"Stop games being regarded with hostility in the family.."
Here are some really interesting transcripts (not two words I normally put together..) from discussions by the creators of the Wii gaming system. Having recently played Gus' Wii, I can testify that it really does feel different to the other systems. Not just the wacky controllers, although they contribute, but the overall more light and friendly ambiance.
These pieces particularly rang true:
This may sound paradoxical, but if we had followed the existing Roadmaps we would have aimed to make it “faster and flashier.” In other words, we would have tried to improve the speed at which it displays stunning graphics. But we could not help but ask ourselves, “How big an impact would that direction really have on our customers?” During development, we came to realise the sheer inefficiency of this path when we compared the hardships and costs of development against any new experiences that might be had by our customers." - Genyo Takeda.
"I've said this countless times already, but when developing Wii, I thought constantly about what we could do to stop games being regarded with hostility in the family. So I came up with a suggestion, perhaps a rather outlandish one! (laughs) What I thought was that if a parent said that their child was only allowed to play games for one hour a day, how about making it so the console actually turns itself off after an hour? I realize the head of a games company shouldn't think things like that!" - Satoru Iwata.
"If only one team is developing something, they'll only ever pay attention to the same old issues, sometimes discussing them all day amongst themselves to find a solution. But this time, thanks to the System Function team, I was able to go and talk with Kawamoto-san or have a look at Kuroume-san's designs. Both physically and mentally, I found this to be a less stressing, more laid-back way to do things.' - Tomoake Kuroume.
I'm sure that's plenty for you but just in case here's the rest:
http://wii.nintendo.com/iwataasks.jsp
These pieces particularly rang true:
This may sound paradoxical, but if we had followed the existing Roadmaps we would have aimed to make it “faster and flashier.” In other words, we would have tried to improve the speed at which it displays stunning graphics. But we could not help but ask ourselves, “How big an impact would that direction really have on our customers?” During development, we came to realise the sheer inefficiency of this path when we compared the hardships and costs of development against any new experiences that might be had by our customers." - Genyo Takeda.
"I've said this countless times already, but when developing Wii, I thought constantly about what we could do to stop games being regarded with hostility in the family. So I came up with a suggestion, perhaps a rather outlandish one! (laughs) What I thought was that if a parent said that their child was only allowed to play games for one hour a day, how about making it so the console actually turns itself off after an hour? I realize the head of a games company shouldn't think things like that!" - Satoru Iwata.
"If only one team is developing something, they'll only ever pay attention to the same old issues, sometimes discussing them all day amongst themselves to find a solution. But this time, thanks to the System Function team, I was able to go and talk with Kawamoto-san or have a look at Kuroume-san's designs. Both physically and mentally, I found this to be a less stressing, more laid-back way to do things.' - Tomoake Kuroume.
I'm sure that's plenty for you but just in case here's the rest:
http://wii.nintendo.com/iwataasks.jsp
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