www.nintendo.co.jp/ir/en/library/events/130131qa/index.html Algunos puntos destacables:
Nintendo espera transmitir a los consumidores el valor/atractivo de Wii U con los títulos que lanzaran en la segunda mitad del año:
Iwata: We are hoping to be able to communicate to our consumers the new value of our hardware with titles that we are going to launch from approximately the second half of the calendar year toward the end
Iwata cree que serán capaces de publicar este año varios títulos para Wii U que aún no han sido anunciados:
Iwata: In addition, I believe that we will be able to launch new software within this year that we have not yet announced at this point.
Miyamoto cree que Wii U tiene un montón de características atractivas que llevará cierto tiempo que la gente comprenda. Confían en que sus ideas lograrán atraer al público. Tienen varias ideas para aprovechar las dos pantallas, pero aún tardaran un tiempo en tomar forma:
Miyamoto: Wii U has a lot of attractive features, but it requires a certain amount of time for people to understand them.
Miyamoto: In this sense, we are confident that even our existing ideas are attractive enough to draw people to our hardware. During development, I found myself becoming increasingly accustomed to using two screens, and now I feel compelled to take a look at the screen in my hands even if that is not necessary. While it will take more time to give shape to our new propositions that take advantage of being able to use two screens, we have various ideas already.
Están reclutando a nuevos empleados para trabajar en Wii U:
Miyamoto: In terms of our research and development resources, as we need more staff in response to the high performance of this hardware, we are working to recruit more people, including people from outside the company.
Iwata no cree que el cloud gaming sea el futuro, hay muchos géneros que no son factibles por la latencia:
Iwata: The term "cloud gaming" is one of the words we have lately heard so often, but I would like people to understand that there are certain things that cloud gaming cannot achieve. A cloud is an attempt to process information online on a server, as opposed to doing so on individual machines in the hands of the users. What this implies is, since the time to transmit data over an Internet connection is never negligible, there is always some latency before you receive the result of your input. Of course, there are types of games on which delays have no effect. In such instances, it may perhaps make sense to have an input means as well as the ability to display images at hand and let all the information be processed on a server. On the other hand, for some highly interactive games, action games in particular, the time required to reflect the push of a button on the screen is critical and the frame rate (the number of times a screen can be updated in a given second) determines the fluidity of the movements. This means that there are some types of games that can be put on the Internet and others that cannot. By the laws of physics, it always takes some time to transmit data, and given the current level of Internet technology, there is bound to be some latency during the processes of a server receiving data, producing images instantly and sending them back. There are many things that cloud gaming cannot do by design, but this fact has not been communicated well to the public, and I find it strange that many people claim that cloud gaming is the future.
No planean fusionar consolas de sobremesa y portátiles. Van a hacer que los metodos de desarrollo de software, sistemas operativos, etc. se puedan usar en distintas máquinas. Si lo logran podrían mantener más de 2 plataformas simultaneámente gracias al ahorro de recursos:
Iwata: In terms of our platform integration, as I explained to you a short while ago, we are not saying that we are planning to integrate our platforms into one. What we are saying is that we would like to integrate software development methods, operating systems, and built-in software and software assets for each platform so that we can use them across different machines. This means that if we manage to integrate our platforms successfully, we may in fact be able to make more platforms. At the moment, we only have our current handheld devices and home consoles because if we tried to make more platforms, our development resources would be spread too thinly. The more we can share software across different platforms, the more development resources will be left for something else. Platform integration does not mean creating one type of platform, but the point is that the united method of software development will enable us to share our most precious software assets across different hardware.
Si intentan hacer consolas cada vez más poderosas llegará un punto en el que los costes de desarrollo de los juegos supondrán un serio problema. Estamos cerca de llegar a ese punto. Lo más importante es hacer nuevas proposiciones en otros aspectos y crear videojuegos a partir de algo que la gente jamás esperaría ver en forma de juego:
Iwata: It is natural that there will be more things that battery-run devices can do thanks to technological advances and game consoles will become more powerful. However, if we try to linearly pursue this direction, software development will become so complicated that we will eventually face a situation where cost recovery becomes a serious issue. Therefore we feel that we are nearing a saturation point in terms of simply improving performance or enhancing graphics. What is far more important for the future of video games is whether we can make new propositions in other aspects and create games out of something that people never expected to see in the form of a game.
Iwata reconoce que el nombre "juego asimétrico" puede ser poco intuitivo y han reflexionado sobre si es lo suficientemente explícito para que la gente comprenda de qué se trata al oírlo. Sin embargo, no creen que el juego asimétrico carezca de atractivo, pues han recibido muchos comentarios positivos de los que lo han probado. Intentarán encontrar las mejores palabras para que la gente entienda su valor:
Iwata: As for "asymmetric gameplay" of Wii U, whether the name is good or not is different from the reputation of "Nintendo Land" as the representative work incorporating such gameplay. We know some criticized the name "asymmetric gameplay" as debatable and not intuitive, and we have reflected upon its actual explicitness to consumers. On the other hand, we don’t think that asymmetric gameplay itself lacks in appeal because we have received a lot of comments that the gameplay of "Nintendo Land" is in practice interesting. In short, we unfortunately have not overcome the hurdle to come up with the best words to make people easily understand the value of such gameplay. As "Nintendo Land" is to be a longtime seller during the lifespan of Wii U, we would like to somehow invent a way to have many people understand the value of "Nintendo Land" and the appeal of gameplay with both Wii U GamePad and a TV screen.
El mayor atractivo de Pikmin 3 son sus gráficos en alta definición. No vamos a poner juego asimétrico en un título si es innecesario, como en este caso. Podrás ver el mapa en el GamePad mientras juegas en la TV, lo que es una gran evolución para un juego de estrategia. El juego tendrá modo off-TV:
Miyamoto: With regard to "Pikmin 3" for Wii U, I don’t want to be misconceived, but the biggest draw of this game is the higher-resolution images through the high-definition graphics. You can even see Pikmin’s gestures with the graphics. We are not going to put asymmetric gameplay in a game if it is unnecessary. In this game, you can see the entire map on Wii U GamePad. The two screens of the TV and Wii U GamePad will let you see what you are doing at any time during your gameplay, which alone is a great evolution for a strategy game. As a side note, you can play this game only with Wii U GamePad.
Han tenido que pasar por una fase de aprendizaje para aprovechar la mayor potencia de Wii U respecto a las anteriores consolas de Nintendo:
Miyamoto: Lighting is an inevitable factor to make use of high-definition images. We did not actively use technologies to render high-end graphics in real time for software development for Wii and previous consoles. Therefore, although the name "Wii" was handed down from Wii to Wii U, we needed to hold many workshops to learn about such technologies. We already went through this initial learning phase and are now tackling how to take full advantage of high-definition graphics. In this sense, retraining our developers used to be a great hurdle.
Han llegado a un acuerdo con una cadena de cines japonesa para publicitar Pikmin 3 con una animación en 3D que se emitirá antes de cada película:
Miyamoto: Thank you for appreciating the video we disclosed last May. All of our development team would be glad to hear that. (Iwata: I am sure the graphics are now much better.) We really enjoy creating images that are so lifelike that it is as if Pikmin were actually living there. We think Pikmin is suitable for computer graphics. At the last E3 show, we showed video footage of Pikmin wandering around me in my room backstage and then I actually appeared on stage with them. We would like more people to experience videos featuring Pikmin. In this effort, when you visit movie theaters operated by a movie chain, TOHO Cinemas, you will see Pikmin with the logo of TOHO Cinemas before a movie starts. Also, when you see a 3D movie there, you will see Pikmin and a monster called Bulborb racing around in a demo video to urge you to wear 3D glasses. I hope you will go to see it and look forward to the game which features Pikmin.
Han trabajado junto a varias third-parties, dado que ellas pueden ayudar a Nintendo en el aspecto técnico gracias a la experiencia que tienen en tecnología como los shaders:
Questioner: Is the current development structure suitable for the new architecture?)
Miyamoto: We have not specifically changed it. We have just put the right development staff members in the right place to raise the level of each development phase. The other point is that many of our third-party software developers have been dedicated to technologies like shaders. As Wii U is designed to bring out their real strengths, there have recently been more cases where we develop something with their help. It has been more convenient for us to work together with them because they have been able to more smoothly utilize their know-how for development for Wii U.
Iwata dice que cada consola tiene sus propias cualidades y los desarrolladores deben pasar por una fase de ensayo y error para aprender a aprovechar su potencia. Los kits finales no llegaron a las compañías hasta la segunda mitad del año pasado. Las consolas de la competencia llevan 6 o 7 años en el mercado y los desarrolladores las han estudiado lo suficiente y saben como sacarles todo el partido. Wii U es una nueva consola, algunos desarrolladores han adquirido la destreza suficiente para hacer un buen uso de sus características técnicas, pero otros todavía no. No está preocupado por este problema, pues el tiempo lo solucionará. Cree que los equipos de Nintendo están a punto de alcanzar la siguiente fase. No es cierto que tengan graves problemas para desarrollar títulos, si así fuera no se habría marcado un objetivo de 100.000 millones de yenes de beneficio para el próximo año fiscal:
Iwata: I may add that each game console has its own unique qualities, and developers must go through a trial and error phase to acquire the knack of taking full advantage of them. This time does not come until a final version of the hardware and development tools for the version have been made available and then a base for software development has been established. For Wii U, such a time finally came in the latter half of last year. In this sense, we could not avoid the trial and error stage to create games which take full advantage of the hardware. I think that this is true for third-party software developers as well as Nintendo’s. The home consoles of other companies are six or seven years old and software developers have sufficiently studied them and know how to take full advantage of them well. As Wii U is new to them, some developers have already acquired the knack and made good use of its features and others have not. You might see this gap among the games that are currently available. However, we are not much concerned about this problem because time will eventually solve it. Actually, we believe that our in-house development teams have almost reached the next stage. It is not true that we are deadlocked with a lot of trouble in our development. Otherwise, we could not aim for 100 billion yen or more in operating profit for the next fiscal year. Here, I would like Mr. Takeda to tell you about the architecture of the Wii U hardware.
Genyo Takeda habla sobre la arquitectura de Wii U. No cree que la CPU sea pobre en relación a la GPU, la tendencia actual es que las CPUs pierdan importancia en favor de la GPUs. Cree que las otras compañías del mercado seguirán el mismo modelo:
Genyo Takeda: I don’t want to talk about anything too technical, but in my view, Wii U is a console with low power consumption and has fairly high performance. Regarding your comment that we focus on the GPU and that the CPU is a little poor, we have a different view. It depends on how to evaluate a processing unit. In terms of die size (area a chip occupies), the GPU certainly occupies a much larger space than the CPU. As you can see CPUs used for the latest PCs and servers, however, it is usual for current CPUs that the logic part for actual calculations is really small and that the cache memory called SRAM around it covers a large area. From this angle, we don’t think that the performance of the Wii U’s CPU is worse than that of the GPU. In other words, we have taken a so-called "memory-intensified" design approach for the Wii U hardware. It is no use saying much about hardware which should remain in the background in our entertainment offerings, but at least we think that Wii U performs pretty well.
In regard to GPUs, they are so advanced that other companies in the video game market seem to be on the same path. Developers have also been accustomed to programmable shaders to create games. In this sense, we think that the entire industry, including Nintendo, has had less trouble in this field than in the time when shaders were emerging.
Evolución del dinero generado por las ventas digitales. A falta de un trimestre, este año fiscal está a punto de batir el récord del 2010:
A finales de año podrían mostrarnos algunos ejemplos del uso que se le puede dar al NFC en los juegos (cartas, figuritas, etc.):
Iwata: There are two main directions when it comes to the use of NFC. One is to use it for video games. For example, we can create cards and figurines with NFC and design our video games to work in conjunction with them. Also, an increasing number of arcade games are utilizing IC cards which can read and write data in order to record users' scores and it is possible for Wii U games to connect with them. We are in talks with several software developers regarding such possibilities. We are making preparations and, by the end of this year, we will probably be able to show you some output, tell you about some more concrete examples of the possibilities or even let you try out some tangible examples.
El NFC también se podría usar para pagar con dinero electrónico:
Iwata: The other direction is e-money. In Japan e-money called FeliCa is widely used, and FeliCa is included in NFC. Technically, it is possible to settle an account by waving an e-money card over the Wii U GamePad. We are conducting research into this right now as one of this technology's future possibilities. We will make an announcement when we are ready to discuss a more detailed plan. Since we have made a certain investment in order to install NFC, we will make efforts to at least receive a return on our investment.
Para poder cumplir con el objetivo económico previsto es primordial conseguir que la Nintendo 3DS tenga un éxito en Occidente similar al que tiene en Japón, para ello lanzarán varios títulos importantes con la intención de crear un ciclo en el que las ventas de hardware se disparen y a su vez el software se venda bien. Para Wii U no hay ningún título importante a principios de este año, pero a partir del verano el catálogo se enriquecerá y promocionarán la consola con la intención de que la ventas aumenten drásticamente. En la última frase da a entender (o eso me parece a mí) que podría presentar su dimisión si el próximo año fiscal no se alcanzan los beneficios previstos:
Questioner: You are aiming for the operating profit of 100 billion yen in the next fiscal year. Do you have a strategy in place if this fails? Will you take responsibility if you cannot accomplish it?
Iwata: First of all, this may not be a direct answer to your question, but it is my job to focus on how to accomplish this aim, rather than to think about what we should do if our aim cannot be accomplished. I believe my job is to establish as promising a situation as possible to accomplish this aim. From this perspective, for Nintendo 3DS, it is vital to create similar momentum as we see in Japan in the overseas markets. So, the point is to launch several key titles seamlessly abroad to change the sales momentum of Nintendo 3DS itself, and then to create a cycle where hardware sales soar and its software sells well. As for Wii U, there will not be any key titles at the beginning of the year, so even though it will take some time, starting from this summer when the software lineup is enriched, we will promote our platform and aim to change the sales momentum dramatically.
As for your second question, I used the word "commitment," so I believe you can understand what I meant by that.
Si el próximo año fiscal se venden el mismo número de 3DS que en este, las ventas de software serán limitadas y probablemente no se alcance la cantidad de beneficios prevista. Las ventas de Nintendo 3DS en Occidente no son del todo satisfactorias en relación al potencial del hardware, y eso es lo que buscan cambiar:
Iwata: It is obvious that if we are able to sell only about the same number of units of Nintendo 3DS next fiscal year as this fiscal year, the sales growth of software will be limited. In such a case, we will probably not be able to reach the level of operating profit we are aiming for. Therefore, the current sales levels of Nintendo 3DS in the overseas markets are not at all satisfactory in regard to the hardware’s potential. This is not happening due to external factors. In our understanding, this is because we could not fully convey the appeal of the Nintendo 3DS platform and as a result, fewer consumers purchased it than we had expected. So, obviously, our aim is to increase our hardware sales more than in this fiscal year.