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General Nintendo

Ingvar Petursson Will Oversee Modernization of Technology and Systems

REDMOND, Wash., June 25, 2010 – Nintendo of America announces the appointment of a new senior vice president to spearhead the modernization of the company’s internal information systems. Ingvar Petursson has been hired as the senior vice president of Information Services. Effective July 19, Petursson will oversee all aspects of NOA’s Information Services functions, including enterprise applications development, enterprise infrastructure and risk management.

“Ingvar brings a wealth of information technology knowledge and experience to Nintendo,” said Jim Cannataro, Nintendo of America’s executive vice president of Administration. “He will be tasked with the multi-year project of modernizing our systems.”


“Having people play together is a theme that’s always stuck in my mind, but it’s about trying to create what would work best for Legend of Zelda. We haven’t really found the perfect vehicle for that, but it’s a theme that I’m thinking about all the time, and I hope to be able to come up with an idea that will move us in that direction at some point. [I am interested in] the idea of communication between players. Let’s say a player does something in their game that affects an area, and then that is communicated back to another system, and that would introduce new elements to your game. I find that sort of communication really interesting. Obviously, we have thought about DLC, and we are thinking about it.” – Eiji Aonuma

I’ve never been interested in seeing online elements in Zelda games since I’ve always considered the series to be a single-player experience. Then again, what Aonuma said about communication between players sounds appealing. How do you guys feel about taking Zelda online?

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“Treasure mostly focuses its efforts on platformers, shoot-em-ups and fighting games. We certainly still have an interest in developing platformers like Wario World.” – Masato Maegawa of Treasure

You know, I have to say that Treasure is at their best when creating shoot-em-ups. They developed Wario World for GameCube, but it wasn’t received too well. On the other hand, titles like Bangai-O Spirits and Gunstar Super Heroes were excellent.

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“Of course, I have heard commentary that people feel that Nintendo’s online functionality is behind the others or is lacking in some ways. And I can say that we are not currently satisfied with the online efforts that we have made so far, and we are working at ways to improve those. On the other hand, I do not think that online functionality is something that we should be devoting resources to for every single product. Instead, I think that Nintendo’s ability to create an offline experience that feels incredibly unique and compelling is a particular strength that we have.

Going forward, what we will continue to do is to evaluate the individual products and experience that we’re creating on a product-by-product basis, and make a decision as to whether or not it’s more important to devote resources to making that offline experience more fun and compelling for products where that is going to be the most important element of the game play; and then for products where it is going to be more important, to add online functionality and make that online functionality robust and compelling. We will continue to focus our efforts there when it’s appropriate, but it’s going to be a product-by-product decision.”

And just in case you were wondering why New Super Mario Bros. Wii lacked online functionality, Iwata touched on that topic as well…

“When Shigeru Miyamoto created New Super Mario Bros. Wii, he ultimately made the decision as to whether or not it would have an online functionality. So I’d like to talk about why he chose not to include online functionality in that game.

Anytime you’re developing a game, there are limits to elements of development, like time, manpower and resources. What we’re always considering is what we can do with limited resources to maximize the appeal and entertainment value of a particular product. And this is something that Mr. Miyamoto is of course also constantly thinking about. I think that his decision on whether or not to include online functionality with New Super Mario Bros. Wii was based on the idea that the true value of that product was going to be determined not by online functionality, but on how compelling and unique the experience would be for two, three or four people to be able to play that game together in the same room.”

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Remember the Blur commercial Activision put out a few weeks ago? You know, the one that was poking fun at Mario Kart. Nintendo of America president Reggie Fils-Aime was asked about it on the latest GameTrailers TV. Based on what he said, it doesn’t seem like he was too impressed.


“You know, God bless the folks at Activiison. They have a sense of humor. I do not…They are doing GoldenEye for us. You know what? Bobby and the team at Activision are fantastic partners, but no I don’t like my kids being picked at. I don’t think any proud parent would like their kids being picked at.”


Maybe this is just me, but I think people are making too big a deal out of this. Nintendo is probably just messing around with Mother fans!


Had enough of Miyamoto yet? I hope not! IGN has conducted a massive interview with him, which you can check out below.

Miyamoto on the Vitality Sensor’s absence…

“It’s actually progressing quite well. We could have shown it here at E3 if we wanted to, but the environment here isn’t really suited to that game. E3 is pretty exciting, and that’s a device that’s all about relaxation. So it’s just wasn’t the best time or place to show that game. But it is ready, so we’ll probably find another place that’s more suitable to announce it. But I’m not directly involved in that project.”


We posted a snippet of this interview in a previous post, but you can watch the complete video below!

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