I would say the greatest challenge we had with the Wii U was being crystal clear in our communication of what the product was and what the product could do.Collection: Communication
I was accepted into Cornell in 1979 and went there to follow a finance and business path. I ended up pursuing marketing and sales because I was selected by Procter & Gamble as an undergraduate candidate to go into its brand management program, which is typically available only to M.B.A. candidates.Collection: Finance
That's what DSi is all about: Providing simple, quick-to-master experiences that everybody can pick up and enjoy.
Nintendo is about innovation and bringing new and unique game play to the consumer - both the core gamer as well as new gamers.
We don't believe used games are in the best interest of the consumer. We have products that consumers want to hold onto. They want to play all of the levels of a 'Zelda' game and unlock all of the levels.
In the end, given the way we view the world and the way that we view ourselves as an entertainment company, our biggest challenge is creating content and creating services. Excite people. We were fortunate we were able to do that with the Wii.
The Wii U is not a tablet. It's a two-screen experience. And so you have this unique GamePad that gives you a different way to have a gaming experience.
Both of my parents were college-educated within the curriculum in Haiti. When they came to the United States, both had to learn English. My mother worked in retail and continues to do so today, working as the lead sales representative in a fine-jewelry store. My father became a machinist.
As a child, I envisioned a career in the hard sciences. In sixth grade, I was buying college chemistry textbooks.
The 3DS is a fantastic machine with more than 1,000 games. Its key differentiator is the 3D immersive experience without need for glasses. But as good as that machine is, you can't play a game like 'Legend of Zelda: Breath of the Wild' on it.
When you think about a new platform, what will define it as a long-term success are the ongoing range of games and experiences that come to the platform - not what's available on Day One.
For the Nintendo Switch, we were very deliberate in wanting to make sure, from a Nintendo publish standpoint, that we had a steady cadence of great games in addition to strong titles at launch.
Our strategy with DSiWare is the same as with WiiWare in that we want to provide new experiences every week.
One of the things that... I've seen Nintendo do so well is provide a user interface that is intuitive, easy to navigate, easy to execute against - and in our view, that's exactly what we've done on DSi.
The appeal of Wii to nongamers has taken away some of the seasonality of sales we've come to expect in the past.
The competitive landscape for us is very broad. We see ourselves in the entertainment space. We compete with listening to the radio. We compete with watching TV. We compete with social networks.
We compete with all of the time that consumers spend when they're not sleeping, they're not eating, not going to work or going to school. Because everything else is entertainment time.
We believe that either our own teams or teams that we direct are best capable of creating 'Mario' games that will live up to the franchise. The same is true for 'Metroid' and 'Zelda' and all those wonderful properties. For us, we want to control those characters as a key corporate equity.
One of the key components of Miitomo is that you are connecting with your friends. That is a significant measure to ensure that the user experience is consistently pleasant.
We expect people's experience with Miitomo to be a rewarding one in its own right. But at the same time, it's also a way to have them engage - or reengage - with Nintendo.
The reality is, the way that online experiences have progressed, it's an expensive proposition. The amount of servers we need to support 'Smash Brothers' or 'Mario Kart' - these big multiplayer games - is not a small investment.
We have worked with a range of input approaches. We've worked with the range of mechanisms to drive immersion into the gaming experience.
There is a reason why, on a DS, you get that little click when you press a button. There is a reason that it was important to have a microphone in the Wii Remote.
We respect all of our competitors, and when I talk about our competitors, all of our competitors for entertainment time and leisure time.
We've always anticipated that, as Nintendo would demonstrate business potential with an idea, others would follow. And we believe that based on history - rumble, joystick - things that we invented, if you will, and first put in video games, others quickly latched on to.
Nintendo looks at every technology. Often times, we look at technology before it really is considered mass-market ready. The original DS had touch screen on a device. First time that a mass market product had touch screen built in.
We don't do things the same way everyone else does. We relish being different. We see that difference as an element that makes us more compelling to the consumer.
We want the consumer who has bought into the Nintendo Switch platform. When there's a great third party experience, we want them to jump in immediately.
In particular, in the Americas that I have responsibility for, 'Zelda' is a franchise that is very well developed.
The fact that the Nintendo 3DS business is backwards compatible incentivizes us to get as many new consumers into the core DS platform as possible.