would probably never appear in Japan, as the audience just isn’t interested. But over here, there’s a role for M-rated games as well. (pause) I’ll probably hear from Mr. Miyamoto on that.



GI: What does Miyamoto say when he sees games like that when they’re thinking of bringing over titles?

Harrison: I think that as an individual, his personality and his values and beliefs are reflected in his games. So I think that it’s just hard for him to figure out why people would find that interesting and rewarding. It just goes against everything he feels. I mean he is, I think, such a great creative genius because he’s maintained his child-like perspective as he’s grown up. And I also think that he believes to some degree that people take an easy way out, and as you know, every time we go to E3, every time you have a Grand Theft Auto, the following E3 there’s 10 knockoffs. There was a corner you could stand on last year and if you turned around 360 degrees, you could see 15 knockoffs of Medal of Honor. And most of them never succeed.

But we’re an industry of a herd mentality and it’s the people who strike out and try to do something wholly new who generally have the most success. People who tend to follow, it doesn’t tend to work out. So we’re fortunate to have Mr. Miyamoto who has an unbelievable ability to stretch himself in thinking in unusual ways and seeing things around him in life that cause him to move on and create games like Pikmin and things of that nature. That’s really exciting I think. He’s talked a lot about the sequelization of our industry being one of the risks that we have. And I think it is a risk, so we’re fortunate that Nintendo is financially stable enough and give him enough of a creative leash to go out and go far and wide in exploring these possibilities.

GI: Are there any possibilities with the Revolution with having games like the DS that you could be moving objects with the stylus on the DS that would move things in the Revolution game? Play something like "Fly Swat" where someone could be the bug and someone could be the swatter? Is there any interaction between those two systems that cool and different?

Harrison: Yeah. I haven’t seen any demonstrations of it yet. We did that as you know with the Game Boy and the GameCube, and I thought it had a lot of exciting possibilities. But it was never really picked up or embraced by the game developers, or at least we didn’t see a lot of really great examples of why that was a good idea. So I think at this point, I don’t even know if it’s technically possible. I don’t think it’s a huge priority, at least I don’t think you’ll see any examples of it at E3. I think that the focus is on Revolution games themselves, on the virtual console, which will take some work to get the games ready to roll out there as well as being one of the primary reasons to buy the console.


GI: And yet the DS and the Revolution both have Wi-Fi capabilities and it would, therefore, be easy to get them to talk to each other.

Harrison: They use the same backbone, so in terms of all the backroom setup and equipment, they’ll use the same capability. I don’t know. Whether that’s just lacking a software idea that’s practical or if there are really some technical limitations…

GI: And how important do you think that online play will be for the Revolution?

Harrison: I think that it will be important; I don’t think that it will be the primary reason to buy the Revolution. I think that the games that are offered for sale will be the primary reason to buy it, but the interest in the virtual console is very high. You know there’s on one level a certain nostalgia there, “I can go back and play these games that were released on prior systems.” But it also has to ultimately go beyond that. Because I’m not sure that someone who’s 10, 12, 14 years old today frankly cares about what happened in 1985. How many kids today want to go back and watch Steamboat Willie? It’s like, “No, I’d rather go watch something new.” So it has to go beyond that, but I think that it opens up a world of possibilities that is an important element or aspect of the Revolution that has people wanting to get into it. But I think they’re going to want to look at the brand new games as the primary reason that they want to get involved.

GI: So for those new games do you think that there’s going to be a lot of online support? Say, for Red Steel do you think that Ubisoft will be able to put in co-op or head to head play over the internet?

Harrison: It will be possible; I don’t honestly know what they’re thinking about or how critical that is to the game. Those are things I haven’t really seen much of yet, as I’ve had a limited view into the third party game development. But I think that one of the things we’ve talked about with DS is we finally unveiled the Wi-Fi connection because people were chiding us for years like, “Oh, you’re missing the boat on online gameplay.” But it was for a couple of things.

First, we thought it was a cost barrier. Putting in an access fee or a subscription fee was a limitation. But more importantly almost we felt that the barrier of being able to find people that you were compatible with and could enjoy, we tried to break that down with the Nintendo DS. So for us that’s really going to be a key factor. We look at it as being almost the primary selling factor for Xbox 360. They place a lot of effort against that. We think it probably falls somewhere in the middle. It’s an interesting addition to the enjoyment of gameplay, but the core game has to be fun for itself as a starting point.



GI: This might be out of your realm, but you said that Red Steel has been worked on for a while now. Was Ubisoft one of the first companies to get the development kits? How many companies did you roll out the development kits to early? You’re up to 1,000 now, but at some point it must have been like everyone else, like Sony and Microsoft, who say, “Okay. EA and someone else is going to get something.”

Harrison: Yeah. You don’t necessarily want to offend anybody, but I would say that Ubisoft was one of the first, if not the first, after our own internal groups had access to it. And you would say, “Well, why is that? They’re not necessarily the biggest publisher.” Well, they came to us with a great idea. And I think that’s what really got Mr. Iwata and Mr. Miyamoto really excited – a great idea and they were aggressive. They approached us, I believe, last summer with this and asked to get underway. To us, that was the most important thing, I think. It’s a relationship that we’ve had successes together, but it hasn’t been the biggest publisher on the Nintendo platform necessarily. And it offered us an opportunity to get them on their way and show them that we really could be good partners.

GI: So we’ll see Red Steel on the back of the box when you ship?

Harrison: (laughs) I think so, we haven’t gotten that far yet. “The only game to buy!” Certainly, though, in our marketing materials, we’re going to showcase a wide variety of games and this is a great example of one. So I think you’re going to see this in many things that you do as we prepare demo discs for interactives and all of those kinds of things. I think you’re going to see this Red Steel game involved in many aspects of our marketing.

GI: So at E3 this year, we’re going to be playing these on beta kits? Or how close are you to having finished hardware that people will have and be showing games on?

Harrison: They’re pretty finished. So I think that in terms of the quality and capability of what you’re going to see at E3, it’s exactly as the games could look when they’re finished. NCL is going to drag all of the equipment over, and they don’t generally let the marketing people see what’s going on. But there will be a large, large number of Revolution stations there at the show and a wide variety of games. We know that this is a critical show for us. E3s, by their nature, are hard to break out – there’s so much new stuff going on. This year in particular it’s going to be like the battle of the titans, launching consoles and, in the case of Microsoft, trying to relaunch their console, trying to reaffirm that their early stumble…that they’re back on track.

There’s going to be a lot of heat there and our job is to make sure that people really get it. The most important aspect being that people have to actually come and play it and try it. We’re even recognizing that in our media briefing and our other programs that we do, that talking about it from the stage or showing it on the stage, even if we do some live demos, only gets you so far. The people in the audience have to get to the show floor and try it and try games.


GI: So will there be a girl chained to every single Revolution controller in the building?

Harrison: (laughs) I don’t know about it being girl chained, but it will certainly be Nintendo Revolution employee chained.

Beadle: Is it public knowledge yet that you will have playable games at your booth?

Harrison: That we’ll have playable games at the booth? No, I don’t know if it’s public knowledge or not, but I think that it’s assumed. I think that people would assume if we didn’t that… that environment, with all of that wireless equipment going on, we’re making sure that we understand exactly how it’s going to work. I think that it’s going to be a great show and there’s always a lot of anticipation. But it’s always sort of easy to speculate, you know, “What am I going to see at Sony?” I know what I’m going to get. I’m going to get the same kinds of games and they’re going to look spectacular… But Revolution is kind of the unknown. “What’s it really going to be like?” In some ways, I think that that curiosity works to our advantage because people say, “What’s this really about? Can they really show me that this is a better way to play a game?”

GI: With the GameCube, you didn’t have a Mario game at launch, usually Nintendo systems launch with a Mario game. Do you think that Revolution needs a Mario game to have a successful launch?

Harrison: I think that it needs a big, franchise game. Whether that’s Mario or something else. But it does need a big, franchise game. The interesting thing about Smash Brothers was that it was a launch game, and it went on to sell huge numbers. But it didn’t come out of the blocks the way that a typical Mario or Zelda game would – not the huge peak and gigantic sales. It kind of grew slowly the way that GoldenEye did and once the word of mouth kicked in, it became almost an evergreen seller. But I do think that you need one or two things that rivet attention. What’s the real reason to buy this particular system? I think that our characters are going to be front and center in this.

GI: And between those launches and these launches, the platform game has kind of waned in the way of being a powerful motivator for people to buy the system. Do you think that that’s a real perception out there, or do you think that Nintendo could put out a platformer and still sell 10 million Marios?

Harrison: I certainly think we can. I think it’s waned only because people’s attention tends to shift. It’s like you’ve got Grand Theft Auto or Ridge Racer or something and they all go in that direction. The truth is that there are a lot of different people out there who like different kinds of games. There’s a reason why the platformers from Miyamoto have been so enduring. They’re intuitive, but they’re challenging. They have lots of secrets and surprises that make you laugh and enjoy yourself and I just think that they have huge potential.

For us, it’s something that we do extremely well and we’re looking forward to those types of games to drive the system and the core gamers. Recently we’ve gone around and talked about this Blue Ocean strategy to try and expand the market and if you look at the sheer population of males under the age of 15, it’s actually going to start to decline. So if you’re going to grow your business, you’re going to have to go beyond that. But you also have to get those people who are 8 to 15 years old and get them started on a life of gaming. If we don’t get them started on a life of gaming, they’re going to be doing something else when they get into their late teens and twenties. It’s not automatic that they’re going to grow up thinking that video games are the thing that they have to do.

GI: How many games do you think you might have at launch?

Harrison: It’s hard to say. I would say that it will probably be around 20. The reason I say it’s hard is that we haven’t even really seen how much it is that the licensees have. Our licensing group might have some idea what they’re working on, but we’re coming to E3 and you might see many more than that. And the question is, which of those will be good enough and ready enough to launch with? We feel like that’s enough of a quantity to show some breadth and some depth.

GI: How many do you think will be from Nintendo?

Harrison: That’s hard to say. I would say, maybe, a third. Again, we do the same thing. We go to E3. We unveil the games. Then they sort of go back and look at them and say, “Okay, how were they received? Any more work that needs to be done? Which ones are good enough, which ones should we work on further?” So, its’ after E3 that the real nitty gritty comes and what the real launch lineup will look like.
 
Passt wohl nicht ganz in einen Post, 2.Teil:
GI: And the games for the virtual console, do you think those will all be available at launch or do you think that you’re going to stagger those?

Harrison: They’ll be a staggered release. We talked about it and everyone got really excited about the entire library of games, but the truth is that each game takes a little bit of work. So there are development teams set aside to just work on those sorts of things. We also don’t think that if you opened up and had a library of 500 games, that you’d necessarily have the most impact with the virtual console. So I think that you’ve got to open up with a good, credible library and then consistently bring new [games] to it, to keep people coming to it and thinking about what’s next. It would be like launching the entire music library at one time.

GI: Do you think that the virtual console actually hurts your business in some sense in that it, for a long time now we’ve been like “Hey, we’ve got Super Mario 3 on GBA,” and you’re kind of reliving that and playing that again on GBA. If you can play them on Revolution, it’s got to, in some way, hurt the sales of your handheld games when you kind of revisit them in that realm?

Harrison: Yeah, it’s hard to know. We’ve repurposed some games in a variety of ways. We’ve actually buried some NES games in GameCube games, and then later released them on Game Boy. We also have to keep reminding ourselves that there’s an audience there, either older or younger, for whom these games are relatively new. We think there’s an opportunity there for people who haven’t seen them. As hard as it is as after all this time as a marketer to believe that someone who buys a system after the third or fourth year of launch, they don’t typically go back and buy the games that were launched in the first year or two.

Sometimes, when you get to a player’s choice thing, they do, but there’s an opportunity for people to go back and access more. It’s the same thing as our concerns about the rental industry or the used business, is that they could undermine our business. But the truth is that the appetite is there and it allowed people to experience many more games than they would otherwise.

In the case of the used business, it allowed them to monitize their assets and convert them into buying new games. So it actually, in some ways, helped the industry. So, to us, it’s just opening up the aperture wider and getting more people exposed. Some of our best games on GameCube, 10 almost 11 million GameCubes in place, one of our best games has sold almost 2 million copies. What about the other 8 or 10 million people who own a GameCube that have never played that game? So we tend to lose sight of the fact that some of the best selling games reach only 20 percent of the installed base, not because they weren’t appealing to other people, but because at that point, they weren’t a priority.

GI: What do you think the future holds for the Game Boy?

Harrison: It’s still a very vibrant business for us. Right now it’s sort of our entry level system, price at $79, it’s got the huge library of games. Certainly this year a lot of publishers are using Game Boy as a way to viably make some money while they’re going through this transition because they know they can publish games there that sell. Game Boy itself is one of the biggest brands that has been created in the last 15 years. We’re not going to let that just slip away. This year our focus is on introducing DS Lite. What kinds of ideas Mr. Iwata has for Game Boy, we’ll just have to wait and see as we get into 2007.

GI: You wouldn’t have two home consoles, why would you have two handhelds?

Harrison: Well, they have to have a different reason for being. We thought about what do we do for a new portable system. We could have taken Game Boy and given it a better screen and faster graphics and those kinds of things, and we just felt like there was more possibilities than that. And that’s where the idea for Nintendo DS came in – the two screens and the touch screen and the voice. So I think for something next to happen on Game Boy, there would have to be similar thinking. What’s the real purpose, what do we really gain by this? A faster processor just wouldn’t be enough to justify another Game Boy. That kind of thinking, I’m sure, is going on. And then the timing and the sequencing of the launch is really up to Mr. Iwata.

GI: If the DS had not worked out, do you think that Nintendo would have taken a more conservative approach to the Revolution?

Harrison: I think that we were pretty committed to this notion that we had to draw more people into the business and that the way to do that was to simplify the interface and make it more intuitive. I think that this is something that Mr. Miyamoto and Mr. Iwata talked about and Mr. Iwata really set the course on probably three to four years ago based on the discussions on the declining gaming population in Japan. And really said, “How am I going to make my mark?”

Mr. Iwata has only been with the company for a fairly short time, but he came in at a point that we needed to find a different direction for Nintendo. And I think he thought about this as a game developer himself and really thought about it and settled on it and committed himself. And we had no choice but to be successful with Nintendo DS. Every transition is a risk and an opportunity for us and we had to keep plowing forward. Like any creative business, you’re only as good as your last creative idea. You have to make that go to last the length of the lifecycle.
 
Ich glaub ich bin zu müde um mir das alles durchzulesen :neutral:

Kann eine gute Seele grad mal eine Zusammenfassung für einen Lesefaulen User wie mich schreiben? :blushed:

Merci
 
Ich weiss ja immer noch cnit wie man die Revosteuerung mit einem Beat´em Up /Smash´em Up Verbinden kann, aber ich lasse mich gerne positiv überraschen!
 
Also zum Interview: Es wurde schon einige Wochen vor der GDC gemacht, und Harrison sagt, dass er noch nicht wisse, was Iwata auf der GDC-Konferenz sagen wird. Also war doch geplant, dass es Revo-Ifos auf der GDC geben sollte, die sind ja aber nicht gekommen. -> Konzentration auf die E3, und mehr als ein Geheimnis um den Rev.

Die Virtualconsole-Spiele werden nicht alle auf einmal released, sondern vielleicht so, wie sie auf den jeweiligen Systemen erschienen sind. (nicht Jahre dazwischen ^^) Für die Spiele werden nämlich extra entwicklerteams bereitgestellt, die an ihnen "arbeiten". Ob das zusätzliche Inhalte bedeutet oder Updates, Onlinemultiplayer, ist nicht klar.

Dann sonst noch, naja, kleine positive Sachen halt, Öffnung für 3rd Parties usw.
 
im interview wird imo angedeutet, dass es geheimnisse gibt, aber keine riesigen geheimnisse (also das lese zumindest ich zwischen den zeilen). aber definitiv wissen wir noch nicht alles.

ansonsten ist das interview imo SEHR interessant, aber nicht unbedingt für jene, die jetzt die mega-news suchen (die werden hier nicht fündig). gut finde ich, dass nintendo sehr wohl einige bzw. die meisten schwächen/probleme/fehler kennt und diese auch zugibt. bei manchen fragt man sich natürlich, ob sie nicht nur wieder groß daherreden und am ende wenig dahintersteckt. zb bei den 3rd parties und dass man diese früher an die dev-kits ranlassen muss...

sehr entscheidend sind imo dinge, wie dass man eingesehen hat, dass ein schnellerer prozessor keinen neuen GBA rechtfertigen würde oder dass man kaum eine bis garkeine chance gehabt hätte, mit einem einfach hardwaretechnisch verbesserten cube-nachfolger erfolgreich zu sein.
ebenfals gefallen mir die andeutungen, dass man mit der Virtual console weit mehr vorhat als nur alte games zu publishen.

was mich ein wenig verwundert hat, ist, dass nintendo ein wenig arbeit in alte games stecken muss, bevor die releaset werden können. wenn diese games wirklich genauso wie auf den original-konsolen laufen sollen, könnte man die roms ohne weiteres unverändert lassen, also null aufwand. (wobei ich beim n64 noch drauf hoffe, dass man die frameraten verbessert)
garnicht gefallen hat mir, dass er in frage stellt, dass der analog-stick jeder revolution beiliegt. das ist imo ein absolutes muss.

auf jeden fall habe ich in den letzten monaten, vielleicht auch schon 1-2 jahren, endlich wieder das gefühl, dass sich die leute bei nintendo wirklich gedanken gemacht haben und jetzt (halbwegs) konsequent ihren weg gehen. dass dieser alte ignorante yamauchi nicht mehr am chefsessel sitzt, scheint nintendo SEHR, SEHR gut zu tun!
 
1. Harrison hat davon gehört, das Verhandlungen mit EA getätigt wurden. Er merkt an das man ein paar Games auf der E3 zeigt und hofft das ein paar davon als Launchtitel feritg werden.

2. Revolution Preis wird noch nicht bekannt gegeben und möglicherweise nichtmal zur E3. Sie spielen derzeit ein Katz und Maus Spiel mit Sony was den Preis angeht.

3. Sie haben von der Xbox 360 gelernt, das sie nur eine Chance haben wenn der erste Eindruck stimmt, daher brauchen sie die ganzen Anforderungen für den Launch, aber ein weltweiter Launch ist der Plan, selbst wenn es in einem kurzen Zeitabstand ist.

4. Nintendo schaut sich nach Third Partys um, die sich um die Genres kümmern, wo es Nintendo nicht kann.

5. Harrison glabt nicht an einen 60 $ Preis für Spiee. 50 und weniger ist akzeptabel.

6. Sie hatten Gespräche mit Rockstar. Harrison ist sich aber nicht sicher über genaues.

7. Harrison hat keine Demonstrationen einer REV-DS Verbindung gesehen. Es ist eher so das Nintendo wohl etwas entmutig ist, wegen der damaligen Entwicklung der GCN-GBA Verbindung.

8. Nintendo wird den Namen Gameboy nicht verbannen, doch dieses Jahr ist das Hauptaugenmerk der DSLite.

9. Es werden Teams angesetzt, die an den Games für die Virtual Console arbeite. Spiele werden wohl nciht sofort zur Verfügung stehen sondern nach und nach zum Download freigegeben, z.b nach der Reihenfolge der Konsolen.


So mal die Übersetzung für alle die kein Englisch können. :P
 
grid schrieb:
Nagut schrieb:
Mal ne kurze Frage:

Kennt jemand das Video von Metroid Prime 3?

Ist doch kein Fake. Das ist doch ganz klar Reggie:P

http://video.google.com/videoplay?docid=-3523670659115894947&q=nintendo+revolution&pl=true

Oder irre ich mich?
nein kein fake, aber auf welcher Messe oder auf welcher Konferenz das ist.. keine Ahnung?

E3 2005 I think, da wurde auch das Gehäuse vorgestellt. Auf jeden Fall hab ich da den LiveStream angeguckt... hmm...
 
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