Words matter. These are the best Reggie Fils-Aime Quotes, and they’re great for sharing with your friends.
The 3DS is a fantastic machine with more than 1,000 games. Its key differentiator is the 3D immersive experience without need for glasses. But as good as that machine is, you can’t play a game like ‘Legend of Zelda: Breath of the Wild’ on it.
We constantly push the edge on technology. But for us, technology needs to be fun.
I would say that ‘Breath of the Wild’ is a dramatic departure from the conventions of a ‘Zelda’ game.
We, as a company, take the most risks in pushing the boundaries on consumer expectations.
It’s true that Miitomo, at its core, aims to foster social engagement. That’s what it’s all about.
When you think about a new platform, what will define it as a long-term success are the ongoing range of games and experiences that come to the platform – not what’s available on Day One.
We want the consumer who has bought into the Nintendo Switch platform. When there’s a great third party experience, we want them to jump in immediately.
Nintendo Switch is a home console you can play anywhere, with anyone. Clear. Compelling.
When the DS was first announced, our focus really was on communicating to consumers and to developers the innovation that’s in that unit: two screens, a touch screen, voice activation.
We do think deeply about the sequencing of our games, but having said that, Nintendo is well-known that if a game isn’t ready, we will push out the development in order to make sure that it is as strong as possible when the game launches.
We believe that creating a ‘Mario’ game is a special endeavor.
In particular, in the Americas that I have responsibility for, ‘Zelda’ is a franchise that is very well developed.
I still really like ‘WarioWare.’ It’s a great quick hit, especially for air flights.
Nintendo has an enviable position of having the best franchises in this industry in terms of ‘Mario’ and ‘Zelda’ and ‘Metroid’ and ‘Donkey Kong’ and all of those great franchises. Together, those are a library that any developer would kill for.
The Wii had sold a hundred million units globally; the Wii U did not have that same level of success.
We want Miitomo to create an atmosphere that’s distinctly Nintendo.
We want great third-party titles to achieve mass-market success on Nintendo platforms. We also want the evergreen Nintendo titles to continue to do well.
We believe that there are a number of Nintendo titles that could do exceptionally well in the competitive play space.
‘Yoshi’s Woolly World’ for young families and new entrants into the overall video gaming space, I think, is going to be a hardware driver.
Our strategy with DSiWare is the same as with WiiWare in that we want to provide new experiences every week.
Both of my parents were college-educated within the curriculum in Haiti. When they came to the United States, both had to learn English. My mother worked in retail and continues to do so today, working as the lead sales representative in a fine-jewelry store. My father became a machinist.
The one point gamers all hate is the point where they have to put the controller down.
We compete with all of the time that consumers spend when they’re not sleeping, they’re not eating, not going to work or going to school. Because everything else is entertainment time.
At Nintendo, we think deeply about everything.
I love ‘Spirit Tracks’ – I’m a ‘Zelda’ fan all my life.
Software drives hardware in this business. We see it time and time again. We saw it with our Wii and DS businesses.
Our strategy is gaming for the masses.
If we had not had the Wii U, we would not have the Switch.
You don’t own a 3DS? What’s wrong with you?
I’m passionate about what I do.
‘Star Fox’ is a fan favorite.
I grew up in a lower-middle-class environment, usually the lone minority among my classmates.
Nintendo is about innovation and bringing new and unique game play to the consumer – both the core gamer as well as new gamers.
With innovation, there is always risk.
One of the things that… I’ve seen Nintendo do so well is provide a user interface that is intuitive, easy to navigate, easy to execute against – and in our view, that’s exactly what we’ve done on DSi.
That’s what DSi is all about: Providing simple, quick-to-master experiences that everybody can pick up and enjoy.
Whether it’s with a ‘Metroid’ experience or a ‘Donkey Kong’ experience, we’re constantly looking to push the envelope on the IP versus doing sequential small iterations with a particular franchise.
I was accepted into Cornell in 1979 and went there to follow a finance and business path. I ended up pursuing marketing and sales because I was selected by Procter & Gamble as an undergraduate candidate to go into its brand management program, which is typically available only to M.B.A. candidates.
We’ve always anticipated that, as Nintendo would demonstrate business potential with an idea, others would follow. And we believe that based on history – rumble, joystick – things that we invented, if you will, and first put in video games, others quickly latched on to.
That ‘Super Mario’ movie from the 1990s… left a really bad taste in the mouth of our developers.
We’ve always been an entertainment company.
We believe that either our own teams or teams that we direct are best capable of creating ‘Mario’ games that will live up to the franchise. The same is true for ‘Metroid’ and ‘Zelda’ and all those wonderful properties. For us, we want to control those characters as a key corporate equity.
When we launched the Wii – I mean, again, people look back and say, ‘100 million units, it was easy!’ Believe me, I was there, and it wasn’t easy at all. We had tough conversations, internal debate, like, ‘How are we going to do this? How are we going to bring it to life? What are we going to do?’
Nintendo looks at every technology. Often times, we look at technology before it really is considered mass-market ready. The original DS had touch screen on a device. First time that a mass market product had touch screen built in.
With risk, sometimes you have tremendous success, sometimes not so much.
I get asked constantly, what’s Nintendo’s approach to the esports community. And our approach is we want to enable consistent standards. We want to enable an approach to the competition that’s fair, that’s balanced, that enables the players to showcase their skills.
October, November, December is a huge selling season globally for Nintendo.
‘1-2 Switch’ is a party in a box.
We see our mobile initiatives as a way to bring our intellectual properties and our gameplay experiences to a larger population than the tens or hundred million consumers that own a dedicated gaming system.
Our goal is that everything we do blows people away.
For Nintendo, we do believe the GamePad is a critical innovation, and we believe that integrated experience with a second screen is something that brings new propositions to the consumer.
For us, we’re clear that, in terms of Nintendo-developed games, we want to bring new experiences from our best franchises to Nintendo Switch, and that’s what you see with ‘Smash Bros.’ and ‘Pokemon.’
We expect people’s experience with Miitomo to be a rewarding one in its own right. But at the same time, it’s also a way to have them engage – or reengage – with Nintendo.
If Wii was about gaming for the masses, then think of DSi as creativity for the masses.
There’s no doubt that ‘Breath of the Wild’ is the Switch game I’ve put the most time into.
One of the things that, on one hand, I love and, on the other hand, that troubles me tremendously about not only our fanbase but about the gaming community at large is that, whenever you share information, the perspective is, ‘Thank you, but I want more.’ ‘Thank you, but give me more.’ I mean, it is insatiable.
You need to run the company on an even keel, and you need to be thinking about the company long-term and how to drive your next innovation.
We have worked with a range of input approaches. We’ve worked with the range of mechanisms to drive immersion into the gaming experience.
Nintendo, at its heart, is about making us feel younger than we are today.
I grew up playing the Super Nintendo.
The appeal of Wii to nongamers has taken away some of the seasonality of sales we’ve come to expect in the past.
The fact that the Nintendo 3DS business is backwards compatible incentivizes us to get as many new consumers into the core DS platform as possible.
We believe used games aren’t in the consumer’s best interest.
We brought augmented reality to the marketplace with Nintendo 3DS. We made it fun; we made it social.
In the end, given the way we view the world and the way that we view ourselves as an entertainment company, our biggest challenge is creating content and creating services. Excite people. We were fortunate we were able to do that with the Wii.
‘Super Mario Maker’ clearly is going to drive hardware. There are consumers who have always wanted to make their levels of Mario games. So that game will really speak to those consumers.
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