A me dice a chiare lettere che ci saranno giochi che non dovranno essere sviluppati col graficone per forza.
I’d like to ask about the development of the Wii U. You mentioned that, after the launch of the Nintendo 3DS, an insufficient number of applicable software titles were able to be released. Looking at today’s environment, I believe you will either have to prepare software further in advance or increase the number of people working on the software. On this analysis of mine, I have questions for Mr. Miyamoto. As a man responsible for managing the software, how do you see the challenges of the software development period and necessary human resources, and how are you going to cope with these challenges? I also have a question for Mr. Takeda. Do you have any measures to improve the situation for the Wii U from the hardware perspective? I recall that the company incorporated various ideas to improve a similar situation to reduce the number of the development staff members for the Nintendo GameCube. Are you going to do something similar this time? If you cannot elaborate on the details, please tell me about it in general. Finally to Mr. Iwata, as a person who makes decisions as the judge, what do you think about the increasing development costs for the business of the Wii U and other platforms in the future?
Iwata:
You are asking for my comment as a judge, but I also need to think about the software content, so my remarks are two sided. Looking at the software for home console systems, there are certainly the software titles for which very rich graphics must be reproduced on HD displays and which demand a large number of developers to spend a very long time to develop. It is one of the truths that a certain number of such software titles must be prepared, or the consumers will not be satisfied. But we do not think that any and all the software must be created in that fashion. When you look at Nintendo’s software, extraordinary rich graphics, massive gameplay volume and astonishing rendition effects are not necessarily the appealing point. It is, in fact, important for us that our games are appealing in other ways as well. An example of this is the Wii software, "RHYTHM HEAVEN FEVER," that we released last year in Japan. It became one of the hits, but if we had adopted rich photo-realistic graphics, it would have lost much of its appeal rather than improving its appeal. Similarly, about the Japanese title "Tomodachi Collection" for Nintendo DS, the developers themselves confirmed that this software is based upon the "cheap concept." It is not necessary for us to deploy a huge number of people in order to develop such games. When we need massive power and have a lack of internal resources, we collaborate with outside resources and pour necessary resources to where they are needed. We are increasing the frequency of working with outside developers where Mr. Miyamoto and our internal developers alone used to develop. At the same time, however, we do not forget to ask ourselves in each such opportunity, "Isn’t this something our internal resources alone could sufficiently deal with?" Also, when we have such a doubt in the development as, "Will such cheap pictures do in terms of today’s home console graphics’ standard?," sometimes we conclude that "showing such pictures are unique and rather appealing, so it’s OK." So, there are a variety of different ways to show the unique appeal of software. What’s important here is not to narrow down what we can do. Rather, we have to create the dynamic range of appeals that the consumers can appreciate. We decided to make a proposal of an additional screen into the Wii U controller because developers could think of a variety of different possibilities here and there of using both a big TV screen and a screen in a player’s hand. As we will showcase the Wii U at E3 in June this year, the detailed announcements must wait until then, but we are aiming to make a system which shall not be forced into competing with the others where the contenders can fight only with massive developer resources and long development times as their weapons. Having said that, however, as I mentioned, it is true that, in some software areas, we need to be engaged in the power games. Take The Legend of Zelda franchise, for example, the fans must be looking for the graphic representations that they do not see as cheap at all when the title is released for the Wii U. When it is necessary, we do not hesitate to role out our resources.
Ecco la dichiarazione ufficiale, in inglese. Magari è meglio.
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Modificata da Marco Presta, 30 January 2012 - 07:38 PM.