Iwata Interviews Wii Developers
Knuckles writes "On the Wii website, President of Nintendo Satoru Iwata conducts an extensive interview with the developers of the Wii. The interview comes in two volumes with three parts each. Iwata actually asks many tough questions, such as: 'In general, no engineer hates higher performance. As an engineer, didn't you experience any inner conflict when it was decided that we would not necessarily take Wii in the direction of sheer horsepower alone?' The interview is the start of a series according to the Wii website." More from the article: "Yes, it wouldn't look very natural beside a TV if it was too toy-like. And likewise, it wouldn't really be an amusing form of entertainment if it looked like some kind of AV equipment. With this in mind, we came up with 'A Design for Everyone', a concept created in order to allow as many people to use Wii as possible. Making Wii into a device that everyone likes is more important to us than a having fiercely individualistic design."
'Yes, firefox is indeed greater than women. Can women block pops up for you? No. Can Firefox show you naked women? Yes.'
I found it interesting to get a tiny peek into how the console was developed.
Irrelevant! Plus it would have looked cool.
Here's my design for the Wii.
Ashida: Umm, from the point of view of the designer, I would like to say that I hope you use Wii in its upright position, with the stand!
This article makes me want to buy a Wii even more now after reading about everyones hardwork.
Ironically on an SDTV some 360 games look worse than their 360 counter part. Textures are blurry, or other problems associates with games not being made to be displayed at lower resolutions.
Web browser designers know the feeling too...
The AACS key is NOT 0xF606EEFD628B1CA427BEA93A9CA9773F
Let's not forget... to get a system that can do High Definition normal mapped individual scales on every creature in the game, you may have to pay 100% more... but I can assure you to create that art asset cost a lot more than 100%+
Which means that Nintendo can launch twice as many games on the same overall budget... to find out which ones stick. Brain Training was one of Nintendo's cheapest games to make, but it has sold tens of millions of copies as well as millions of DS's.
Graphics were a bottleneck in gaming for a long time. You couldn't even get more than three sprites in a walk cycle on some of the old systems. On the PS2, you could do a full 3D walk cycle with inverse kinematics foot positioning adjusted for different skeletal systems. Graphics are about as good as they need to be at the moment, and other needs have arisen.
For one, the controller is getting bad. Sure, we've got sholder buttons (courtesy of Nintendo), a diamond face button pad (Nintendo), analog control sticks (Nintendo), and analog buttons (Sony), but the thing is so unweildy and in need of streamlining. We're interfacing with the most hyperrealistic worlds ever created using functionally the same controllers we've had since the late 70's, though with more buttons. Even then, we're talking about LOW TECH in the late 70's.
Another area ripe for development is Physics. Sure, you can skid cars now, and occasionally you can knock bottles over, but can you punch holes into walls? Does your character tip back further based on the weight of the item they're carrying? Can you aim your gun at the floor and skip a bullet off of it in Metal Gear Solid? Do we even have hair that gets close to sitting on people's shoulders, rather than hovering six inches above it?
And finally, we need more advancement in art techniques. Sure, our art pipelines have been serviced well by the support industry of middleware providers, but it still feels like we're limited artistically and by production method from really unleashing the power of the end systems. Can we work on creating art assets in-game? Texture these things under changing lighting conditions? Near other relevant textures from the game? Can we extrude a 2d concept sketch automatically into the starting basis for the 3D models in the scene?
There is a lot of work to be done. But for now, the graphics of a system aren't really the bottleneck to the next generation of power.
The ______ Agenda
Here's something in Vol. 3 Part 2, which must've been put up more recently, that some people might find interesting, since I've seen its possibilities discussed repeatedly:
Tamaki: Yes. To be honest, I only came to understand this way of thought when I started working on Wii's system functions. But like we've said, when you think of the variety of individuals that make up a family, and their range of interests, you understand that variations in price are only natural. There are people who won't hesitate to purchase expensive products because they like them, and there are people who will scour flyers and coupons everyday for a good deal. Just as it's only natural for people to frequent different kinds of restaurants, it's only natural for products to be sold at a range of prices. The Shopping Channel is full of potential in the sense that it will allow us to sell software and expand our user-base, outside the bounds of the traditional software pricing framework. Needless to say, products distributed by conventional channels of distribution are still important. However, if the Shopping Channel makes it possible for simple ideas and small experimental titles to be sold at a lower price, I think this would greatly expand the possibilities of what developers can do.
Iwata: It's even conceivable that we'll take titles that have been popular on the Shopping Channel and further polish them up to be sold as a packaged software with the MSRP accepted in the existing distribution channels. Talking of potential, we may even be able to create an opportunity for amateur developers where they can release games that they have made, although this will be hard to do in the immediate future. The mechanics of the games industry at the moment doesn't allow games to be sold unless they're widely advertised by major publishers to earn greater profit. This seals off gateways into the game industry for new talents.
Tamaki: That's right. Maybe the Shopping Channel will open up some doors.
Reading this it's clear how important it is that Nintendo make both the hardware and many of the games for their system. There's a great synergy there that none of the other console companies, or PC games companies, enjoy.