Iwata/Miyamoto on 2D/3D Mario titles on 3DS, innovative titles that change the gaming on 3DS:
One of the first discussions we had as we started developing Nintendo 3DS was the issues that we were not able to solve in our process of "gaming population expansion" and in the progress of how Nintendo DS and Wii were expanding in the market. More specifically, when we developed Nintendo DS and Wii, we prioritized on points other than the most gorgeous-looking graphics or the highest possible processing power, so these systems were not able to fully cater to the needs of the consumers who had been looking for more beautiful graphics and more processing capability. As a result, the current global market is not driven by a single, most-expanded hardware platform. In each market (Japan, the U.S. and Europe), consumers' interest in the hardware are being diversified to a certain extent, even though the user compositions are different in each market.
Nintendo has been trying to expand the gaming population. When it comes to the difference between veteran players and novice players, or new entrants, we do not believe there is any clear wall separating them, such as, "Up until here are the games for novice players and beyond this line are the games for the players with gaming proficiency." There is no clear-cut distinction point between these users. However avid players they may be today, they were beginners at the outset. For the sound growth of the video game industry, it is important for new consumers to enter into the market one after another. Because each consumer has his or her own taste, and the time and the energy one can spend on any one form of entertainment varies, we think it would be ideal if we could offer an entertainment system that could be enjoyed by each and every different consumer in his or her own way according to individual needs. However, when different platforms are needed to cater to different gaming needs, it becomes difficult to create a healthy cycle.
For this issue, Nintendo's people in the Licensing Department and other relevant departments have listened to many comments from our publishers and developers, such as, "While the sheer installed base of Nintendo DS is attractive, with the specs as they are, we can't make the software that we really want to make." We developed Nintendo 3DS in order to respond to these needs of the developers and, at the same time, to make it so that this device can offer something attractive even to those consumers who have never played video games before.
And, you said that you are yet to see the software lineup for Nintendo 3DS which can be compared to representative titles for Nintendo DS such as "nintendogs" and "Brain Training" that were announced around the time of the launch of Nintendo DS, which were originally not conceived as games. In fact, however, I think that we have already shown you a glimpse. For example, "AR Games" (temp; direct translation from the Japanese) that we showcased at Nintendo Conference 2010 is one of our new trials in such endeavors. How such new trials shall be materialized in the form of packaged software is something which will become important in the second phase of Nintendo 3DS proliferation. By now, because more Nintendo 3DS software which will cater to the needs of avid game fans has had a lot of public exposure, you may hold the impression that our Nintendo 3DS software lineup currently lacks such software (which has the potential to change the definition of video games). The company, of course, has been paying attention to such software. On the other hand, for those who seldom play video games, the fact that they can see 3D moving images on Nintendo 3DS itself must have a tremendous impact. I understand that those who have had hands-on experience feel the same way. So, Nintendo 3DS will probably be appreciated first with such functions, and then, as the next step, we will need to launch software that can expand the users.
I know your next question will be, "So, what will such software be like, exactly?" I'm sorry but if I were to answer such a question, other publishers could launch similar software before we do. So, please understand that I have to refrain from answering this question. With that, let me ask Mr. Miyamoto to talk about Mario in 2D and 3D.
Miyamoto: This is not confined to Mario games, but when a game is made in 3D, we can make the players feel that the game is more alive, and the developers are able to incorporate more tricks for the players to enjoy. For its ability to provide the players with more choices or freedom in the gaming world, 3D is more suited.
On the other hand, there are also people who can't stand even the slightly more complicated looks of 3D. In fact, with 3D games, game-play control has to become more complex. When the developers include all the functions in order to cater to the anticipated demands from the players who, as they gradually progress deeper into the 3D world, will want to do more and more, the game in the end inevitably will look extremely complex for the novice players. I mean, even though players will realize that the games are not complex when they actually play them, 3D games look complicated for those who see them for the first time.
From that perspective, as you indicated in your question, the consumer base of the "Super Mario" series has narrowed from when we launched "Super Mario 64." However, we've been striving to make 3D games which can enable you to have the "I'm actually in the game field now" feeling and which can provide you with more fun options to choose from in the game field and, at the same time, which can be played by anyone. We've been developing the "Super Mario Galaxy" series with such a mission in mind. By launching "Super Mario Galaxy 2," we have invited a number of people who didn't use to play any 3D games to the world of 3D Mario, I think. Simultaneously, we have been making 2D games because leveraging upon and making improvements on 3D games alone cannot satisfy all the game players. We have made "New Super Mario Bros." for Nintendo DS and "New Super Mario Bros. Wii" with such an objective. These 2D games are easy to understand and accessible to anyone. Even if the players only play for a short time, they can feel satisfied. After all, video games are not only about conquering all the stages. What is more important is the fun the players can feel as a result of the play. The 2D games have the advantage of delivering that sensation more easily to the players.
As for Nintendo 3DS, of course, we'll be making both types of games. It's not the issue of which is more attractive because each one has its own appeal. In the past 3D "Mario" games, and 3D "Zelda" games for that matter, if there were several floors at the same height, it was hard for the players to tell if each one of them was located with the same distance between them or if just one was further away and higher than the other floors. On Nintendo 3DS, you can readily understand the height and distance of the next floor in front of you. You can feel the difference by switching between the 2D and 3D modes. You might have had a hard time trying to jump on a stump or to hit a floating question-mark block in 3D Mario until now, but you will be able to do so easily on Nintendo 3DS. In addition, Mario and Link will both have more vivid presences. When I make games, I take great care of such details as the body weights of the players' characters. When the character jumps, can the player feel the weight? When the character lands, does the land feel like it is acting as a cushion? How long should the character stand still in order for the player to feel the weight of the character's body? I think about a number of such details. By making 3D games on Nintendo 3DS, such minute details can be felt, and the players can feel as if the world exists.
Talking about 2D games on Nintendo 3DS, those who have played 2D Mario so far can understand that the developers were unable to do a lot of tricks which made use of the depth of the screen. For example, when "Wiggler" or "Bullet Bill" fly towards you from a distance, if the developers try to incorporate the depth of the screen, you cannot tell if and when these characters hit you. But such tricks shall be available on Nintendo 3DS.
We have tried many things, including when we made games on Virtual Boy. We have some ideas for a "Mario" game which has depth in the screen. So, for both 2D and 3D games, we are excited to be able to make new tricks on Nintendo 3DS.
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