Coming from a Game Informer interview with Nintendo's Damon Baker...
“It is true that we’ve got a really loyal and passionate fan base for Nintendo-developed content, but it also drives them to go to the eShop to check out what’s new – to see if there’s new DLC for some of those first-party games or new releases, and while they’re there, they’re seeing this independent content being highlighted right next to Mario and right next to Zelda and right next to all our major franchises. So we do a pretty good job of keeping it in the same light.
You look at our hardware, it’s unique, it’s different, and it allows for different experiences. It allows for developers to utilize the features and functionality in a unique way where they can use the touchscreen, they can use a second screen, they can use 3D and they can use that to realize their vision differently than they can on any other platform. We have the same mentality from a first-party perspective as well.
Sometimes we’ll be proactive in reaching out to different developers and publishers to say, ‘Hey, this is a great idea. What do you think about utilizing it on our platforms? It would be perfect to use a second screen, or it would be awesome with a touchscreen to be able to manipulate these characters or movements.’
We’re not known for exclusive [indie games] in particular, and that’s because we’re not throwing around a lot of cash. We also don’t see a huge benefit to developers in driving exclusive deals with platforms and consoles. They need to do what’s right for them from a business perspective, and we want to help complement that and make sure that they’re making the most from the experience on our platforms.
We very much encourage all of our development partners to release simultaneously across all platforms. We’ve seen the data that proves that the developers are the ones that are going to benefit from that versus going with an exclusive arrangement. We’re certainly not going to frown upon those people that are bringing exclusive content over to us, because we will make the most of it and make sure they are doing a great job with it. I think that we have a strong focus on multiplatform content, and that’s because we do have a point of differentiation with our control schemes and what these developers can create in a unique environment.
The fans are familiar with Nintendo content; they’re familiar with some of those retro games, so when they see a game that is inspired by that or takes things to the next level, I think they’re willing to jump in because it feels trusted or something that’s familiar to them. I think that can work to the advantage of developers and to Nintendo in general, but in the end, it always comes down to that gameplay experience.
I think it always comes down to what the fans are looking for and what drives them to purchase. You can’t just rip off something and call it good. People, especially in this day and age, they demand more and they’re a lot more savvy. And that‘s why titles like Shovel Knight, Guacamelee, and the Shantae series have done incredibly well on our platforms, Mutant Mudds, things like that. They’re inspired, but they take things to the next level, and I think the fans appreciate that different take, and it’s why they’re hungry to see what else is coming."
Coming from an Engadget interview with Shin'en Art Director Martin Sauter...
"We really tried to make it like a Hollywood movie -- really exciting. ...The Wii U has some power. ... But you can't just plug in Unity [a cross-platform game engine] and have everything run great. "We have our own engine and we've been developing it for 20 years. ...We don't mind people seeing F-Zero, [but] we want it to stand on its own feet."
A portion of a Game Informer interview with Nintendo's Damon Baker and Sean Velasco of Yacht Club Games...
SV: “We went over the entire range of possibilities of what we could do and what was going too far, what wasn’t going far enough, what does the Amiibo do, how does it work together. It was definitely a process. I heard that Mr. Miyamoto read one of my pitch documents and said, ‘No’ and that’s like the greatest honor of my life.”
DB: “We don’t want it to be exploitative. We don’t want to just throw stuff out there in order to just sell it. I think that we’re very much looking at how does this improve or increase the gameplay experience and how does that story make sense in the grand scheme of things. So that’s what we’re going to always evaluate. It’s the reason why we collaborated with Activision with Skylanders; because it made sense for their franchise and there was a cross-promotional message with Amiibo in there in terms of the technology as well. It just made a ton of sense. We’ll continue to look at third-party opportunities with Amiibo and evaluate them on a case-by-case basis.”
Coming from a Polygon interview with Nintendo's Damon Baker...
On more Shovel Knight content...
"There will be more Yacht Club and Shovel Knight content coming to Nintendo platforms in the future,"
On getting indies to work with Nintendo...
"I think that you might find that other companies are willing to dish out a lot of money in order to get exclusivity or to get windows of opportunity. We're not the type of company that really hands out a lot of cash, so we have to be creative in how we give visibility to all of this great content. ...I do think that we're realistic about the environment as well and we don't hold it against anybody if they decide that they want to go multiplatform; we know that it's a business decision."
Coming from Nintendo's Damon Baker...
“We feel we have the definitive version on Wii U because of our interface. You’ll be able to utilize the touchscreen and the GamePad in a number of different ways from actually building the spacecraft and navigating the spacecraft and even getting different perspectives. You’ll be able to fly the spacecraft from the cockpit utilizing the GamePad as a different viewpoint.”
A portion of a NWR interview with Two Tribes...
NWR: Is the game solely a single player experience?
M: Unfortunately, yes. For us, it makes it easier to focus on the solid single player experience rather than shift focus around. Ultimately, if this game sells well, I'd like to make a multiplayer version of it but it's very difficult, you can't just hit a button and suddenly there's a multiplayer version - it's too difficult. On the same console, on the Wii U, it's possible to have multiplayer on the same device, that's a lot easier, but we want to guarantee we have a steady framerate of 60 frames per second then it's very difficult to do. For now, it'll be only single player. Depending on how it sells we might do something else with it.
NWR: How large is the scale of the game? Is it going to be small but impactful?
M: When we were making this game, when we set our goals almost two years ago now we wanted to make a small game partially because we didn't want to spend too long on the game. Originally we wanted to spend 6-9 months, now we're pushing the two year limit. In that respect it's a long game, but you're aiming for the content - what we're aiming for is 4-5 hours, people should be able to do it in 4-5 hours. The game will be priced about $10, for that amount of gameplay for that price it should be reasonable. That's always what we're trying to think of.
NWR: You've been always supporting Nintendo systems - how will that be in say, a couple of years?
M: If they still make consoles then, and I hope they will especially after the NX, I'll always support them. I'm not just saying that because I want to please them, we've been working with them for 15 years and it just feels right. If they're still making consoles, we'll be there.
A portion of a NWR interview with Pokémon Company International’s Director of Consumer Marketing, J.C. Smith...
NWR: 20 years. February 27th, 2016. What kind of plans you got, other than Pokkén Tournament?
JS: [Laughs] Wish I could tell you but I can’t!
NWR: Are there big plans for it?
JS: There’s always big plans for it. And obviously, you’re seeing some big product stuff for it that’s been announced that’s exciting for the year and we always want to keep fans on their toes, but nothing I can reveal at this time.
NWR: Are we going to hear more soon? I know CoroCoro is talking about some stuff that’s going to get revealed soon. Maybe involving a green blob…
JS: [Laughs] CoroCoro – I love ‘em! Maybe…
NWR: Might hear something in three weeks?
JS: We’ll keep you on your toes!
NWR: Might see one of those minute-long trailers with the green blob and a new Zygarde form?
JS: [Laughs] You ask good questions. Nothing I can say.
NWR: So nothing on Pokémon XZ, YZ, X2, Y2? Because, it would be real nice if something came out next February!
JS: I appreciate your enthusiasm and you ask a lot of good questions but nothing I can reveal at this time.
Coming from 13AM Games...
On EU release:
Runbow is coming to the European eShop VERRRRRY soon. We actually just got the game approved for the NOE store today, and we will be able to announce the date on Sunday. I can confirm on sunday if you follow us on twitter, but let me just hint... it's very soon.
We had such a good time working with other Indie Devs... what a great community to be a part of. We would of course work with people if the opportunity came up. We'd love 3DS, but we've got to wrap up this console first.
On a potential sequel:
We're still sore from making this one... but anything is possible. We would love a chance to build this thing from the ground up as opposed to in a post-jam hurricane.
On new content:
We're planning new content right now and we'll be making announcements very very soon. Suffice it to say we will continue to fix issues if there are any, and we want you guys to know that we are appreciative for all of your support. Definitely new costumes and levels down the road.