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Nintendo doesn’t have much of a clear policy when it comes to voice chat. Some of its games support the feature, whereas others simply don’t.

Nintendo’s Julie Gagnon offered some insight into the company’s approach to voice chat while speaking with Nintendo Enthusiast last week. She responded by explaining that, in the end, developers make the decision so that they can “appeal to the maximum number of players.”

Below is Gagnon’s full response, in which Splatoon was specifically mentioned:

“The thing with Splatoon is that the game is so visual and we really feel that the people in the game do not need voice chat in order to communicate with each other because we have ‘oh, stay here’ or ‘come here’ icons. We have many ways to communicate in the game. Plus, with the gamepad and the view, you can easily see if one of the members of your team is in trouble, or if there is a part of the map that you need to cover. So, this is something that we made a decision on so that the game can appeal to the maximum number of players. So, ultimately, the developers need to decide, depending on the features and the game itself, whether voice chat is included.”

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iDigitalTimes has some comments from Nintendo of America’s Scott Moffitt specifically about the 3DS. Moffitt addressed the 3DS’ success and lineup, why older models remain in the market, and commented on the lack of the standard New 3DS version in North America. Read on below to get a look at what was shared.

IGN has posted its full interview with Nintendo of America president Reggie Fils-Aime. When the two sides met at E3 2015 last week, Reggie discussed things like Yo-Kai Watch, amiibo, toys-to-life partnerships, and the Digital Event.

We have a number of excerpts from the interview below. You can read the full talk on IGN here.

At E3 2015 last week, Nintendo’s Julie Gagnon commented on the annualization of franchises.

Ultimately, the choice lies within the hands of Nintendo’s developers. The company isn’t for or against bringing out new entries in franchises each year – it’s really a matter of what sort of titles the different teams are interested in making.

Here’s a look at Gagnon’s comments in full:

“It really depends on what the developer has in mind for the franchises. Sometimes you have Zelda sequels and what we have today with Zelda: Triforce Heroes is completely different and not in the timeline of Zelda. So, it really depends on what the developer has in mind and what they propose. So, I think it’s more a coincidence that we have all these great franchises that people like for each year. This isn’t necessarily something we will see for all the years in the future.”

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Back in 2010, Nintendo of America president Reggie Fils-Aime made some comments about mobile gaming in which he told Polygon that, on these devices, people don’t seem to stick to a single title.

Here’s what he said at the time:

“Clearly, it doesn’t look like their platform is a viable profit platform for game development because so many of the games are free versus paid downloads. If our games represent a range between snacks of entertainment and full meals depending on the type of game, (Apple’s) aren’t even a mouthful, in terms of the gaming experience you get.”

Polygon spoke with Reggie at E3 2015 last week and said that Nintendo hasn’t changed its opinion on the nature of gaming on smart devices. He also believes that mobile gaming can offer “a positive experience” while driving people back to the Big N’s core systems.

“We’re going to do it in a partnership with DeNA. DeNA has technical knowledge that we’re leveraging. They have a rapid iteration process to drive improvement in the content that we’re going to leverage, but Nintendo is going to create the content. We’ve announced that Mr. Kono, from Mario Kart fame, is going to be our lead developer on this. And so from that standpoint things haven’t changed. It’s our IP, we’re going to leverage it and we do believe done properly it’s going to drive a positive experience with the IP and drive people back to our core video system business whether it’s handheld or console.”

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GamesBeat caught up with Animal Crossing director Aya Kyogoku at E3 2015 last week. While much of the discussion was focused on Happy Home Designer, Kyogoku also shared some comments about amiibo Festival, the series’ future, and even Smash Bros.

You can read up on some of Kyogoku’s comments below. The full interview is located over on GamesBeat.

Nintendo interviews haven’t stopped pouring in from E3 2015. The latest one comes from Game Informer, who chatted with Xenoblade Chronicles X director Tetsuya Takahashi and Nintendo’s Genki Yokota.

Topics include:

– Why Los Angeles was chosen as the main city for Xenoblade Chronicles X (New York was considered)
– HD development
– Working on first-party Nintendo games and being open to helping out with Zelda Wii U

It’s a pretty massive interview, so we’ve only posted a few excerpts below. You can read the full discussion here.

The latest interview concerning The Legend of Zelda: Tri Force Heroes has come from Kotaku, who spoke with director Hiromasa Shikata. Shikata discussed the game’s story (and why the different characters all look like Link), confirmed that there is no overworld map, touched on the game length, and more.

As usual, you can head past the break to see what Shikata said. You can also give Kotaku’s piece a look here.

The Financial Post has posted a few more comments from Scott Moffitt, Nintendo of America’s vice president of sales and marketing. Moffitt mainly commented on how the Wii U has plenty of quality games, and how NX shows the company’s commitment to dedicated gaming hardware.

Here’s a quick roundup of what was shared:

On how Wii U still has a lot to offer…

“Our job and our goal is through our first-party games, to build the installed base up so that it makes it easy for third-party publisher to bring their third-party content to our systems.”

During E3 last week, GameSpot conducted an interview with some developers from Nintendo and Monolith Soft. Those staffers are as follows:

Hitoshi Yamagami – Producer, Nintendo
Genki Yakota – Director, Nintendo
Tetsuya Takahashi – Executive Director, Monolith Soft
Koh Kojima – Director, Monolith Soft
Shingo Kawabata – Producer, Monolith Soft

In the interview, GameSpot asked all of these developers about the relationship between Nintendo and Monolith, the “JRPG” term, how the Japanese market is at present, and more. Head past the break for their comments. You can also access GameSpot’s original article here.


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