The PsYcHo
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continued...
Quote:
Dengeki: What are your feelings about network gaming?
Miyamoto-san: Network games have undeniable appeal and they interest me. I think it adds a new dimension to a game when you can chat with someone and then go play together. However, most online play requires a credit card, which is an obstacle. Furthermore, the question of which country to target presents another challenge. Global network gaming is a very complex prospect. As a game designer I have an interest in it, but Nintendo isn't thinking of all possible markets in terms of network gaming. Also, we'd like to apply our energies to other realms that our competitors aren't even considering. We don't feel the need to chase the goals of everyone else.
While it's something we're dealing with, online play requires us to take time out to set up a main server and online service, along with requisite maintenance associated therein. Right now for every new game we complete, we must translate it into six different languages. This alone requires a lot of work and then there are always new titles to begin. Adding network gaming to the equation means a disproportionate amount of labor to maintain something used by only five percent of our audience. At this point in my life, I have to wonder how many more titles I've got left in me… [laughs..] When you stop and consider these factors, I do feel somewhat hesitant about online gaming.
Dengeki: Don't you find the GBA LCD display somewhat difficult to see?
Iwata-san: Certainly, since the GBA display is a reflective LCD system, when played without sufficient lighting that would seem to be the case. We have received requests to implement some sort of additional backlighting. But since the GBA is a portable battery-powered gaming system, making such a change would result in increased battery drain. As it stands now, we hear from a number of customers who mention the cost of batteries for their children's GameBoy Advance units. We've taken steps regarding the problem of battery drain, and we must reconsider the issue of proper lighting in the future. Of course, we are working daily on improving the visibility of the game screen in ways beyond lighting. Once our staff completes these improvements, I will be able to present you with new options.
Dengeki: What are your plans relative to the Pokemon license?
Iwata-san: Towards the end of last year Nintendo opened its Pokemon Center in New York City. Regrettably however, the response didn't meet our expectations. We're presently researching ways in which to take advantage of the situation. That isn't limited to Pokemon, of course. We are discussing how best to capture the interest of American consumers with our other upcoming titles.
Question: How do you see the future of the gaming market?
Iwata-san: While I'm not pessimistic, I cannot be very optimistic in my outlook. Regardless of how enjoyable the title you produce is, consumers grow tired of it soon. Regarding our efforts towards next-generation gaming, I'm not pessimistic because Nintendo is rich in employees, capital, experience, and the power of brand recognition. Still, only 20 years ago there was no video game industry. In 10 years' time, will video games exist as they do now, with a direction pad and a four-button interface? I wonder...
Dengeki: This is a question for Miyamoto-san. What sort of next-generation games are you looking forward to creating?
Miyamoto-san: When it comes to new, exciting and enjoyable games, I think simplicity is key. A game should be so simple that if I told you now, another company could run with the idea and hurt Nintendo before we got a chance to work on it. And, since I'm such a cold person, I'm not going to tell you. [smiles..] If I tell you my specific ideas you could pass it on to someone else, and that would seriously hurt Nintendo's sales two or three years down the road. [smiles..] In my 25 years at Nintendo, I've seen numerous highly anticipated games haven fall flat, while relatively unknown titles have claim the spotlight. Three years ago at the Game Developers Conference in America, I spoke on this exact thing: Developers can create exquisite titles such as Zelda or Final Fantasy, but when you compare our investment versus profit, we came out behind the Tamagotchis of the business. We're currently developing a title that is quite straightforward and simple, but entirely different from our competition. However, I cannot tell you any details at present. [smiles..] I hope that you can wait for it...
Dengeki: What about the influence/power that Yamauchi-san holds in regards to Fund Q?
Yamauchi-san: Fund Q was created before my leaving the company, as game developers face many problems. If the fund operated as part of Nintendo, it would be subject to internal regulations resulting in further obstacles. I proposed the creation of a private source to sidestep such barriers. Although I took the initial steps, it shall continue to exist well after my retirement.
Dengeki: Could you speak about some of the titles being developed by Square?
Yamauchi-san: One of my first actions with the Fund Q was to create a separate company for a group of Square developers working on a new Gamecube Final Fantasy title that will linkup with the GameBoy Advance. This is more than a matter involving Square or Nintendo individually; I feel that it has much greater importance. Here in Japan, Final Fantasy is a dependable franchise that sells quite well. Previous installments of the series sold more than 2.5 million units each, but with its most recent online version, Square's sales have dropped drastically. I think this signifies a big minus not only for Square, but for the entire Japanese industry. This means that the Final Fantasy title being developed for the GC/GBA must differentiate itself from the rest of the series. It shouldn't be the same as its predecessors.
From its early roots, substantial financial investments, and with the addition of powerful CG effects, Final Fantasy has matured into an impressive series. However, I feel the era of a two or three-year development phase for a single game has ended. It simply doesn't equal prosperity in the gaming business. Game companies are losing profits and facing the dilemma of shortening development cycles while maximizing game quality. I believe that we game creators have reached the point where we must give serious thought to this issue. A talented group of Square artists share that feeling, and they have started a project that attempts to face this challenge. How will Japanese gamers respond? If this new brand of Final Fantasy sells as well as previous incarnations, it will mean that audiences have recognized a game developed more quickly and at a lower cost than before. Developers everywhere are curious as to how it will turn out. They're all wondering on what sort of game we will create and how players react. Depending on the outcome, it will have an effect on how games are developed in the future. At its core, the Gamecube (and my personal fund) has the potential to make new things a reality and change the gaming market forever. We're taking a big chance, and I'm very excited about the possible results.
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