Konno on what he thinks is the most noteworthy 3DS tech demo at E3…
“I think there are so many titles at the 3DS booth, including first-party titles and support from our licensees like Metal Gear Solid and Resident Evil. When we first were preparing for the DS, I think the situation was very different. I was preparing first-party titles for the system like Nintendogs and Mario Kart, and I think there was suspicion toward the Nintendo DS. Like, “What do you do with it? With the two screens and the touch panel?”
However, the DS has now been in the market so long that the two screens and the touch panel have been adopted, and the new 3DS’ stereoscopic graphics (and the graphics themselves being enhanced so much) have convinced our licensees and made them feel like it’s worthy to participate this time at such an early stage.
So, I am the hardware producer of the 3DS hardware itself. And I had the opportunity to invite as many people as possible to join the show and be involved in the 3DS. I was in the software development field for a very long time. And during software development, my focus was on how to fully utilize the limited specifications supporting by the hardware. But now as the producer for the 3DS hardware, I was taking into consideration the features of the hardware itself, and how its software will take advantage of the stereoscopic vision, as well as how much enhancement of the wireless features is necessary.”
Konno on whether it’ll be confusing explaining the differences between 3D models and the actual 3D effect…
“When I explain about the games myself, I always explain that when using the stereoscopic graphics the gameplay should change drastically from existing games. By using the stereoscopic 3D, the users will be able to grasp the sense of atmosphere within the screen. Like the height or the width, or how deep it is — it’ll change how they grasp the environment. As you mentioned, by bringing Star Fox to 3D, users will be able to more easily navigate them through the rings — understanding where the rings are, et cetera.
But we understand that this is very difficult to communicate to users and the market. We can’t just use a gorgeous trailer or a beautiful graphic in a magazine. So we’re considering how we can communicate it. That’s why, for the E3 presentation, we actually brought the machine to the Nokia Theater. And also in the booth as well, we’re asking attendees to “please experiment with your own eyes.”
For this E3 show, we were able to provide a place for experiencing the impact of the 3DS. But we think that the post-E3 period is very important, and we need to consider about how we can make consumers understand the 3DS experience. We would like 3DS to be a communicator itself. So people who have experienced it, we’d like them to show it off to their friends — “I got this 3DS! Look at this! This is a great machine!” We’d like to aim for the kind of machine that will lure that kind of communication between people.
If you have good ideas or ways to let the consumers know, that could be very helpful! (laughs)”
Konno on what ideas Nintendo is considering for the user experience (other than games) for the 3DS…
“Outside of the software there are many things we are considering. Unfortunately at this stage it’s very limited what we can talk about, but we’re considering many things that will excite consumers.
Other than the 3D images, I’ve put extra efforts in the wireless as well. I think you might be aware that we put in a “Bark Mode” in the DS Nintendogs. I had the ambition to have people do the tag mode more, so this time I built it into the system. I’m trying to implement a system where the hardware itself can hold multiple tag mode data from multiple games — from Animal Crossing, Mario Kart, Nintendogs, Pokemon or any game that supports a tag mode. And by carrying around the 3DS system, users could exchange data for multiple games simultaneously. I think compared to Japan the United States is very large, so it’s difficult to catch many people with a tag mode. But if you go to a shopping mall, or some place with many people there’s a chance to interact with many people and exchange data for multiple games.
And also we’re considering automatic connection to the Internet, and automatic data downloads to the system. In the past, the Internet connection by Nintendo was that the consumer would go online, connect, search for the data they want and download it for themselves proactively. We’re now considering a system that, with a simple setting, the 3DS system will automatically connect to the access point in a household and download automatically, so that when the consumer wakes up in the morning and opens their 3DS they’ll find new content’s already downloaded and ready for them. And by doing so, in Japan we have public access points called the Nintendo Zone that we’ve established in retailer outlets, restaurants, et cetera. And if consumers go by those download zones they’ll automatically retrieve data.
So maybe we can have consumers open their 3DS in the morning and find the daily newspaper, right there, so they can read it. Then they can just take the 3DS and go to work, having the paper ready to read whenever they want. We’d like to put extra effort into those wireless capabilities.”
Konno on how Nintendo will address piracy with the 3DS…
“Unfortunately we can’t talk about those details, but Nintendo takes piracy very seriously. And we’ll enhance and improve all the protection we can. It’s very important.”
Konno on when Nintendo starting thinking about the 3D screen…
“That’s a well-asked question, but we’ve actually been considering 3D for over 20 years. Actually, in Japan we released a product that realized 3D gameplay back then — the Famicom (or the Japanese version of the NES). Then we had the Virtual Boy. And with both, I can’t claim a success for the industry or Nintendo. However, Nintendo doesn’t give up. That’s the Nintendo style, the Miyamoto style.
This might be amazing, but that 3D system for the Famicom was programmed by Mr. Miyamoto and Mr. Iwata, and they developed a driving game (3D Hot Rally) by themselves. And also, when I was directing Luigi’s Mansion on the GameCube we experimented with placing a 3D panel on the screen and making Luigi’s Mansion play in 3D. However, at that time we had screen resolution issues. And cost issues. And to separately sell a panel for 3D gameplay wasn’t a practical idea as a mass-market product.
When I became the producer of our next hardware, the Nintendo 3DS, I first started to consider whether maybe now this is the time when we can bring 3D gaming into gameplay. What I first did was an experiment with Wii games. I showed Mario Kart Wii and Animal Crossing: City Folk using the 3D panels. I also experimented with Wii Sports Resort’s golf, and I directly presented that to Mr. Miyamoto and Mr. Iwata. Both of them were challenging 3D for a very long time — but we needed to show them more than explaining it. I think there is a phrase in English, “A picture’s worth a thousand words.” I had to show them how it would move smoothly in order to convince them. And they agreed that this might be the era of technology that supports the 3D capability. So Nintendo decided to make it into a product.
The latest technology has now completely matched with what Nintendo has wanted to do for a very long time. This is a very good time to start.”
Konno on whether we’ll see the exact same 3DS design at launch or if there will be subtle differences…
“I think you should be looking forward to this one right here.”
Konno explaining the 3DS design, including why the stylus is on the back…
“The designer who designed the stylus was very much considering usability, and thought that the vertical stylus placement would be more convenient for the consumers. But if it’s a vertical stylus then it can’t fit horizontally — so they made it stretch up. And, other than coming from the design perspective, there are many other things in the balance of the functions and getting everything to fit that made it end up in this style. The infrared feature, for example.”
Konno on what the infrared could be used for…
“We can’t go into much detail, but I think that it was launched into the Western world through pedometers (Editor’s Note: Pokemon HeartGold and SoulSilver’s Pokewalkers) for the Nintendo DS. And with that, there was an infrared chip installed inside each DS game card. If we have it in the hardware instead, we won’t have to do that again. This is not new technology. It’s in many different devices, so there are many things we can do.”
Konno on the microphone…
“It has improved functions, so it’s now smaller.”
Konno on why the headphones plug is in the middle of the system rather than the corner…
“I’m not sure, but maybe the designer considered that he didn’t want it to interfere with people holding the system if they have big hands.”
Konno on whether the lack of “book form” for the 3DS will hurt its potential…
“I think that not all software developed for the 3DS has to support 3D. And I think that the latest technology may still be able to support 3D effects, even when held in book form — but to support 3D in any direction would introduce incremental costs, and that would lead the 3DS to be a very expensive machine that people wouldn’t be able to have access to. So we thought that for this opportunity and this machine, we need to not support the book mode.
If I was still a software producer, though, I think I’d instantly go back to the hardware team and tell them to include vertical 3D as well. (laughs) “It’s just another few bucks!” I’d say. But I was the person to make judgments on those issues as well, so considering all the costs and circumstances I made a decision not to support it.”
Konno on if there were features he wanted to include in the 3DS but couldn’t…
“Well, there are many, many features like that. But I’d like to keep them a secret for the next system! (laughs)”
Konno on why there’s a slider to adjust the 3D instead of buttons or another option…
“I thought the analog style of adjusting the 3D was very unique. From the feature perspective, maybe just an on/off button would have been sufficient. But Mr. Miyamoto himself was the #1 person pushing to have this analog. He was saying that having this analog would solve two issues — first, it’ll provide much innovation for the consumers. Giving them the power to adjust the 3D effect linearly, by themselves. That’s unprecedented. Second, it’ll solve the issue that the 3D effect is different for every individual. There’s a sweet spot of 3D for each person, where it’s the best for them and suitable for their eyes. Mr. Miyamoto has always been a person who says that a good idea is an idea that solves multiples issues at once. This realizes two objectives, so he approved it right away.”
Konno on what Nintendo property he’d like to see in 3D…
“I think Luigi’s Mansion, that I created for GameCube, would be a good game for the 3DS. The lighting of the game, and the dollhouse-like environment of the game I think would be very suitable for 3D. I think the depth and the width of the environments, like a box, that we had in Luigi’s Mansion would be a very good match for the effects of the 3DS.”
Konno on what learning experiences he’s had in terms of what you should/shouldn’t do in E3…
“Actually, we’re quite focused on certain titles that we need to develop. I’m responsible for and in charge of Nintendogs + Cats and Mario Kart for the 3DS, and I think we need more experiments to explore what’s possible and what’s not on the 3DS…On the Nintendo DS you were able to touch directly on the dogs. On the new 3DS game, you’re touching the shadow of the dogs. Many people might prefer to touch the dogs directly with the stylus, but I really wanted to realize the sense of the hand icon moving smoothly around the dogs to pet the dogs. I’m currently focusing on what I’ve wanted to do for a very long time — realizing that sense of really feeling like you’re touching the dogs and petting them. After that, though, I would like to explore new things.”