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    March 08

    Nintendo Keynote

    So the room is packed, the first 30 or so rows are all reserved for more important people, so I am right after that.  It is nice I can stretch my legs.  There is wifi, but it is being hammered and it is pretty much dead.  >sad<

    Starting way late...

    Myamoto is using the Wii Photo Channel to do the presentation, where he showed off his peersonal garden.  He is showing how games have changed over the last couple years and how gamers are slowly becoming drones and the reputation of the indistry is going down.  The fear of always making the game game over and over again and is how does that fit into his personal vision as well as Nintendo's vision.

    The Nintendo corp vision includes, Expanded Audience.  His meter of expanding the audience is the 'Wife-o-Meter'.  He is explaining how his wife wasn't interested in Super Mario or Pac-Man.  One day his daughter was playing Zelda 64, and his daughter and his wife would watch the daughter play, but wouldn't play the game.  At this point Myamoto thought, I can get her to play a game.  So he takes home Animal Crossing and explains there is nothing to kill, and his wife would actually touch the controller and she would cut down trees and send letters to their kids.  He is showing off his personal dog and how training this dog inspired him to create Nintendogs.  It totally changed with BrainAge, where his wife used games as a daily thing.  She gets so good that she brags that she can beat him anytime in Brain-Age or WiiSports.  And she does.  She likes to make Miis of family and friends.  Second Vision, is staying a game company and not to be distracted by other businesses.  Having a balance is important and working as a team.  Even though that he helped create every controller in Nintendo's history, but all were worked on by a whole team.  with the Wii controller there were multiple camps who all wanted different things.  One wanted a swing, one wanted the ablity to keep playing old games, and another (Zelda team) wanted specific things.  And they all worked together and compromized and collabroation between each team with a balnce of software and hardware.  The Wii remote is doing things that he has dreamed of for years.  Corp vision three is Risk.  Yamaguchi says ok to take risk, which is really just a challenge.  Games risk include Nintendogs and Brian-Age, and the primary goal is to make it fun.  The Wii was the biggest challenge.  With the Wii it was a difficult decision to move away from the standard control scheme of holding a controller with two hands.  Myamoto had to go around to convince people not to think of what we are losing, but what we are gaining.  This was lots of talks with producer a Yamata.  It wasn't until E3 that they knew they had done something right.

    Peraonsl vision.  Always thinking of fun, and thinking of the player face while they are playing.  What feelings will they have when they play the game.  Shows some videos of people playing DS for the first time ever.  Where everyone is happy and interested in the game, not because of how the graphics or anything, but the game exudes fun.  We make a common mistake in that we as developers know too much about the game and not from the perspective of the game player.  Games like WiiSports or WiiPlay are able to attract people who aren't gamers to participate, and that reviewers should have a new score based on if non-gamers would play the game.

    Super Mario Galaxy video.  End.

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