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Xaanka
05-07-2016, 03:25 AM
On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer.

http://i.imgur.com/84N0OrF.jpg

Today I'd like to speak to you from my heart about jobs and about our industry. I remember the first videogame I ever played. It was Pong - and I loved it! By the time I was in high school, I was the first person in my class to buy an early Hewlitt Packard Pocket Calculator. I think I was one of the original early adopters. But where most people used their calculators for higher mathematics, I used mine to program videogames. My first creation was a baseball game. I don't think anyone can say it had bad graphics because it had no graphics. Gameplay was represented only by numbers. But when I saw my friends playing that game and having fun, it made me feel proud. To me, this was a source of energy and passion. As that passion for games began to blossom, I think my life course was set.

http://i.imgur.com/CWRMyja.jpg

In 1978 I entered the Tokyo Institute of Technology. I would have loved to study videogame programming, but nobody was teaching it then. So I went to classes on engineering and early computer science. But after class, when my friends went back to their rooms to study, I took off on my motorcycle for one retail store in Tokyo. This was the first store to have a department entirely dedicated to personal computers. That was my hangout - and I was not alone. There were others there who also looked at those early computers, and thought the same thing I did: how could we play games on them?

http://i.imgur.com/62rgMd7.jpg

We became friends, formed a club, and soon rented an apartment in the Akihabara district of Tokyo, where we began designing our own games. We worked until midnight or later every night, and that group of friends is what became the company known as HAL today. The name came from the computer in the movie 2001: Space Odyssey. We thought that name was very cool. Also, this is what I looked like back then. [Points to picture of self, much younger, on a motorcycle] Like all game creators, I was extremely cool, too.

http://i.imgur.com/g0pvIim.jpg

I don't really remember how, but I managed to keep up with my class work and graduated from the institute. When it came time to take a job, I had the distinction of joining the smallest company of any graduate in my class. I left to become only the fifth full-time employee of HAL and when I told my father this, you can image, it was not the happiest moment in the history of my family.

http://i.imgur.com/PkHRTSL.jpg


People sometimes ask me what I did when I was hired at HAL. The answer is that I was a programmer. And an engineer. And a designer. And I marketed our games. I also ordered food. And I helped clean up. And, it was all great fun.

http://i.imgur.com/soKJDIm.jpg

Perhaps the biggest moment in the history of HAL came when we heard the rumor that Nintendo was developing a machine capable of incredible new graphics: The Famicom, or NES, as it was called here in the States. We knew that this machine was for us. So we used every contact we could to get a meeting with Nintendo, sure that one of our ideas would become an instant hit. Yes, Nintendo did hire us, but not to amaze the world with one of our projects. Instead, they told us to fix on of their projects, a game that had fallen seriously behind schedule. Instead of creating a game, we repaired a game, and it was eventually released as NES Pinball. That experience taught us that even artists must know the business side of game development. After all, if a game never comes to market, there is very little chance of it making any money.

http://i.imgur.com/dUgIGr1.jpg


Working in those days was also instructive in another way. Because graphics were so primitive by today's standards, we asked ourselves how we could spur the players' imaginations as a substitute for what we couldn't display on the screen. Think about this: someday our games won't look any better. What will we do then?

http://i.imgur.com/SowIkV5.jpg

Well, our work was satisfactory enough that we formed a close association with Nintendo. And as HAL invented a couple of early franchises, we also learned other lessons. Our first Kirby game taught us the value of teamwork. Since not everybody can be a Miyamoto, we discovered that ideas can come from several team members, building on each other, to make something superior to what one person could invent. Then we worked with the Famous Japanese creator Shigesato Itoi, who was already an avid gamer himself, to develop his first idea for a game. That series, called Mother in Japan and released in America as Earthbound, proved to us that ideas take on a special appeal when they become interactive.

http://i.imgur.com/n8GUjxl.jpg

Many years and many projects later I went to work for Nintendo full time, and then one day, about three years ago, Mr. Yamauchi appointed me to succeed him as company president. Of course, this was a great honor, but it was also a great challenge. I knew this would require committing much more time and assuming much more responsibility. But unfortunately, game developers are familiar with such things.

So I'd like to move on this morning and answer two questions that I'm often asked, now that I've had two decades of experience in the videogame world. First, over the last 20 years as a developer, what things have changed? And second, what things have stayed the same?

http://i.imgur.com/Ja5VUyd.jpg

One thing that has not changed - and will not change - is our nature as a form of entertainment. Like any other entertainment medium, we must create an emotional response in order to succeed. Laughter, fear, joy, affection, surprise, and - most of all - accomplishment. In the end, triggering these feelings from our players is the true judgment of our work. This is the bottom line measurement of success.

Secondly, we must always weigh challenge and reward. How much work and frustration a player is willing to withstand depends on the personality and skill of the payer. Core gamers have a huge appetite for challenge and casual gamers want less difficulty. At Nintendo, we believe it is our responsibility to make games for all skill levels. And that includes people who are not playing our games now.


The third thing that has not changes is the importance of the idea. Of course, it is valuable to devise an offshoot of a current idea. But it is invaluable to come up with a brand new idea of what a game can be. I'm sure there are a few of you out there in the audience today with such creativity, and our industry needs you!

Fourth - and this never changes - software sells hardware. People buy games to play the games they love. I agree with Steve Jobs, the head of Apple, when he says, "Software is the user experience. Software is the driving technology not just of computers, but of all consumer electronics."

Finally, what has not changes it the value of intellectual property. If it is true that software sells hardware, it is truer than ever that franchises sell software. While our industry has made hit games with names like Superman and James Bond and NFL Football, I think we should be proud that our best games are those whose heroes and world we invented ourselves.

So then, on the other side of the coin, what do I think of when I consider what has changed. One word immediately comes to mind: bigger! Especially here in the Western hemisphere, the business is bigger; the North American retail markets alone are worth approximately $17 billion dollars. In the US, game sales were up another 8% over last year. There are games in your living room, you office, on your PDA, your cell phone, and of course, best of all, on your Nintendo DS.

Videri
05-07-2016, 03:47 AM
first

Baler
05-07-2016, 04:01 AM
This message is hidden because Xaanka is on your ignore list.

Videri
05-07-2016, 04:02 AM
I like how the images gradually get less relevant and more...weird. I mean, why is there a stock photo of two men sharing strawberries with their mouths?? Why was that recorded for all time by a digital camera? Is it just me, or are those two men in the photo laughing about how weird the photo they're posing for is about to be? And then this happens:

Also, this is what I looked like back then. [Points to picture of self, much younger, on a motorcycle]

Videri
05-07-2016, 04:04 AM
And how about that photo of BigBard tying Colgate's shoes? (That's what he was doing, right?)

Samsung
05-07-2016, 10:37 AM
This message is hidden because Xaanka is on your ignore list.

Uuruk
05-07-2016, 11:22 AM
I thought this thread was about SamWise.
I'm disappointed

Ardok
05-07-2016, 12:02 PM
How do i ignore this poster?

Samsung
05-07-2016, 12:13 PM
How do i ignore this poster?

Click on his profile, under user statics.

Ragnaros
05-07-2016, 12:24 PM
I read every word thank you anime for this beautiful post.
P.S. see you at the raid on monday

Samsung
05-07-2016, 12:26 PM
This message is hidden because Xaanka is on your ignore list.

Ames1
05-07-2016, 03:52 PM
this is garbage

r.i.p actually funny posts on these forums

Xaanka
05-07-2016, 04:19 PM
r.i.p actually funny posts on these forums

ames never made one

SteppinnRazor
05-08-2016, 03:15 AM
jesus tl;dr

Ruinous
05-08-2016, 05:34 AM
DRUGS.

Drakaris
05-08-2016, 05:47 PM
TLDR

PS did a set of 10 straight leg press at 750 pounds.

FAPhoenix
05-08-2016, 07:58 PM
TLDR

PS did a set of 10 straight leg press at 750 pounds.

Shouldn't you be posting that shot on mertric? What hellish part of the commonwealth are you from that uses imperial?

Troubled
05-08-2016, 08:56 PM
TLDR

PS did a set of 10 straight leg press at 750 pounds.

LOL

Drakaris
05-08-2016, 10:34 PM
Shouldn't you be posting that shot on mertric? What hellish part of the commonwealth are you from that uses imperial?

Fine - 340kg.

Was tempted to just add an extra 25 kg and be done with it, but would rather just do 380 kg next week (another 2x20 kg plates). Working my way up to a half tonne press. My calves are fucking RIPPED.

Pokesan
05-08-2016, 11:49 PM
Fine - 340kg.

Was tempted to just add an extra 25 kg and be done with it, but would rather just do 380 kg next week (another 2x20 kg plates). Working my way up to a half tonne press. My calves are fucking RIPPED.

a boring and also gay imitation of Lulz posts

shame on you

Drakaris
05-09-2016, 03:11 AM
a boring and also gay imitation of Lulz posts

shame on you

U mad jelly

Smedy
05-09-2016, 04:16 AM
Fine - 340kg.

Was tempted to just add an extra 25 kg and be done with it, but would rather just do 380 kg next week (another 2x20 kg plates). Working my way up to a half tonne press. My calves are fucking RIPPED.

bodyweight squat or what

Genedin
05-09-2016, 10:51 AM
this is garbage