Last Factor Of Success, Genyo Takeda And His Hardware

team intervene in support of developers by offering sophisticated middleware tools , but easily accessible. They give non-scientific profiles the opportunity to express their creativity through technologies that are within their reach. This middleware support is a necessary corollary to the mix of creative teams. Genyo Takeda believes that developers, as consumers, must be accompanied to a technology still more advanced but remaining, as much as possible, intuitive

A formalized creation process?

Int. : I feel that you do not apply a single creative process but it differs depending on the nature of the projects: either developers are encouraged to invent isolated applications that are then assembled ( Wii Sport ) or Shigeru Miyamoto launches a new idea, with limited specifications, to a dedicated team ( Wii Fit ), or, more classically, a game is developed in response to a specific specification ( Zelda ). Each of these processes gives rise to different types of innovation in terms of gameplay, with a degree of innovation that seems very advanced in Wii Fit and maybe a little less in Wii Sport. Is not it Nintendo’s strength to not have a strict innovation process and to be flexible?

SB: The process does not seem so far apart in all three cases: it is based on a collective creation, the search for radical innovations (whatever you say, the Wii Sport interface was a radically new innovation at its launch ), and a little framed process at first: even Zelda’s teamis not part of a specification. At the beginning of the project, the developers have the free field. They are guided during development by Shigeru Miyamoto and the producers, who embody the player’s vision. They may ask their teams to fundamentally review an item, although it has reached an advanced value-added stage in the development process, simply because the design is not correct. This blank page policy is generating a number of significant innovations: brain training has opened a new category of games, as well as Nintendogs or Mario . Mario and Zelda can give the impression of being old games, but each new release of one of these games is full of new creative ideas and imposes a new standard.

Failure management

Int. : In addition to the successes you mentioned, you also experienced failures, especially with the download free ocean of games apk in the 1990s. Was your strategy of technically “frugal” innovations not motivated by this degraded economic context? by a relative lack of resources facing electronics giants like Sony or IT like Microsoft?

SB: Despite the semi-failure of the GameCube, Nintendo has remained among the top three most profitable companies in Japan in the last fifteen years. The teams that worked on the Wii were the ones that had developed the GameCube. The console was however more powerful than the PS2 and hosted very big games ( Resident Evil 4 had no equivalent on PS2 or Xbox). The fact that she finished third of her generation helped us to challenge ourselves and leave the paradigm of power, which dominated the thinking of hardware engineers and software developers.. Noting that higher production budgets did not necessarily lead to greater success, we considered the following developments differently

 

Leave a Reply

Your email address will not be published. Required fields are marked *