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Iwata interviews Wii development team Vol 2 Part 3

by rawmeatcowboy
13 September 2006
GN 1.0 / 2.0

More discussion of the Wiimote, and developer/public reaction to it. I remember my first feelings on the Wiimote, do you? Thanks to Youwei for the heads up.

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Original article

Google translation

“Becoming a new standard”

The new controller solved a lot of problems. But It is clear that there remains one problem—a sensor bar. Ikeda had been involved in developing games using accelerometer, so he knows its strengths and limitations. A sensor bar allows Wii judging the direction to TV screen. Although “sensor-bar-less” is better, “sensor-bar-less” would limit controller’s possibility and cause some errors. At early stages of the development, the sensor sometimes reacted to sunlight or fluorescent lamps by error, but
they improved the sensor.

Designing the sensor bar was difficult challenge. They had designed Wii console as small as possible, as simple as possible. Of course, they had to design the sensor bar to fit with TV as possible. Color, shape…They dicussed again and again. Miyamoto was importunate in this design. First, they planed battery-powered sensor bar, but battery-exhaustion will cause frustration, so they decided to connect the sensor to Wii console itself. Its cable was once located at the middle of it, but Miyamoto wanted it to
fit with TV precisely, so Miyamoto forced design team to redesign it. Finally, its cable can be led to left/right side of it. Miymoto often “turn the table upside down” not only when he is developing software like Zelda, but also when developing hardware.

They also discussed whether or not they should display the sensor bar at the gameing exhibition(E3, for example). But they don’t want consumers to say “I didn’t know such a cumbersome thing!!” after they bought Wii. So they decided to display it.

They revealed this controller to the public at TGS(TokyoGameShow)2005. What did they think of “so-quiet” reaction after showing the trailer of the new controller? Ikeda thought that it is no wonder that a lot of people were puzzled by this controller. Ashida was proud of the trailer they made. Takeda and Miyamoto felt nervous.

They give a chance to play Wii to game creators outside Nintendo around TGS2005. The reaction was mostly good. Game creaters come up with ideas right after their first taste of Wii controller, according to Ikeda. Next, E3 2006. Ikeda’s haert was filled with joy, when the Nintendo’s conference ended and when he saw the reaction of visitors playing Wii. E3 2006 was
hottest E3 for Nintendo. What impressed Iwata most were smiles of player of Wii. Takeda, the chief of the development of Wii, was glad at good reputation, but he also felt “there remains a lot of challenge yet, don’t forget that”.

Yes, what about the softwares for Wii? Ikeda, who designed sensors of Wii controller, is surprised at how game developers use this controller. Accoding to Miyamoto, members of software developing team feels very happy because they can do freewheeling thinking. There are idea that never come up before(for example “WiiSports tennis”,in which characters run
automatically and the only thing players can do is swinging the controller. If they planned this game as realistic tennis game, it cannot be like this).

Last question.”Why can Nintendo make this controller?”. Ikeda answered, “Because Nintendo is a company that is always seeking for something new. That’s Nintendo style.” Ashida answered, “Because of the teamwork of software and hardware development team. This is a unique aspect of Nintendo”. Takeda agreed with this, and said “That is a good tradition/DNA of Nintendo.” According to Miyamoto, game designer tend to be conservative. But fortunately there are a lot of people inside Nintendo who can break these conservative thinking, and this is very important, said Miyamoto. He also said, Nintendo is a unique company that can produce both softwares and hardwares, so Nintendo shows its true strength when they produce something new.

There were a tons of mock-ups, prototypes, and demos. Now, Iwata feels that these were not wasted. Now, D-pad and A/B button controller is a standard, but 20 years ago, many people thought “can I play videogame with such a strange controller?” Iwata believes that this new controller is able to become a new standard. “I am very lucky that I was able to see all process
of developing Wii”, said Iwata at the end of the interview.

 
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