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Nintendo’s Takeda on the most challenging aspect of designing Wii U

Posted on July 3, 2014 by (@NE_Brian) in News, Wii U

Nintendo’s Genyo Takeda gave some insight into the most challenging aspect of designing Wii U at the company’s Annual Meeting of Shareholders last week. Essentially, it comes down to how “the high-resolution graphics were anticipated by everyone and could not be an advantage.”

Takeda also mentioned that Nintendo has also still found it difficult to best make use of the GamePad.

Here’s his thoughts in full:

If you ask me about the most challenging aspect of designing Wii U, it was that the high-resolution graphics were anticipated by everyone and could not be an advantage. In addition, we are still having a hard time to make the best use of its new controller, the “Wii U GamePad.” On the other hand, it was a natural and inherent decision to aim for hardware efficiency, including a not huge capacity but low-latency memory, in designing Wii U, as we have done since the days of Nintendo GameCube. These sorts of things have been ubiquitous across the entire company; it is in our DNA. We want to pass on to our younger developers the DNA of offering unexpected and fun entertainment to consumers by doing things in different ways from others so the company can continuously produce unprecedented entertainment. This DNA should materialize in various forms. Sometimes it could be in the form of hardware, and at other times, it could bear fruit in other technology. Anyway, I want to ensure that this DNA is passed on throughout the company.

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