Post by *NormalGamer* on Nov 8, 2005 13:43:02 GMT -5
blog.wired.com/games/index.blog?entry_id=1273394
Monday, 7 November 2005
Hideki Konno tells Game|Life what's cooking on Revolution
Now Playing: Still Mario Kart DS!
Topic: Japan
On Hideki Konno's business card, it says "Producer, Entertainment Analysis and Development." That's significant because it's the position that once appeared on the business card of Shigeru Miyamoto.
Hideki Konno is, therefore, a man to watch out for. As a producer at Nintendo's EAD -- the Kyoto studio responsible for Super Mario and Zelda -- Konno is the man responsible for games like Nintendogs and Mario Kart DS.
Game|Life sat down with Mr. Konno for a one-on-one chat last week in Seattle, and spoke about not only the challenges of developing Nintendo's first-ever online game, but also about a project (that, it should be stressed, is not at this point a retail product but a creative in-house experiment) that EAD is cooking up for the Revolution:
Konno: We have this game with a big wok that you use to cook Chinese food, and it's really interesting to have the meat and vegetables frying in there, and use the controller to flip the food around without it spilling out of the pan.
Game|Life: You were also the producer of Nintendogs. What are the different challenges of creating a brand new franchise like Nintendogs versus a game with an established fanbase and pedigree like Mario Kart?
Konno: As far as the actual software development, there's not much difference, technologically speaking. But the goals for each game were separate and unique right from the beginning. With Mario Kart DS, it's the fifth game in the Mario Kart series, a very well-established franchise, and our goal with that was to provide good content, good volume, to keep that fanbase satisfied with the direction of the series.
With Nintendogs, a new franchise, one of our goals is expanding the gaming population, and Nintendogs was designed to attract new gamers and infrequent gamers, while still appealing to people who often play games.
Game|Life: As far as the technology, how much have you learned about the DS's 3D hardware capabilities? It seems like the reaction to games like Mario Kart and Nintendogs is, "wow, they can really do this much?"
Konno: Our goal was to use the full extent of the hardware's capabilities, and I think we've done a good job. If you look at Mario Kart, we've definitely exceeded the N64, I think.
Game|Life: Different fans have different things they love about the Mario Kart series. What do you find that Japanese fans like that Americans don't, or vice versa?
Konno: HmmmmÉ well, this is only a guess, but I think there's a difference in the way the fans will see the Nintendo Wi-Fi Connection aspect. In Japan, when they hear the words "wi-fi connection," they take a step back and say, "Online play? That sounds difficult," or "if I play, I'm going to get harassed by other people and have to deal with people I don't want to deal with." But in the United States, players are more positive about it and more willing to participate, right from the beginning.
Game|Life: Why do you think that is, and what are you doing with the software and the marketing to get them playing online?
Konno: That's a really tough question with a multifaceted answer. The image of trying to play online is that it's complicated, and the Japanese are worried about having to deal with people they don't want to, having people say nasty things over the internet. So the three things we're trying to emphasize with Nintendo Wi-Fi Connection are: easy access, worry-free, and free of charge. Nintendo's goal is to get a high percentage of online gaming. In Japan, only 10% of the people who purchase games with online functionality are taking them online. Our goal is to get 90% of the people who purchase Mario Kart to try the online game.
Game|Life: When Mario Kart launches in Japan, can you speak to the sort of marketing strategies will be implemented specifically to get people to try the online mode out?
Konno: In Japan, just by saying "Hey, we're gonna have online play" is not enough to get them really amped up about it. So we're going to have a big push to get the word out.
Game|Life: When I was in Tokyo for Tokyo Game Show, I was outside of the Shibuya Tsutaya and saw somebody in a Mario suit, dancing around and trying to sell the game. And I saw that most of the people crowded around Mario were young women -- not kids, but college-age and young professional women, shouting "Mario, Mario!" and taking pictures with their cell phones. So how do you leverage that and sell Mario to women, even if it's considered a boy's game?
Konno: Mario has not only in Japan but worldwide appeal, he's a well-known character. And how we use that appeal for our fan base is a tough question. Since I'm not in the marketing department I don't really know, but I'm excited about looking forward to new marketing strategies and commercials in the same way that you are.
Game|Life: So what do you do as a game producer?
Konno: With Nintendogs, our goal right out of the box was to have a game popular with women. But with Mario Kart is not a gender-focused approach, we're more inclined to create a game that will appeal to people who like Mario and Luigi, and is playable for families. Something with broad appeal. And I think it's going to be popular with pretty much everyone from young kids to grandparents.
Game|Life: Some questions about the gameplay itself: why can't you drag an item behind your kart in the online race?
Konno: The local wireless network game and the wi-fi mode look the same. But there was a big difference in the actual development of those systems, which are unique and different. Our goal with wi-fi was to make it as close as possible to the local wireless gameplay: visual appearance, easy access, good framerate, gameplay, etc.
But while the ability to have a shell or three bananas dragging behind you looks easy, actually it's something very difficult to accomplish. We'd really pushed it. I think we probably could have done it, but it was just one of those areas where we had to say, "we're gonna stop here." We didn't go the extra step.
Game|Life: Are there differences between the racers, or is the difference just between the karts.
Konno: The carts all have different attributes. The characters don't have attributes in the same way the karts do, but they do have weight attributes. When you run into somebody, Bowser is going to knock Peach around no matter what karts they're in. It also affects drifting and power-sliding. That's inherent mostly in the kart, but the character size does play a small role.
Game|Life: This game is going to get really competitive. Have any secret hints?
Konno: If you practice, you'll get really good.
Game|Life: (laughs) That's not enough!
Konno: There are secret characters that people are going to get, and some of them have better attributes. But mostly, if you feel the pressure of online matchups, you'll perform better if you keep a cool head. Don't change your race style just because you're online. The fundamentals haven't changed. Oh, and this is still a secret, but there's going to be something in the game that lets you know how skilled your opponents areÉ
Game|Life: What is it?
Konno: Something will happen after you play the game for a certain amount of time, and your player will be identified byÉ something. Other players will say, "wow, that guy must be really good because of that thing he has."
Game|Life: You'll see it during the race?
Konno: As you're playing for a while, maybe if you beat some staff ghosts in the time trial mode, you'll get stars next to your user name. You can get up to three, and you have to do quite a bit to get those three stars. Once you've done that you'll see them online.
Game|Life: Any plans for Nintendogs on Wi-Fi?
Konno: We have a lot of ideas (laughs). That's the next thing we'd like to tackle. So there are a lot of things that I'm looking forward to addressing in regards to that question.
Game|Life: Has your next project been announced?
Konno: There isn't a specific one. We've finished Kart, we've finished DogsÉ we're pretty much just working on Revolution stuff right now. We have to continue working on DS stuff, but mostly we have to create something big for Revolution.
Game|Life: What's your favorite function of the Revolution? Oh, and "the controller" is not an acceptable answer.
Konno: Even though you say that, what's got me thinking about new ideas is the controller [Mr. Konno, at this point, is waving his wrist back and forth].
Game|Life: What sort of controller motions intrigue you more: little ones or big ones? Do you want to make an action game where you're wildly slashing a sword or a puzzle game where you're making intricate movements?
Konno: Wow, that's a good question. We're thinking of so many different things. We're still at the stage where we're trying so many different things. We're doing things with big, expansive movements and smaller, more concise movements. It's hard to narrow it down to one over the other.
Did you see the Tokyo Game Show video? We actually have things using the movements you saw. Like the cooking game. We have this game with a big wok that you use to cook Chinese food, and it's really interesting to have the meat and vegetables frying in there, and use the controller to flip the food around without it spilling out of the pan.
Game|Life: What's the classic game that you most want to go back and play on the Revolution's virtual console?
Konno: Super Mario Kart from Super Nintendo. I don't have an SNES at home any more, so I'd love to have that.
Game|Life: A lot of people say that the Super Nintendo version is still the best Mario Kart game ever. Do you feel that way, and do you think Mario Kart DS has finally exceeded it?
Konno: If you look at the volume of Mario Kart DS, in every aspect of the gameÉ I think we've done it. We've surpassed Super Mario Kart.
Posted by Chris Kohler at 12:01 AM PST
------------------------------
NG: Interesting. A cooking simulation for Revolution? I wonder how Hideki is gonna pull that off if done right?
Monday, 7 November 2005
Hideki Konno tells Game|Life what's cooking on Revolution
Now Playing: Still Mario Kart DS!
Topic: Japan
On Hideki Konno's business card, it says "Producer, Entertainment Analysis and Development." That's significant because it's the position that once appeared on the business card of Shigeru Miyamoto.
Hideki Konno is, therefore, a man to watch out for. As a producer at Nintendo's EAD -- the Kyoto studio responsible for Super Mario and Zelda -- Konno is the man responsible for games like Nintendogs and Mario Kart DS.
Game|Life sat down with Mr. Konno for a one-on-one chat last week in Seattle, and spoke about not only the challenges of developing Nintendo's first-ever online game, but also about a project (that, it should be stressed, is not at this point a retail product but a creative in-house experiment) that EAD is cooking up for the Revolution:
Konno: We have this game with a big wok that you use to cook Chinese food, and it's really interesting to have the meat and vegetables frying in there, and use the controller to flip the food around without it spilling out of the pan.
Game|Life: You were also the producer of Nintendogs. What are the different challenges of creating a brand new franchise like Nintendogs versus a game with an established fanbase and pedigree like Mario Kart?
Konno: As far as the actual software development, there's not much difference, technologically speaking. But the goals for each game were separate and unique right from the beginning. With Mario Kart DS, it's the fifth game in the Mario Kart series, a very well-established franchise, and our goal with that was to provide good content, good volume, to keep that fanbase satisfied with the direction of the series.
With Nintendogs, a new franchise, one of our goals is expanding the gaming population, and Nintendogs was designed to attract new gamers and infrequent gamers, while still appealing to people who often play games.
Game|Life: As far as the technology, how much have you learned about the DS's 3D hardware capabilities? It seems like the reaction to games like Mario Kart and Nintendogs is, "wow, they can really do this much?"
Konno: Our goal was to use the full extent of the hardware's capabilities, and I think we've done a good job. If you look at Mario Kart, we've definitely exceeded the N64, I think.
Game|Life: Different fans have different things they love about the Mario Kart series. What do you find that Japanese fans like that Americans don't, or vice versa?
Konno: HmmmmÉ well, this is only a guess, but I think there's a difference in the way the fans will see the Nintendo Wi-Fi Connection aspect. In Japan, when they hear the words "wi-fi connection," they take a step back and say, "Online play? That sounds difficult," or "if I play, I'm going to get harassed by other people and have to deal with people I don't want to deal with." But in the United States, players are more positive about it and more willing to participate, right from the beginning.
Game|Life: Why do you think that is, and what are you doing with the software and the marketing to get them playing online?
Konno: That's a really tough question with a multifaceted answer. The image of trying to play online is that it's complicated, and the Japanese are worried about having to deal with people they don't want to, having people say nasty things over the internet. So the three things we're trying to emphasize with Nintendo Wi-Fi Connection are: easy access, worry-free, and free of charge. Nintendo's goal is to get a high percentage of online gaming. In Japan, only 10% of the people who purchase games with online functionality are taking them online. Our goal is to get 90% of the people who purchase Mario Kart to try the online game.
Game|Life: When Mario Kart launches in Japan, can you speak to the sort of marketing strategies will be implemented specifically to get people to try the online mode out?
Konno: In Japan, just by saying "Hey, we're gonna have online play" is not enough to get them really amped up about it. So we're going to have a big push to get the word out.
Game|Life: When I was in Tokyo for Tokyo Game Show, I was outside of the Shibuya Tsutaya and saw somebody in a Mario suit, dancing around and trying to sell the game. And I saw that most of the people crowded around Mario were young women -- not kids, but college-age and young professional women, shouting "Mario, Mario!" and taking pictures with their cell phones. So how do you leverage that and sell Mario to women, even if it's considered a boy's game?
Konno: Mario has not only in Japan but worldwide appeal, he's a well-known character. And how we use that appeal for our fan base is a tough question. Since I'm not in the marketing department I don't really know, but I'm excited about looking forward to new marketing strategies and commercials in the same way that you are.
Game|Life: So what do you do as a game producer?
Konno: With Nintendogs, our goal right out of the box was to have a game popular with women. But with Mario Kart is not a gender-focused approach, we're more inclined to create a game that will appeal to people who like Mario and Luigi, and is playable for families. Something with broad appeal. And I think it's going to be popular with pretty much everyone from young kids to grandparents.
Game|Life: Some questions about the gameplay itself: why can't you drag an item behind your kart in the online race?
Konno: The local wireless network game and the wi-fi mode look the same. But there was a big difference in the actual development of those systems, which are unique and different. Our goal with wi-fi was to make it as close as possible to the local wireless gameplay: visual appearance, easy access, good framerate, gameplay, etc.
But while the ability to have a shell or three bananas dragging behind you looks easy, actually it's something very difficult to accomplish. We'd really pushed it. I think we probably could have done it, but it was just one of those areas where we had to say, "we're gonna stop here." We didn't go the extra step.
Game|Life: Are there differences between the racers, or is the difference just between the karts.
Konno: The carts all have different attributes. The characters don't have attributes in the same way the karts do, but they do have weight attributes. When you run into somebody, Bowser is going to knock Peach around no matter what karts they're in. It also affects drifting and power-sliding. That's inherent mostly in the kart, but the character size does play a small role.
Game|Life: This game is going to get really competitive. Have any secret hints?
Konno: If you practice, you'll get really good.
Game|Life: (laughs) That's not enough!
Konno: There are secret characters that people are going to get, and some of them have better attributes. But mostly, if you feel the pressure of online matchups, you'll perform better if you keep a cool head. Don't change your race style just because you're online. The fundamentals haven't changed. Oh, and this is still a secret, but there's going to be something in the game that lets you know how skilled your opponents areÉ
Game|Life: What is it?
Konno: Something will happen after you play the game for a certain amount of time, and your player will be identified byÉ something. Other players will say, "wow, that guy must be really good because of that thing he has."
Game|Life: You'll see it during the race?
Konno: As you're playing for a while, maybe if you beat some staff ghosts in the time trial mode, you'll get stars next to your user name. You can get up to three, and you have to do quite a bit to get those three stars. Once you've done that you'll see them online.
Game|Life: Any plans for Nintendogs on Wi-Fi?
Konno: We have a lot of ideas (laughs). That's the next thing we'd like to tackle. So there are a lot of things that I'm looking forward to addressing in regards to that question.
Game|Life: Has your next project been announced?
Konno: There isn't a specific one. We've finished Kart, we've finished DogsÉ we're pretty much just working on Revolution stuff right now. We have to continue working on DS stuff, but mostly we have to create something big for Revolution.
Game|Life: What's your favorite function of the Revolution? Oh, and "the controller" is not an acceptable answer.
Konno: Even though you say that, what's got me thinking about new ideas is the controller [Mr. Konno, at this point, is waving his wrist back and forth].
Game|Life: What sort of controller motions intrigue you more: little ones or big ones? Do you want to make an action game where you're wildly slashing a sword or a puzzle game where you're making intricate movements?
Konno: Wow, that's a good question. We're thinking of so many different things. We're still at the stage where we're trying so many different things. We're doing things with big, expansive movements and smaller, more concise movements. It's hard to narrow it down to one over the other.
Did you see the Tokyo Game Show video? We actually have things using the movements you saw. Like the cooking game. We have this game with a big wok that you use to cook Chinese food, and it's really interesting to have the meat and vegetables frying in there, and use the controller to flip the food around without it spilling out of the pan.
Game|Life: What's the classic game that you most want to go back and play on the Revolution's virtual console?
Konno: Super Mario Kart from Super Nintendo. I don't have an SNES at home any more, so I'd love to have that.
Game|Life: A lot of people say that the Super Nintendo version is still the best Mario Kart game ever. Do you feel that way, and do you think Mario Kart DS has finally exceeded it?
Konno: If you look at the volume of Mario Kart DS, in every aspect of the gameÉ I think we've done it. We've surpassed Super Mario Kart.
Posted by Chris Kohler at 12:01 AM PST
------------------------------
NG: Interesting. A cooking simulation for Revolution? I wonder how Hideki is gonna pull that off if done right?