7 | My questions are specific to the launch of Nintendo 3DS in the U.S., where some people will buy it very quickly while many others will be slow. I recall that you cut the price of Nintendo DS at a relatively early stage of its launch there because the initial sales did not show the anticipated result. Today, you mentioned that you will hold several hands-on experience opportunities for Nintendo 3DS in Japan. In the U.S., how will you deploy your marketing strategy for the core users to start with? Please share the information you can disclose at this point in time. I also believe that how the U.S. third-party publishers will support Nintendo 3DS shall become very important. Would you give us an update on the reactions from the U.S. third parties and retailers? Finally, I think the movie playback capability of Nintendo 3DS appears to be especially appealing to casual users, and you announced your collaborations in Japan with Fuji Television and Nippon TV. If you can update us on any news, including the possible collaborations with movie production companies, please do so. |
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7 |
Iwata: You just mentioned that Nintendo DS had a hard time in the U.S. at the beginning, and it is true. By now, the U.S. sales of Nintendo DS have been outpacing those of Game Boy Advance in the U.S., but for some time at the beginning, Nintendo DS was selling at a much slower pace than Game Boy Advance did in its initial phase on the market. In the U.S., a number of people in this industry were wondering if Nintendo DS would ever be able to spread in the U.S. market at all. Shinji Hatano (Senior Managing Director of Nintendo and General Manager of Marketing Division): Nintendo has been offering support to and collaborating with a number of software publishers inside and outside Japan. First about Japan, most of the publishers are interested in Nintendo 3DS and they are proactively trying to develop Nintendo 3DS software. Iwata: I often travel abroad, so I have many opportunities to ask people in our subsidiaries about what our overseas software publishers think about Nintendo 3DS, and I know they have much stronger interest in it than when Nintendo DS was about to be launched. To say the least, our overseas publishers are not taking a passive approach to Nintendo 3DS at all. In fact, it is safe for you to think that they have been fairly proactive in thinking about this new hardware from the start. |
8-1 |
Let me ask you about development costs. My first question is for Mr. Takeda. For this time (for Nintendo 3DS), the company is using the Japan-made PICA200 chip. I'm personally excited because it's the first time since the company used Japanese IC chips from Ricoh for Famicom (Nintendo Entertainment System). Today, I understand that "programmable shaders" are commonly used for the architecture of game platforms. Why has the company decided to use the chip with "fixed shaders"? Could you please give me the background? Also, when you chose 1T-SRAM, I was personally wondering how were you able to find out about such chips? Another question for Mr. Miyamoto is, how do you, as a person responsible for the company's software development, see the software development advantage of using this fixed-shader chip? My final question is for Mr. Iwata as a developer. When I read the "Iwata Asks" on "Sin & Punishment," you often said that the developers must be tactful enough in order to make the expected program to run. I thought you were referring to programmable shaders then. I'd like to receive your comments as someone who has actual development experience. Also, IC chips today are consuming a lot of power, so it is difficult to incorporate them in home console video game machines. As a company manager, is it possible for you to decide that you will continue using such chips with fixed shaders? |
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8-1 |
Iwata: Because the questions this time are rather technical, I think I will need to supplement for the majority of you today as to what "fixed shaders" and "programmable shaders" are. Genyo Takeda (Senior Managing Director of Nintendo and General Manager of Integrated Research & Development Division): As for the reason we chose fixed shaders this time, I was not directly involved in that particular process, but my understanding is that the company has chosen the most appropriate methods for the appropriate areas, so it is not a case of one method being generally better or worse than another.
Miyamoto: I believe Mr. Takeda's explanation has already summed up almost everything. From the software developers' point of view, we need stable performance to be yielded from the hardware. A long time ago, when we were making software for Famicom (Nintendo Entertainment System), the hardware took care of almost everything automatically, so we were able to anticipate very stable performance. Of course, there were always other limitations, though. Based upon such experiences as well, rather than following suit with what other companies are doing in general, we thought that Nintendo could go its own way. Such a philosophical aspect was also there when we made this selection, but the primary reason was the anticipated stable performance. Iwata: I was personally involved in that specific decision making process. After receiving the proposal, I personally thought that it was the right choice because it had the right balance between power consumption and graphical capability. I don't know if this method will be the best choice forever, but as of now, I have concluded that it's a very well-balanced method. You just referred to one of the "Iwata Asks" articles. When the developers said that they had hard times in order to get the expected performance, it actually has something to do with what Mr. Miyamoto said right now, namely, he prefers to have a machine which can yield stable performance. This is something both Mr. Miyamoto and I had a challenging time with as software developers, so maybe this is not a pleasing subject for Mr. Takeda, but we did experience a lot of hardships when working on Nintendo 64. When we were working on Famicom (Nintendo Entertainment System) and Super Famicom (Super NES), basically, whatever was promised in the hardware spec sheets could actually be done. However, since Nintendo 64, the concept of hardware has drastically changed to, "the software developers can do anything as they like, but the total amount of the work the hardware can execute is limited." In other words, we were told, "you are free to choose the allotments of the total performance." We, the software developers, are always greedy when it comes to the game ideas we want to realize. We tend to make every possible effort, here, there and everywhere. And then, after we have incorporated everything, we find that the software does not work. When just one designer, be it Mr. Miyamoto, me or someone else, did some extra effort in order to make slightly better graphics, the total frame rate greatly decreased. Such things happened, and we had a hard time dealing with them. The biggest trouble with Nintendo 64 was, when something unexpected happened, we could not tell why it had happened. At one time, the system was working just fine, but at some other time, the anticipated performance could not be generated. When we happened to be able to make it right, it was very quick, say, something like a tuned-up sports car, which could not show its maximum performance otherwise. That lesson we learned from Nintendo 64 was taken into consideration when we designed Nintendo GameCube, and the learning through the development of this hardware was there when we designed Wii. The developers have been able to take advantage of the performance of Wii for such a long period of time since it was launched, and this fact must have something to do with how Mr. Takeda and the other hardware developers have made the most of the experiences and expertise they have learned from Nintendo 64, and Nintendo, as an organization, has recognized the importance of a machine for which software developers can always expect stable performance from the hardware. |
8-2 | So, was the hardship the developers had to experience for Nintendo 64 only regarding the tuning process? If possible, I still want to have your comments on how you found out about an IC chip like this. |
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8-2 |
Takeda: We do not have any particular know-how to find such IC chips. However, increasingly, we have the opportunity to be able to communicate with a number of people inside and outside of Japan. Recently, there are increasing opportunities to talk with European people as well. Nintendo itself is not such a company (which designs and produces IC chips), so we have the advantage that we are able to openly discuss anything with anyone. In the case of larger entities, some part of its operations often have business conflicts with some IC chip companies, but in the case of Nintendo, due partially to its uniqueness, no IC chip companies see us as a competitor. So, we are leveraging upon such a unique position we have and we are always able to discuss relevant deals with anyone in the world. This is the general answer I can make. Iwata: Maybe, what Mr. Takeda told you right now is one of the unknown strengths of Nintendo. For example, those who originally designed acceleration sensors probably did not imagine in the beginning that Wii Remote, with its acceleration sensor, would spread all around the world in such a massive volume and that other devices are now adopting the same technology. Acceleration sensors were not originally designed for remote controllers. So, from the view points of designers and makers of such technologies, Nintendo can be seen as a company which has the potential to make use of their technologies and the resulted products may generate huge global demand, which may even further expand the use of their technologies if Nintendo does it right. I sometimes discuss this with Mr. Takeda, but Nintendo can be regarded as a unique company because many others expect something unexpected from us all the time and, as a result, many other companies are approaching us with a variety of proposals. The ability to be a good judge plays a very important role here. |