Amazing read about the Gamecube and it's development.
PostPosted:Thu Jan 09, 2014 5:13 pm
Very very long mind you, 29k words. Emily Rodgers is becoming one of my favorite journalists.
http://www.dromble.com/2014/01/07/dolph ... -gamecube/
Some gems:
http://www.dromble.com/2014/01/07/dolph ... -gamecube/
Some gems:
The company discovered that many gamers became personally attached to their consoles. They would take their consoles over to a friend’s house to play, or they would move their console from one room to another. Nintendo decided to include a handle on the GameCube to give it portability and a more personal, friendly look.
“Before I started thinking about the design of the Nintendo GameCube, I did some research to determine how video game systems were used in game players’ homes. I discovered that a lot of players actually moved the console away from the television and closer to themselves while playing games. Adding the handle to the system makes it easier for players to do this, and it also gives the system a friendly look,” said Kenichiro.
“The Internet games available today are for hard-core gamers. I don’t believe the general public is going to be very interested in them,” said Hiroshi Yamauchi. “And I doubt that Net games will turn out to be profitable. There is only interest in these games because NTT DoCoMo Inc has profited from i-mode. I am not sure if content providers have made any money. Unless the business proves profitable, Nintendo will not be involved in Internet games.”
"…when we launched the GameCube, we put the concentration of our development kits in the hands of only a few people — internally, of course, with Mr. Miyamoto’s EAD team, but also with Rare. And Rare didn’t deliver a single game for us at the launch, when their history had been to make some really great games for us in the past. That hurt us, and it led us into this gap of titles, starting after the launch and lasting for about seven or nine months until Mario Sunshine came out.
Consumers want consistency. They would never buy a DVD player that had only one or two good movies a year; they want consistency and variety, and we’re trying hard to make sure that’s not only resolved for the GameCube, but as we go into the next system,”
Miyamoto spoke on the challenges of Nintendo 64 development and the transition from 2D to 3D game development. He believed that the struggles some third parties faced during the N64 era were necessary because it forced weaker developers out of the industry and made the remaining developers much stronger.
“It was hard to develop for the Nintendo 64, especially because the software libraries were delayed. However, the Nintendo 64 truly brought developers into the era of 3D, and there were bound to be problems with that,” says Miyamoto. ”I suppose developers who have been working with pseudo-3D on the PlayStation, are now finding themselves playing catch-up working in real 3D on the PlayStation 2. In that sense, I think the PlayStation 2 is even harder to develop for than the Nintendo 64. Nintendo 64 weeded out weaker developers at an early stage. In the long term, I think that was necessary. Almost a rite of passage.”
"In early 2001, Nintendo’s marketing chief Peter Main sent out a letter to ten major retail stores asking why Xbox was being promoted so early. The letter told retailers that manufacturers, publishers, and retailers rarely promote new products beyond the maximum 4-8 weeks before launch. Main blamed 2000′s 5-6% decline in sales on retailers promoting the PlayStation 2 instead of promoting current products already on store shelves. A Microsoft spokesperson laughed off Nintendo’s letter to retailers and said, “We’re flattered that Nintendo is taking the Xbox seriously, but it’s a bit odd to see them trying to take control of the information that gamers are getting at retailers.”