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Shigeru Miyamoto: Games will still be fun without streaming
Leading Nintendo figures have agreed that cloud gaming is likely to have a big impact on the industry, but it sounds li…
www.gamesindustry.biz
During a Q&A with shareholders at the platform holder's AGM, veteran designer Shigeru Miyamoto discussed his views on streaming, virtual reality and online play.
"I think that cloud gaming will become more widespread in the future, but I have no doubt that there will continue to be games that are fun because they are running locally and not on the cloud," he said.
"We believe it is important to continue to use these diverse technical environments to make unique entertainment that could only have been made by Nintendo."
He noted that the number of people playing Nintendo games now -- even on other devices -- is growing, revealing that Super Mario Run has passed 300 million downloads.
"The fact that we've reached such a market means that opportunities for us are greatly expanding, so we would like to work on more and more unique projects."
He also assured that "we have not fallen behind with either VR or network services," pointing to the release of the Nintendo Labo VR kit earlier this year and assuring that the firm has been experimenting with this tech "from the very beginning."
"Because we don't publicise this until we release a product, it may look like we're falling behind," he admitted.
Nintendo president Shuntaro Furukawa said he doesn't expect all games to become cloud-based "any time soon" but acknowledges that "the technologies are definitely advancing."
"We see a future where cloud and streaming technologies will develop more and more as a means of delivering games to consumers," he said. "We must keep up with such changes in the environment.
"That being said, if these changes increase the worldwide gaming population, that will just give us more opportunities with our integrated hardware and software development approach to reach people worldwide with the unique entertainment that Nintendo can provide."
Senior executive officer Ko Shiota added the company is also investigating the possibilities afforded by 5G as the technology rolls out around the globe.
Subscriptions also came up, with Furukawa acknowledging this was a particularly hot topic at E3. He noted that subscription services are "becoming common in all sorts of industries, not just the games industry" and notes that Nintendo already offers one in the form of the NES games available to Switch Online subscribers (of which there are now more than 10 million).
"We believe that we need to further enrich these sorts of services in the future," he said. "Nintendo's policy is that we will consider whether each product we offer is suited to a subscription model as we expand our business in the future."
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Nintendo is "striving to create a controller that can be used with ease, and that will become the standard for the next generation"
During Nintendo’s 79th Annual General Meeting of Shareholders, one investor brought up how E3 featured the same sort of things we’ve been seeing from games over the past three decades in the sense that players look at the screen and play with a controller in their hand. This person wanted to...
nintendoeverything.com
During Nintendo’s 79th Annual General Meeting of Shareholders, one investor brought up how E3 featured the same sort of things we’ve been seeing from games over the past three decades in the sense that players look at the screen and play with a controller in their hand. This person wanted to know how developers feel about this and whether or not it will continue. That led to some very interesting comments from Nintendo.
Nintendo’s Shigeru Miyamoto, Shinya Takahashi, and Ko Shiota all commented here. Takahashi mentioned how Nintendo is always looking to innovate and pointed to 1-2 Switch and Labo VR. Miyamoto would add that Nintendo was the first to create the d-pad and additional buttons, as well as the analog stick which “is the clear winner.”
Miyamoto continued by saying that he also feels “we should quickly graduate from the current controller, and we are attempting all kinds of things. Our objective is to achieve an interface that surpasses the current controller, where what the player does is directly reflected on the screen, and the user can clearly feel the result. This has not been achieved yet.”
Below are the full comments from Takahashi, Miyamoto, and Shiota:
Takahashi:
We are always dreaming up new things. For example, for 1-2-Switch, the first game released for Nintendo Switch, we suggested that people play by looking at each other and not at the screen. And for VR, we thought about how we could change not just the controller but also the gameplay itself, and came up with the Nintendo Labo Toy-Con 04: VR Kit. The software exhibited at this year’s E3 just happened to be mostly the type that is played with controller in hand, looking at the screen. However, I think you can see from the software we’ve created that we are always trying out new ideas.
Miyamoto:
Nintendo was the first to create the style of playing video games with a plus-shaped directional pad and additional buttons, which has now become the industry standard. It was also Nintendo that changed the original plus-shaped directional pad, which operated digitally in eight directions, into the first analog input device that moves freely in all directions for Nintendo 64. This, too, is now common. We are proud to have created a variety of user interfaces that have now become industry standards.
And, as of now, in terms of accuracy and reliability, I believe this style is the clear winner.
At the same time, I also believe that we should quickly graduate from the current controller, and we are attempting all kinds of things. Our objective is to achieve an interface that surpasses the current controller, where what the player does is directly reflected on the screen, and the user can clearly feel the result. This has not been achieved yet. We have tried all kinds of motion controllers, but none seem to work for all people. As the company that knows the most about controllers, we have been striving to create a controller that can be used with ease, and that will become the standard for the next generation.
Shiota:
The hardware development team is also taking on this challenge related to controllers, but from all the devices born from this effort, only a handful will reach the consumer as products. We will only release a product into the world if it can be successfully used to control software well. We have not yet invented an all-purpose controller that is unlike any of the current devices. Then again, the conventional controller has slowly evolved from the traditional setup of a plus-shaped directional pad with A and B buttons. For example, when you take aim in Splatoon, the action may seem conventional, but the motion sensor gives a wonderful feel to the operation. So even if things may look the same, we are steadily embedding new technologies and finding good ways to use them. One of Nintendo’s strengths is that we do not just think about hardware, but are constantly thinking about it in conjunction with software. We will continue to put in our best efforts in this area.