http://revolutionreport.com/articles/read/269
Fils-Aime Talks New Years Resolutions
Q: We understand you have some New Year's resolutions for Nintendo. Let's
start there.
Fils-Aime: Sure. From my perspective, I have five resolutions for the industry
heading into 2006. The first is keeping our eyes on the prize. This industry
is about entertainment, and in the end, he with the best games wins. So at
Nintendo, we're focused on putting the most entertaining products into the
marketplace.
The second resolution is keeping the mass in the mass audience. The world is
fragmenting all around us, and many companies are making their products too
exclusive and expensive for the general consumer.
For example, for American consumers to get into the Xbox 360 franchise, with
games and extra controllers, they had to spend more than $700, not including an
HDTV, which is really the only way to positively experience 360. We resolve at
Nintendo to remain within reach for the vast majority of our consumers.
Q: How?
F-A: By first creating gaming-centric systems and consoles, whether it's
handhelds or home consoles. That will ensure that for gamers, our products are
totally focused on their needs versus products that try to integrate music or
other things that, frankly, aren't what great gaming experiences are all about.
Q: Since you mentioned pricing, I assume the Revolution will be accessible
to gamers for substantially less than $700?
F-A: That's correct. Our third resolution is to stop turning away new players.
This industry has become more and more focused on the niche, and at Nintendo,
we've opened our systems to a wide range of consumers. Whether it's consumers
older than 35 or female gamers, we've attracted them with Nintendogs and Animal
Crossing, so we've resolved to bring as many new consumers into this industry
as possible.
Q: And the fourth resolution?
F-A: It is to turn game development into a democracy of great ideas. Just as
the cost of systems seems to be getting out of reach for everyday consumers,
the cost of game development is getting out of reach for game publishers. The
Revolution will be more affordable for game developers to create for, and that
will result in fantastically innovative content.
Q: OK, so what about the fifth resolution?
F-A: The mythical performance vector for this industry is more processing power
and prettier pictures, but what's really driven growth is actually improving
the way consumers play and get into the game. It's what we've successfully done
with the Nintendo DS and what we're committed to doing with the Revolution and
the controller we've unveiled for Revolution.
Q: Tell me about the controller. What makes it noteworthy?
F-A: It allows you to essentially manipulate the game by pointing at it. The
activity that happens in the game is quite responsive with the controller, and
we've shown that sports games can be brought to a new level of immersion with
the controller.
Q: How so?
F-A: It allows you to manipulate not only a puck or a football, but also to
manipulate the player in a way that's never been done before. So if I'm
developing a football game, I can move across the field, focus against a
particular receiver with pinpoint accuracy and throw the ball right to that
receiver much as a real-life quarterback does.
That level of immersion really has never been done before. We know it's exciting because we have partners like EA and Ubisoft and Activision and THQ excited about developing for the Revolution.
Q: How many launch titles will there be for the Revolution?
F-A: That question's a bit premature. We'll be showing a lot of titles at this
year's E3, and we think that's where consumers will get a flavor for the full
range of titles and the full range of activity that we will have for our
launch window.
Q: And what is the launch date?
F-A: We've said 2006. [NOTE: Nintendo President Satoru Iwata has since said
the game will arrive in the United States by Thanksgiving.]
Q: What else will set the Revolution apart from the Xbox 360 and the
PlayStation 3?
F-A: A number of things. First, our titles. We have the huge luxury of a
stable of franchises that's unparalleled in this industry. Also, we're working
on new franchises and our first-party lineup will be better than our
competition. We're also getting strong third-party support.
Secondly, our virtual console concept, which lets you play your favorite games
from the Nintendo 64, Super NES and NES systems, will also be a differentiator. Plus, Revolution will be backwardly compatible with GameCube games.
Q: How do you think Revolution will sell?
F-A: We will sell more units than Xbox 360 did here in the United States in
our launch window. I mean, in December, we sold more GameCubes in the United
States than Microsoft sold 360s, and Revolution will do better than that.
Q: Finally, can you tell me how Nintendo will reverse the perception that the
console market is Sony and Microsoft and then Nintendo?
F-A: The fact is this: On a worldwide basis in the home console area, we are
the No. 2 player. Here in the United States, if you look at today, we are the
number-three player, so I understand where the perception comes from that we
are not doing as well in the home console market as we are in the handheld
business where we dominate worldwide.
Our focus for Nintendo Revolution is to provide real meaningful differentiators
versus our competition, and we believe that is what will drive our success.
First, focusing on a single-minded gaming device. Second, bringing real
innovation to the controller in the way consumers play the game. Third, a value
orientation that certainly is not present with our competitors. Fourth,
leveraging the power of our library with the virtual consoles. So that's how
we believe our success formula will play out in home consoles, and our focus
is on executing that four-point program.
更多的訪談, 有興趣請點選:
http://news.com.com/Nintendos+New+Years+resolutions/
2008-1043_3-6028279.html?tag=nefd.lede
縮:http://0rz.net/f810E
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