9:08
And here's Megan someone, exec director of GDC. I guess we're going live.
9:09
Photographers descending upon the stage. Will kick anyone who blocks my view. Log in later for my awesome and hilarious mug shot when I'm arrested for assault.
9:09
Looks like this will focus largely on DSi. And here he is.
9:09
I think his suit jacket is made of leather. What a rock star.
9:10
"Last time I talked to you was before the launch of Wii, three years ago. The world market has changed since then." And the boasting begins. "Beyond what even we possibly hoped for."
9:11
Global shipments of Wii = 50 million, fastest selling hardware in history. So modest!
9:11
Here come the charts. Hey look, Nintendo was the only company that experienced growth in the U.S. and Europe in 2008.
9:12
"When people make their purchase decisions, one rule remains the same: software sells hardware." <-- lol
9:13
Now Iwata is humbly prostrating himself in gratitude for the world's support of Nintendo. Aww, we love ya, buddy.
9:14
Already onto the meat of the talk: "How can we recognize and leverage opportunities for new markets?"
9:15
Iwata is talking about his past with HAL Laboratories. It's easy to forget he has a development background. No wonder they love him at GDC.
9:16
Recounting being cuckolded by Miyamoto on a project. "This is good, but with a few more months it could be a great game." "But we didn't have a few months -- we had two days. We needed to release the game to turn a profit that fiscal year." "We realized a better version would sell better, but we didn't have time. We had to compromise on quality. So we did."
9:17
"This started new phase of process." Without a good product, there's not enough revenue to make the next project great. It's an unavoidable death spiral. HAL went through some rocky times.
9:18
"I thought Nintendo released better games because they had more time and money...but this isn't the case."
9:18
"More than anyone I've known, [Miyamoto] sees game development opportunities where others don't...he's leveraging these new development opportunities better than anyone in the world." Now for some insight into Miyamoto's mind, via Iwata.
9:20
Begins with a core concept. Miyamoto's difference: where the concept comes from. He begins by drawing from human experiences. When he sees people enjoying something, he begins to analyze why they're having fun. "This trait is why he can invent games which are popular with veteran gamers and will appeal to people who have never played games."
9:20
Miyamoto leverages hobbies into games: gardening into Pikmin, new puppy into Nintendogs, exercise into Wii Fit.
9:21
"You are familiar with non-disclosure forms keeping you from talking about what you do at work. I've also asked Miyamoto not to talk about what he does at home. His non-disclosure is 24/7." "He works in what you might call an upward spiral."
9:22
Most developers use thick design documents, Miyamoto almost never uses one. Gathers a small team to discuss ideas, emphasis on ideas and communication. Builds simple prototypes with clear goal and nothing extraneous.
9:23
Iwata shows early Wii Sports boxing demo made of simple blocks -- focus was on control scheme and interaction; visuals less important than motion.
9:24
Small teams work on prototypes. Project length varies, but teams are always focused. Miyamoto has many teams in action at the same time.
9:25
"You have heard that Miyamoto is a perfectionist. This is true in some areas. But what strikes me is how in the course of development he can recognize the elements that work and that need to be improved." Emphasis on trial and error -- development through experience.
9:26
Sometimes projects last for years; sometimes work has to stop and a project has to be set aside. For Miyamoto trial-and-error is the ideal methodology. Later, the team can refine the ideas for the mass market.
9:26
With so many projects going on at once, many trials do succeed. Then they can move on to mass market stage, and Iwata steps in to determine a target release date.
9:27
"Strange that Miyamoto began as my mentor, but now reports to me. This is usually a pleasant situation...but not always.' "I do enjoy knowing Nintendo's trde secrets, including his hobbies. But once it's enters development, I ask him not to tell me how a project is doing. I don't want the team to rush or cut corners."
9:28
Iwata: it can be hard to predict when games will begin to generate revenue. This is stressful for me, especially in light of Miyamoto's tendency to "upend the tea table." <-- voor insiders:
9:29
Nice quote: "After he upends the tea table, Miyamoto helps gather the dishes he has scattered, even suggesting where they should be placed."
9:30
"I have seen [discarded] elements reappear years later. I think this is why Miyamoto has such a great relationship with his teams."
9:31
Nintendogs and Super Mario Galaxy intended to be launched with their respective systems, though neither happened. But Wii Sports made the Wii launch.
9:31
Looks like we're about done with Miyamoto anecdotes. OMG WILL HE ANNOUNCE ZELDA NOW OH GOD OH GOD (no) <--
9:32
Shows slide of Miyamoto bandito: "Random employee kidnapping." Miyamoto's habit of grabbing Nintendo employees who don't play games. (Has yet to be arrested for this.)
9:33
Victim is handed a controller and told to enjoy himself. Not exactly a focus group -- no questions, no marketing. Miyamoto resists Q&A, actually. "Kidnap victim must figure things out for himself." Over-the-shoulder view -- Miyamoto watches how players interact with games to see what works and what doesn't.
9:34
One goal for Miyamoto and all of Nintendo is to surprise consumers; must first surprise themselves.
9:35
Example: Japanese musician named Tsunku contacted Nintendo with the desire to make a game based on his own rhythm theory. Iwata asked Metroid director Sakamoto to contact Tsunku. Director of WarioWare became involved. Small team put together a prototype.
9:36
"How can a good rhythm game be produced if the developer has no rhythm?" Tsunku taught developers to dance. (amusing video of dancing Rhythm Heaven team boogying down) <-- Zou het wel willen zien
9:37
"First time in my career I had to approve a budget for dance lessons."
9:38
Eventually team was whittled down to five: the five best people for making a rhythm game. (Rhythm Heaven for GBA.) Problem: took too much time. By the time RH launched in Japan, DS had been around for ages, too late to introduce game for US and EU markets. (insert sad face)
9:39
Shows a bit of DS
Rhythm Heaven. Rapping Moai heads? SOLD
9:41
DS RH team worked for years before deciding to make touch and flick the core control devices. "Didn't expect it to be a hit. Franchise was not a big name, not many retailer orders. But it became an evergreen title. Sold 200,000 the first week but maintain momentum -- now at 1.7 million in Japan." Launches here in 11 days.
9:41
Everyone here gets a free DS Rhythm Heaven to try for themselves. OH NO PAYOLA Corruption in the media strikes again!
9:42
They did this same GDC giveaway with Brain Age. I guess that worked out pretty well for them, so clearly they have big hopes for Rhythm Heaven.
9:43
Iwata is breaking down U.S. market -- Wii owners, new gamers vs. long-time gamers. Nearly half of all DS buyers last year were women. Branching into new markets, as usual.
9:44
"Everyone understands manufacturers of hardware must help build an install base so developers have more opportunities to sell their games. We took this seriously with Wii" -- major franchises within first 18 months. Virtual Console reminds gamers of the good ol' days.
9:45
Shocker: more 3rd party titles sold for Wii than any other platform last year. That is a LOT of shovelware, folks. <-- suuuuuuure
9:46
Shows off slide of 3rd parties supporting Wii: Blizzard, Take 2, LucasArts, etc. Geez, nearly as many Balance Boards sold around the world as PS3 systems. <--
9:47
New WiiWare demo: Rock N Roll Climber. This is the one that was assumed to be an Ice Climber update.
9:48
Emphasis on Balance Board. This is a mountain climbing game, but not Ice Climber at all. Balance Board and wiimote let you climb by placing your hands and shifting your weight. Seems very tech demo-ish.
9:48
When you reach the top of a mountain, you rock out on a guitar. Stupid, but funny.
9:49
Iwata returns to talk about how they're building their install base, as well as finding new development opportunities. "To us, this is a partnership with you [the developers]. A platform where your idea can succeed without a big investment." 90% of WiiWare comes from 3rd parties.
9:50
"WiiWare model is already working. But many of you feel abused by limited ability to save downloaded content to Wii console."
9:50
Wild Bill Trinen appears! Presumably going to talk about new firmware.
9:50
"I am here to show you a menu." <--
9:51
"Complete storage solution for Wii." "WiiWare will remain a viable outlet for your games and ideas. Important for gamers, too."
9:52
Wii System 4.0 - at bottom of screen, there's an SD card icon that goes to a menu. Same 12-item-per-screen layout, but there are 20 screens per SD card. 240 games total.
9:52
Menu 4 can handle high-capacity cards -- support for 32GB cards (!)
9:53
Wii Shop Channel with now offer ability to download directly to SD card.
9:53
Thank god, I can finally redownload all my VC games. Can launch content directly from SD card.
9:53
Making fun of Zelda rumors. HA HA. Launches Zelda II instead. Ice burn, my friends.
9:54
Pretty quick launch time for VC games on SD cards. Also touts new data management features. This may be the best thing ever to happen to Wii. Finally, it's competitive for DLC.
9:55
Iwata returns: firmware 4.0 available for download now. Nice one. <-- lol
9:56
Sequel to FF Crystal Chronicles: My Life as a King, and al FFIV: The After Years confirmed for WiiWare. Final Fantasy for Virtual Console in Japan plus the other five. Surprise! US only gets FFI and IV!? Screw you, buddy.
9:56
On to DSiWare: Bill returns.
9:58
"Personalizing personal entertainment" - "Moving Memo" simple tool that helps you bring your creativity to life and share it with the world.
9:59
Bill draws a janky car. Copies and pastes it into different frames. Simple but pretty nice interface for making janky animations.
9:59
As Bill draws, I am still seething that we won't be getting Final Fantasy V in the U.S. <--
10:00
Bill draws, animates and adds sound effects to his car animation. Can upload and download creations. Shows video by someone "with actual talent"
10:01
Pretty impressive B&W animations. If only normal people had that sort of skill
10:02
Introduces WarioWare Snapped
10:02
Captures image of his face. Looks like it works similar to EyeToy using DSi internal camera.
10:04
The usual WarioWare goofiness, but probably more limited in scope than usual. Since it's DSiWare, that seems totally OK. Game also records your ridiculous faces after the game is over by secretly videoing your actions. <-- lool
10:04
Bill leaves, Iwata returns.
10:05
Apparently DSi is the most preordered console ever. I wonder how much that has to do with launch quantities? Usually new systems are sharply allocated.
10:06
Ah, here it comes. Iwata's gonna show off something core-oriented. Or else he's mocking us.
10:06
Expansion of Virtual Console for arcade games. OH MY GOD YES "Return of Ishtar" is one they're showing off? You crazy man. <-- nou, wat een aankondiging...
10:07
Shows off Gaplus rather than Galaga. Nice and obscure, there. Can't wait for Tower of Druaga, mmm hmm. <-- booring...
10:07
Final video about to kick in.
10:07
Train sounds.. it's Zelda on DS?
10:08
Zelda railroad building adventure with dungeon goodness.
10:08
OK, I guess they did show a new Zelda after all. I was wrong!
10:09
Link has the ability to control/create enemies and make them fight enemies. Railroad mechanic is an extension of Phantom Hourglass boat system -- riding a rail and shooting cannons
10:09
The Legend of Zelda: Spirit Tracks is the title.
10:09
Available later this year.
10:10
Very Phantom Hourglass like, but hopefully with new and fresh ideas. The new weapons and skills look like a good start, but Link looks kind of odd in his little conductor's outfit.
10:10
Closing comments directed to developers.
10:11
And that's all, kids, go on home. Oh wait, you are home, reading this. FINE. I'll go home.