Pequeño resumen sacado de Gaf:
Miyamoto on Pikmin Wii U
Quote: I'm trying not to talk about Pikmin too much. [laughs] If I leak it in an interview, then I'll have an issue. But, yeah, we're still working on a Pikmin game, and we have been for quite a while. When you look at [the Wii U] hardware, it's almost such a perfect fit for Pikmin that you would ask, "Why wouldn't you make it for this hardware"?
If we were to try to take what we've been working on for Wii and finish it, it would still take us some time to do that. So we're probably going to be looking at putting it on the Wii U instead.
Basicamente que pikmin pega mas en Wii U que en wii y que se ira para alli. Que para lo que tenian hecho en wii que se mudan.
on 3ds development and software
Quote: One thing that you often see with new hardware is that for any developer there can be challenges of how you get the most performance out of the system. And there are certainly developers that are able to kind of do that on their own. But I think there's also maybe a subset of developers that are waiting for Nintendo to provide some service to help them better understand how to do that.
I think what you've seen initially in the launch window are generally games that people worked very hard on over a short period of time to prepare for the launch. So I think that as we get into the next wave of titles, you'll start to see games that are doing a better job of taking advantage of the system. For example, I think I've got the courage to say that Mario Kart is going to be running at 60 frames a second when they release it. It feels really good.
on Miyamoto's ambitions and current work
Quote: What my passion is, or really what I want to do, is to really try to blaze a trail for where video games can go in the future, especially, right now, in looking at Wii U. Obviously the Wii was a device that was something most people had in their living room, and that's definitely what we want Wii U to be, and to be a device that everyone in the household can interact with. But at the same time, we wanted to unite that concept with more traditional video game experiences and bring those together on a single console.
When I'm thinking about that, I'm also working very hard on Skyward Sword, playing the game every day, rewriting the text, changing enemy abilities and things like that. So I'm having a lot of fun kind of working on the minute details of games as well. And sometimes it feels like, when I'm working kind of at that more granular level, that it's really kind of taking advantage of where my real skill lies. So it's a lot of fun.
on Zelda 25th Anniversary
Quote: It's a long story, but the Mario 25th anniversary wasn't my idea. Mr. Iwata came and he said, "It's the 25th anniversary of Mario and we should do something." And my feeling was that it's not for me to celebrate. It's for everyone else to celebrate. So the planning for that went on, and we had the 25th anniversary last year. But then the subject came up that if we did that for Mario, it's kind of sad if we didn't do a 25th anniversary for Zelda. This time what we decided to do was rather than just coming up with one idea and going forward with it, we wanted to have everybody contribute and offer their ideas for how to celebrate it.
And then the other thing was that I always felt that the 25th Anniversary Mario Pack was something that wasn't very typical for Nintendo to do. My feeling was I didn't want to just do the same thing again and instead wanted to try to celebrate the 25th anniversary of Zelda in a different way. And so we started talking about what we could do that would be new and fresh, and we actually thought of this idea of trying to do 25 different events to celebrate the 25th anniversary. But that got very complicated, as you point out. And so within the ideas that had come up, we thought that some of the discussions about music and how we could use music with the 25th anniversary was something that meshed really well with the Zelda series and its connection to music.
And so we decided to focus in that direction. And then the other thing that we really thought about was that rather than trying to do it as sort of a business venture, to celebrate the 25th anniversary, we wanted to try to give the fans as much opportunity as possible to celebrate it themselves and experience these on their own. So that's why you're seeing so many things that are free downloads, or things like that.
Que tenian pensado hacer 25 actividades para celebrar el 25 aniversario de zelda, pero que era demasiado, asi que para que todo el mundo disfrute algo pondran descargas gratis y cosas asi.
on Wii U hardware balance and power
Nintendo is an entertainment company. We're very sensitive to pricing because people have generally only a certain amount of their spending that they'll devote to entertainment. And if you're talking about parents buying something for kids, there are certain price points where parents may be willing to or not willing to purchase a certain product.
Nintendo needs the Wii U to be powerful, but also affordable.
But at the same time, you have these technological advances, and you have the needs of being able to take advantage of that technology, and those result in increasing costs and things like that. And so I think that in terms of companies that really look very carefully at what is the best balance between price and possibility in terms of the hardware, Nintendo is the company that's going to probably pay the most attention to striking that right balance.
So when you look at what we're trying to do this time, which is I think maybe to a certain degree somewhat reckless, because we're trying to include this somewhat kind of tablet-like device--this controller with the screen. We're trying to do that by finding the right balance between the CPU and the GPU, the graphics processor, and bringing all of that together with the ability to take advantage of the HD capabilities of the system, and wanting to do the most that we can on that front as well.
We're very sensitive, of course, to trying to do all of this at an appropriate price. So I don't know that we would be able to sit here and say that it's going to necessarily dramatically outperform the systems that are out now. It's part of the balance that we strike in terms of trying to find entertainment that is new and unique.
Aqui es donde se desata la caja de pandora. Que han de buscar un equilibrio entre precio y potencia, y que no ven necesario que Wii U tenga que "superar ampliamente" los sistemas que estan en la calle ahora mismo.
Si alguien se anima a ir traduciendo el resto, yo es que me tengo que ir Y mucho mas aquí
Solo sé que sabes que sé que no sabes nada.