One of the consequences of Sony abandoning the Japanese market is..Nintendo reaching record after record, imho
It's the other way around.
Sony lack of competitiveness in Japan was caused by the inability to pursue the "growth path" (to cater to all ages, all sex consumers).
Nintendo's current dominant position in Japan is due to them effectively catering to a wide demographics in a way that is unmatched by any other company (not just Sony, Sony is often cited because it's historically the other major platform holder).
"20 years since NES: The game industry now and in the future" speech by Satoru Iwata happened in 2003 (at Tokyo Games Show).
We are close now to
"20 years since '20 years since NES: The game industry now and in the future'" (or if you wish "20 years since NDS: The game industry now and in the future")
"The current game industry is the same as shooting games" Nintendo President Iwata gave a keynote speech
At 10:30 on September 26th today, Satoru Iwata, President and CEO of Nintendo, gave a keynote speech at the Tokyo Game Show 2003 venue. The theme of the performance is "20 years since the Famicom: The present and future of the game industry." As the most important person in the game industry gave a lecture, many attendees gathered at the venue, mainly people involved in the industry.
Mr. Iwata, who stood on the podium, first said, "In the 20 years since the release of the Famicom in July 1983, I have been involved in the creation of home video games as a developer. I was blessed with this,” and started talking about the history of the game industry from the launch of the Famicom. Below, I will introduce Mr. Iwata's remarks along the flow.
Famicom ~ Super Famicom Era "Enjoy arcade games at home"
“In 1983, the Famicom wasn’t the first hardware, and at the time of its release, it was said that ``Nintendo's entry was too late''. When it first came out, I was shocked by the clear difference in quality compared to other game consoles, and thought that the time had come when we could enjoy arcade games at home.”
Characteristics of the Famicom era
・The game software will be developed within a few months by a development team of 2-3 people.
・Most video games look fresh and attractive to users.
・Selling more than 100,000 copies is natural, and it's not uncommon to sell more than 1 million copies.
Characteristics of the Super Famicom era
・Development team of 50 people or more, development period 18 months to 2 years
・Some software priced at over 10,000 yen
・Products that sell well and those that don't sell are clearly defined, and sequels to major titles are made one after another.
■ 3D game 1st generation "The trend of being outdated without 3D was too much"
“Since 1994, all kinds of games have been converted to 3D, and flashy and gorgeous images have been touted. Nowadays, we recognize that 3D doesn’t mean it’s fun, but at the time, flashiness was the only thing that mattered. There was a tendency to give priority to garbage.This trend could be called a '3D boom,' but I felt that it was going too far."
Since 1994: Features of the first generation of 3D games
・PlayStation/SEGA Saturn/NINTENDO 64 released
・The 3D visual expression is fresh and attractive, and if it is not 3D, it is outdated.
・Rather than creating interactive play controls, flashy and gorgeous images are popular.
・More time and power required for development
・The trend toward lower software prices has taken root
■ 3D game 2nd generation "Need to think carefully about multi-functional hardware"
“The PlayStation 2 was a hit because it had a DVD player function, but I had mixed feelings about the situation where game hardware sold in a way that games weren’t the main thing. , There seems to be a tone that the more functions, the higher the probability of success, but I think you need to think about it carefully.It is true that the fusion of PlayStation 2 and DVD player was successful, but this It's nothing more than a happy combination, and if they are thinking about integrating it with a DVD recorder in the future (of course, Sony wouldn't do such an embarrassing thing), it would be impossible to record TV while playing a game at the same time. As in the case of the DVD player, it doesn't always work out so well, for example, if a mobile phone has a built-in game function and the battery runs out when a phone call comes in. It is essential that anyone can use a game console easily, and I don't think there are many such convenient combinations. I don't agree with the argument that is the answer."
2000 and beyond: 3D 2nd generation features
・PlayStation 2/NINTENDO GAMECUBE/Xbox release
・Greatly improved 3D image expression capability
・Equipped with DVD player function as standard (PS2)
■ Problems of the current game industry "The current game industry is the same as shooting games and fighting games that have declined due to complexity"
“There is probably no one in the game industry who does not feel that game software sales are not as strong as they once were. Some people thought that the shrinking software business was a temporary phenomenon until the penetration of new hardware, but I don't think so. This may be one reason, but video games are an industry that has not been affected by the economy before, and game users are getting older than before due to the introduction of PlayStation 2 and other devices.
I believe that the cause of this shrinking of the game industry is that the conventional formula for success, ``satisfying game users by increasing the size and complexity of games,'' has reached its limit and has reached saturation. All forms of entertainment are in the midst of a “war over the limited time of the user”, but games are becoming more and more massive, and more and more people feel that “recent games can’t keep up”.
On the other hand, it is also true that there are voices from the user side saying, ``If it's the same as before, you won't feel any value,'' or ``I want a game that's more complicated and more fun to play.'' And in fact, it's been the gold standard for success so far, and developers are still trying to meet it.
But consider the example of shooting games and fighting games. Both shooters and fighting games used to be very popular genres. However, they gradually became more complicated, and at some point they became something that ordinary people could not play. And it has continued to decline and is now in a state of destruction. I think the current shrinkage of the entire Japanese game industry is similar to that. Originally, video games did not have a target age range, nor did they choose who would play them. Much has been lost in exchange for progress. In order for the game industry to expand again in the future, it is necessary to create games that have a wide frontage and depth, acquire new users, and bring back users who have left the game.”
Current status of the overseas market "It is difficult to produce software that is accepted all over the world"
“The North American market is a healthy market where hit titles continue to sell for a long period of time. In Japan, most titles only sell for one to two weeks, meaning they have a short product lifespan. However, it seems that it will be difficult for the overseas market to continue to expand, because users will get used to the evolution of graphics in the future, and the surprises and appeal will weaken, and until now, it has been accepted all over the world. There is also data that shows that Japanese software that has long been popularized is not as well received overseas as it was in the past.As a factor for this, the expressive power of games has improved, and the parts that users used to supplement with their imagination (depending on the country and culture) Differences in preferences) can actually be expressed on the screen.Overseas developers have studied Japanese games, and the superiority of Japanese developers in terms of play control has been lost. However, it is not the case that games made overseas are selling explosively in Japan.The reality is that it is difficult to create software that is accepted all over the world.”
■ Software that sells all over the world ``It is necessary to have both breadth of frontage and depth of depth.''
“I said it was difficult to create software that would be accepted all over the world, but there is one exception that is selling well all over the world. That is Pokemon. , It was thought that the boom was over around the world, but when we actually sold 4.79 million units in Japan, 3.16 million units in North America, 2.11 million units in Europe, and 150,000 units in Australia. , More than 10 million units have been sold worldwide."Pokémon" is software that is "not realistic, not large-capacity, and not 3D", but it has a wide frontage and depth. It can be said that it proves that the so-called heavy and long route is not the only answer.Games develop with technological progress, and drive with cutting-edge technology centered on more realistic expressions. Many people believe that
■Regarding network games, "Monthly fee-based business won't take root"
“Some say that online games will be the new trend from now on. I don't agree with the argument that the business is new.Of course, I'm not going to deny that online games will develop as a genre of games.There will be users who find it attractive, and on new platforms I would like to support developers who are making an effort, but the remarks that are often asked these days, "If it's not an online game, it's worthless," I said a little while ago that "All dot-com companies will succeed." I think it's the same as other people, so to speak, "tech scammers".In the first place, this doesn't seem to be a problem, but it's a personal computer that is connected to the network in today's home. It's not a game machine, but the settings of a broadband router that are necessary to connect to a game machine are like things that even I have to do with manuals and guidance.I don't think anyone in the general public can do it. .
Also, with a monthly fee system, the number of people who can enjoy network games will be further restricted. In fact, the number of profitable network games with a monthly fee system is limited, and it can be said that they are smaller than packaged games. There are reports in overseas news that the number of network game members has reached hundreds of thousands, but that is only about one-tenth of the number of popular hardware, and such reports are misleading. ). However, just criticizing “tech scammers” will not open up the future. At Nintendo, we are announcing a new Pokemon game as one answer to network games."
[See separate article "Wireless adapter included in GBA version of Pokémon Red and Green. Details announced by President Iwata"]
“Until now, we have continued to discuss the possibility of expanding communication with others by utilizing network technology, but these infrastructure problems, including billing systems, are mostly difficult for ordinary children. It is an insurmountable hurdle, and I believe that the time will come when telecommunications infrastructure will be available in every home in the form of air. We have no choice but to use 'Pokémon' to promote the enjoyment of new network games."
So far, I have introduced Mr. Iwata's remarks about each era while touching on the history of games since the Famicom era. After that, the lecture ended in about an hour, referring to Nintendo's business development in China.
[Refer to another article "Nintendo releases new hardware "Kamiyu" for China. Download software! ]]
The keynote speech this time was not only about the history of games, but there was also a new announcement from Nintendo, which was very interesting. It is not hard to imagine that Mr. Iwata's remarks in this lecture will suggest the direction of future development of the game industry. Whether it will be Nintendo, SCE, Microsoft, or other manufacturers that will lead the game industry in the future, we will continue to be concerned about the trends of each manufacturer.
Mr. Iwata appeared on the stage on time. He spoke in a calm tone for about an hour.
It's been 20 years since the release of Family Computer. According to Mr. Iwata, "By unraveling the history, we can see the future prospects."
In 1990, with the advent of the Super Famicom, games underwent another major evolution.
When it comes to the topic of the 3D generation, there are occasional scenes where sharp remarks pop out.
Pointed out the decline in sales of Japanese software overseas compared to the past.
The "Pocket Monsters" series was cited as an example of "software that sells all over the world."
Although the "wireless adapter" is bundled with the software, it is stated that the price will remain unchanged at 4,800 yen.
"Kamiyuuki" is a rather large controller-type hardware.
Among the elements listed as Nintendo's new initiatives, there is also an item related to "Club Nintendo" announced the other day. Details are yet to be announced.
最強のゲーム情報サイト! 読み応え抜群のレビューやインタビューなども盛りだくさん!
dengekionline.com
Nintendo's President Iwata Sounds Warning for the Future of the Game Business
At the Tokyo Game Show 2003 held at Makuhari Messe from September 26th, Satoru Iwata, President and CEO of Nintendo, gave a keynote speech. This year marks the 20th anniversary of the release of the company's home video game console "Family Computer," and while looking back on the history of home video game consoles, he sounded an alarm about the future of the game business.
The traditional formula for success has reached its limit
According to a survey by the Computer Entertainment Association, domestic game software shipments peaked in 1997 and have continued to decline. The economic slump and declining birthrate are often cited as reasons for this, but Mr. Iwata says, ``Because the video game market has developed without being greatly affected by the economy in the past, the main factor is the economic slump. Also, since the software market is shrinking for game consoles such as the PlayStation 2, which are said to be targeted at a higher age group, the declining birthrate cannot be explained."
Then what is the reason for the sluggish software market? Mr. Iwata points out that the success formula of the past 20 years has reached its limits. Until now, the method of satisfying game users has been adopted by releasing more complicated and elaborate games on the market as the capacity of hardware increases. However, as a result, it took too much time and energy to play, and general users began to avoid it.
“All kinds of entertainment are in competition for the limited time of users, but this is going against the times.In the past, there are many people who used to play games, but these days, they are too busy to hang out.” (Mr. Iwata)
The key to success is the development of games that are ``wide and deep''
Satoru Iwata, President and CEO of Nintendo
Then, what kind of games will be required to be developed in the future? What Mr. Iwata proposes is the development of a game that anyone can play, and which can pursue depth according to the tastes of the player. Iwata says, "There is no concept of limiting the target age for games, and you shouldn't need any prerequisite knowledge or necessary skills to start playing a game. The original appearance of a game machine is that anyone can play it easily."
Furthermore, Mr. Iwata cites "Ruby" and "Sapphire" from "Pocket Monsters" released by Nintendo in November 2002 as successful examples. These two games are compatible with the company's portable game machine "Game Boy Advance (GBA)", and it is said that 4.79 million copies have been shipped in Japan and more than 10 million copies have been shipped worldwide.
"By providing a gentle and careful introduction that anyone can play, and the fun of playing and exchanging with people around you (using a communication cable), we have achieved both breadth and depth. This is what the world is all about. This is the reason why it was accepted by the local people,” he analyzed the reason for his success.
"An HDD recorder that can't record during the game has no existence value"
Mr. Iwata also touched on multi-functional game consoles and online games, which are said to be future game trends, and gave a stern view. As for multifunctional game consoles, the PlayStation 2, which is a PlayStation with a DVD player, has exploded in popularity. Iwata warns that we need to think carefully about this. "In the case of the PlayStation 2, it was impossible to watch a DVD while playing a game console, and the DVD function could be realized with a small cost added to the game console. But it's always such a convenient combination. It is not necessarily the case.” (Mr. Iwata)
Rival Sony has announced that it will release a new PlayStation "PSX" equipped with DVD recording and playback functions and HDD recorder functions at the end of the year, but "It is in the HDD recorder that can not record while playing games. I don't think it's worth it," said Iwata. Furthermore, he showed an attitude of keeping rivals in check, saying, "Of course Sony wouldn't do such an embarrassing thing" (Mr. Iwata).
Another trend in the game industry in the future is online games. However, Mr. Iwata raises doubts on this point as well. "I'm not going to deny that online games exist as a genre in the game industry. However, it's an outrageous argument to say that from now on all games will be online games, or that anything that isn't online has no value." (Mr. Iwata)
"They're arguing with the same logic of 'tech scammers' that once said, 'The future is multimedia,' or during the dot-com boom, 'We're in the red, but the Internet is promising.'" (Mr. Iwata) dismissed these theories.
A wireless adapter is included in the software for 4800 yen
Although Nintendo is cautious when it comes to online games, it is positive about utilizing networks. Nintendo says that the new Pokemon software "Fire Red" and "Leaf Green", which will go on sale early next year, will use a wireless network to allow players to battle and trade. A wireless adapter dedicated to GBA is bundled with the software, and the price remains unchanged at 4800 yen, which is the same as the conventional software. No communication or usage fees are required, and the strategy is to "make sure there are no barriers to popularization" (Mr. Iwata).
"Until now, it was difficult to play games with people you didn't know, because you had to connect a cable. But with wireless, there are more opportunities for communication." (Mr. Iwata)
The wireless standard is not Bluetooth or 802.11x, but Motorola's proprietary technology. It is said that the communication distance is limited to several meters, but it seems that this was adopted as a result of emphasizing real-time performance. In addition to providing data distribution services and stamp rallies by installing wireless base stations at stores and stations, they are also considering communicating with remote locations via wireless base stations. By popularizing wireless adapters along with the new software, he hopes to propose ways to play other games using wireless communication, and create a new play structure unique to mobile games.
ファミリーコンピュータ発売から20年、任天堂代表取締役社長の岩田聡氏はゲームビジネスの今後について警鐘を鳴らす。
japan.cnet.com