UPDATE: Details on the Presentation
Iwata began his presentation by explaining how, deep down, he is a videogame developer just like everyone else. After a brief background of his history, including how he programmed games on his Hewlett Packard calculator, and his involvement with HAL from its very beginnings, he began talking about games.
He discussed the importance of team work and bouncing ideas off one another. Not everyone can be a Miyamoto, but excellent games can come from a fusion of ideas and a careful eye for what is fun and new. Because graphics weren't as important, he explained that they worked hard to make the game's graphics invoke players' imaginations to fill in the gaps.
Iwata talked about what has and has not changed in the industry. Games are and always will be entertainment, and invoking emotional responses is vital to making a good game. Player reactions are the true measure of success. Developers must always consider challenge versus reward: different demographics have different tolerances for difficulty, and games must be made for the full spectrum. He also noted the importance of ideas: both developing old ideas and creating new ones. He also iterated the importance of software and how it drives hardware sales, and admitted the value of the Intellectual Property of original game franchises.
But Iwata's main point was what has changed in the industry. In terms of presence, everything is bigger now. Games are becoming increasingly complex, big companies are consuming smaller companies, and deadlines are harder make. But he also said that the industry is getting smaller in some ways. He criticized the development community for thinking in terms of genres, and falling into the habit of making too many games that resemble each other. He gave Tiger Woods PGA versus Mario Golf as an example of healthy variety within a genre.
He explained that while realism is one way to further a game's immersiveness, it is not the only way. He posed a rhetorical question: what ELSE can the industry do to improve games? He explained that one way is to expand what we think of as a "game player." Not everyone plays games—why? Why can't there be games for them? He posed another question: have you (game developers) challenged yourself to make a game you wouldn't play?
After discussing recent Nintendo products and defending Nintendo as still caring about its current userbase (citing Resident Evil 4, the success of Nintendo DS, and the upcoming Zelda game for the GameCube), he explained what is important to Nintendo in a game: innovation, intuitiveness, an inviting experience, and a logical interface.
Then he got to the new stuff.
First Iwata promoted Nintendo DS's wireless features, and how WiFi is the future for Nintendo. After a demonstration of Mario Kart DS with 8 players, he explained that making a seamless wireless experience is a vital theme in Nintendo's upcoming strategy. Iwata continually used the word "WiFi," not internet play. However, the details he discussed suggested Nintendo DS will be going online. He explained that Nintendo is working on an infrastructure, and it is almost ready. "WiFi enabled games will be available this year." He explained that developer kits will be available soon — in fact, he said that by the end of the day, people will not be asking where the development kits are.
To demonstrate one use of WiFi, he briefly discussed Animal Crossing — one of the "non-game" games that will broaden the gaming user base. Although no actual wireless content was displayed, Iwata stated that players will be able to bring their village around the world with the Nintendo DS.
Nintendo then showed two other products that challenge the definition of what we think of as a game. First was Nintendogs: Bill Trinen showed the audience his cute dog Chipper, and explained how the player can train his or her dog custom commands and play with their puppy. Then Bill showed off the abstract music creation game, Electro-plankton, which includes features such as voice sampling with the microphone. Most amusing was a mode in which the player solos with various samples over background music: Bill played various Mario noises over the Super Mario Bros. Star-man Theme.
Finally, Iwata briefly discussed the most basic features of Revolution — most likely to quell absurd internet rumors. Most importantly, the Revolution will be backwards compatible with all GameCube games. This also confirms that the Revolution will have at least a GameCube controller as input. Secondly, WiFi will be built into the system, much as it is with the Nintendo DS. He promised a friendly and familiar development environment, even though he remarked that the games themselves will played in a revolutionary new way. He also expressed interest in what third parties can do with the new system, and fully hopes other developers will embrace the system's new features.
Iwata also revealed that Nintendo is working with the same partners from the GameCube to create custom chips. Going with the theme of the Revolution as a leader in entertainment, ATI's graphics chip is named Hollywood, and IBM's processor is dubbed Broadway.
PGC will have more details about Nintendo DS "WiFi" and the DS games on the showroom floor soon, and will, of course, report more on the Revoultion when more solid details about the Revolution are available.
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We'll have much more thorough information shortly, but here are some quick notes from Mr. Iwata's keynote speech:
- New Zelda footage was shown. Some new features seen include ghosts and Hyrule castle.
- Revolution will be backwards-compatible with GameCube and include wireless ethernet capability in the console. IBM's CPU is called "Broadway"; ATI's GPU is called "Hollywood".
- DS online comments were vague. WiFi should be easy to use (no addresses to type in). Example: taking your Animal Crossing village around the world. Most of all, DS WiFi will be free to the end user.
QuoteAre you talking about Orca? He trains Link in his house.
Originally posted by: Avinash_Tyagi
Well the guy who trained Link in WW was in the overworld as well.
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Most importantly, the Revolution will be backwards compatible with all GameCube games. This also confirms that the Revolution will have at least a GameCube controller as input.
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Most importantly, the Revolution will be backwards compatible with all GameCube games. This also confirms that the Revolution will have at least a GameCube-compatible controller as input, or the option to use an original GameCube controller.
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I've been hearing for well over a year that Revolution would be backwards compatible, so it's nice to see that part has been confirmed. How much, though, is the key ... software is assumed, but what about peripherals? Game Boy Player? Wired Ethernet adaptor? I don't know about anyone else, but I'd rather go wired just for the higher throughput.
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Originally posted by: edgeblade69
Even with backwards compatability, Nintendo needs Zelda and/or Mario ready for Rev launch. You'd be crazy if you think Nintendo isn't already planning the first Rev Zelda game. They might not have full staff on it yet, but I bet at least 1 person is working on it part time.
I'm pretty happy so far and I hope Nintendo keeps the momentum going through E3 in May. I also hope the DS announcements keep Sony in check.
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Originally posted by: RickPowers
Wired Ethernet adaptor? I don't know about anyone else, but I'd rather go wired just for the higher throughput.
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That said, WiFi is the "marketing name" for the 802.11b wireless communication protocol. What WiFi is NOT is a network protocol, per se, like TCP/IP. That is the current problem the Nintendo DS has. It can connect to a wireless hotspot, but doesn't know how to communicate once it does. Think of it this way ... 802.11b is the type of phone you use to call people, TCP/IP is the language you use once they pick up the phone. That's an oversimplification, but I think it serves it's purpose.
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The reason they keep saying WiFi is that they are being technically correct, as well as it being something people understand better than talking about 802.11b or TCP/IP. My guess is that it is up to the games to support the network language, and in this case, perhaps Nintendo is going with a different network standard? They talk about having to set up infrastructure, so it's not out of the realm of possibility, which is why they keep referring to "worldwide wireless play", and never mentioning Internet.
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Originally posted by: Shecky
Come now, your not trying to convince me that I need a 100 Mbps connection between my console and ISP, when 90% of the ISP's services to home probably fall under 5Mbps from the outside world (even less to it).
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Originally posted by: Shecky
Different network standard? First, Nintendo is not going to set up there own global infrastructure, or even national infrastructure. That *IS* out the realm of possibility. They couldn't afford it. They likely mean that they'll sponsor hotspots or work with hotspot providers to make them compatible with the DS. Right now the DS has no means to enter any kind of credentials. There are a lot of airports with "WiFi coverage" for travelers... I don't know of many that will give it to you for free. In order to work in that kind of environment, the DS, or it's software, would have to compensate (provide a way to interface, enter CC info, etc). Either that or have open hotspots.
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Holy crap...we all thought it was an amazing concept for Link to be able to use enemies' weapons in WW...but hitching their rides? That's absolutely amazing. Oh my God, this is going to be an unbelievable game.
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Originally posted by: RickPowers
I think you misunderstood me. I mean, they could use a totally different routable protocol to get the Revolution units talking with a central matchmaking server. They wouldn't even have to re-create the wheel, just use an existing protocol that's not often used, to minimize crosstalk. My point is that Nintendo stated quite assuredly that they were working on the "infrastructure", which to me sounds like more than just matchmaking servers, but I could be mistaken.
I have another reason for this assumption, though, and it has to do with Piracy control. As soon as people figured out how to talk to the GameCube with the network adaptor, people found out how they could dump GCN ROMS. Going with an obscure protocol means that it would be harder to get your Revolution talking with your computer. It's not about making it foolproof, but just hard enough where people might give up before cracking it. Frankly, they might even be able to do it with malformed TCP packets.
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Originally posted by: Shecky
Shecky goes to cry on Jon Postel's grave. Seriously though, security through obscurity is not security at all. Nintendo would be shooting themselves in the foot by doing their own things, or malforming current ones. I'm sure Nintendo will use standard security measures to protect what needs protecting (such as logging into the matchmaking server). Most game data won't need it.
(I'm sure the rom thing you alluded to required more than just talking over the adapter - probably needed physical changes to the hardware, which from a security standpoint is a bear to protect against. If it didn't, then that's Nintendo's fault b/c there's no good reason to be shipping that data over the adapter under any normal circumstance -- or it was b/c they banked on security through obscurity)
QuoteI'm actually kinda surprised some Xbox fanboy hasn't come here screaming about how Zelda is ripping off Halo 2.
Holy crap...we all thought it was an amazing concept for Link to be able to use enemies' weapons in WW...but hitching their rides? That's absolutely amazing. Oh my God, this is going to be an unbelievable game.
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Originally posted by: PaLaDiN
It's fun to be reactionary sometimes. You may never feel like Nintendo lets you down, but chances are with your attitude you'll never be as overjoyed when they do things right as some others here. Too much emotional control can be a bad thing.