Iwata Asks is a series of interviews conducted by former Nintendo Global President Satoru Iwata with key creators behind the making of Nintendo games and hardware.



Iwata Asks Home

Nintendo 3DS




Brain Age: Concentration Training - Volume 2

Going Off Road

Iwata

You intended to make Brain Age: Concentration Challenge quite quickly, so why did it take so long in the end?

Kitamura

This title represents rather an abrupt shift from a fun training game for your brain to an altogether more intense workout, and we were concerned that players would approach this game with the expectation that it would be like previous games in the series. We thought that we should significantly change its image so players could tell at a glance that this was different, and we experimented with a lot of ideas in order to achieve this.

Iwata

What kind of ideas did you try?

Kitamura

The first proposal was to name it Hellish Brain Age so the difficulty would be explicit and easy to pick up on.

Iwata

Ah, I can imagine the title logo you came up with! (laughs)

Kawamoto

Dr. Kawashima even has a volcano on his head, so that he'd erupt when he got angry!

Kitamura

Kaboom!

Iwata

You took it that far? (laughs)

Kitamura

We did! (laughs) That was our initial proposal, but then fans of the previous Brain Age games wouldn't touch it!

Iwata

So you'd gone a little overboard in stressing the difficulty…

Kitamura

Right. Then we decided we wanted it to be training that was difficult while at the same time being fun, and we brainstormed some more. We considered giving it a story, as well as making it into a kind of simulation.

Iwata

Really? Brain Age as a simulation game? (laughs)

Kitamura

That's right.

Takahashi

We were tossing around the wildest ideas.

Kitamura

We really were! (laughs)

Iwata

What kind of ideas?

Kitamura

They're a little embarrassing, but there was this ultra-cute anime-style character and you…

Iwata

An anime character?

Kitamura

And you would help her develop….

Iwata

In Brain Age?

Kitamura

Yes.

Iwata

Just what kind of audience were you going for? (laughs) All: (laughs)

Takahashi

We also discussed using celebrities.

Kitamura

Right. Personalities who get picked on are pretty popular on television. So we wanted to use a real image of a celebrity, and they would be a bit slow at first but would eventually get really clever.

Kawamoto

There was a little animal for a while, too. A bird, wasn't it?

Iwata

A bird?

Kitamura

Yes. You would raise a bird. And then there was an idea that involved enhancing a robot.

Takahashi

At that time, everything was on the table!

Iwata

You had really gone off road, so to speak! (laughs)

Kitamura

Indeed we had. We went off road for at least six months.

Iwata

Then, while Kitamura-san was coming up with all these off-the-wall ideas, Takahashi-san and Kawamoto-san, you were busy with the development of the Nintendo 3DS system, so you couldn't give her ideas the attention they deserved.

Kawamoto

Right. When we got a proposal from her, we would be able to say, "That's no good, I'm afraid" but not much beyond that…

Iwata

So you could tell when something wasn't heading in the right direction.

Kawamoto

Yes, but...

Takahashi

We couldn't spend much time on it because we were tied up with the development of the Nintendo 3DS system, so we couldn't suggest the right route to go.

Kawamoto

I think we really put Kitamura-san through the wringer for about half a year.

Iwata

How did you finally escape that six-month period where you had gone off road?

Kitamura

Well, it was during that period when the release of Nintendo 3DS was announced.

Iwata

There was momentum building within the company to the effect that if we were going to make something, it should be for Nintendo 3DS.

Kitamura

Yes, so we decided we should remake it from scratch for Nintendo 3DS. It was just at that point that Ito-san joined the team.

Iwata

Ito-san, you had wrapped up the work you were doing on the Nintendo 3DS system, and you found yourself drawn into this project.

Ito

Yes. Actually, they tricked me.

Iwata

Now, when you say they tricked you, you mean that they initially told you that you'd be working as a programmer...

Ito

That's right, but I ended up having to do all kinds of other things too!

Iwata

What was your first impression when you joined the project?

Ito

To be honest, when I first tried the n-back exercises, I thought, "What on earth is this?"(laughs)

Iwata

(laughs) What was it that made you react like that?

Ito

It was so hard! It felt like I was being forced to use brain functions that I usually try not to!

Iwata

So you tried it out and thought things like "I've never used my head so much!" or "I've never concentrated so much before!"

Ito

That’s right! I thought if we released this title with just the n-back exercises, a number of players would have to fall by the wayside, so we left those as they were but tried out a number of ideas using sound and moving graphics to see if we could make it more fun.

Iwata

And how did that turn out?

Ito

(disappointedly) It didn't get any more fun.

Iwata

So even if you use sound and moving images to relieve stress, memorizing things while doing calculations at the same time is going to cause considerable stress.

Ito

Precisely.

Iwata

I imagine it was like setting a test with 100 problems, and then deciding to take three problems and reduce them to one.. The fundamentals don't change.

Ito

That's right. And if we had changed that fundamental element to make it more fun, it wouldn't function as a training exercise anymore.

Iwata

So after Kitamura-san experimented with a process of trial and error for six months to no avail. Ito-san then found himself equally at a loss. How did you eventually come to see light at the end of the tunnel?

Kitamura

Well, that didn't happen until the very end.

Ito

Really? But I thought it was about six months ago.

Kitamura

Was it really?

Iwata

I suppose it must have been such a grueling, protracted process for you that it felt like it only came together right at the end.

Kitamura

Yes, I suppose that must be it! (laughs) I think we finally had a breakthrough once we had gone through this process of trial and error to make the training exercises more enjoyable. We basically realized that if it wasn't difficult, it wouldn't really qualify as training anymore. — We also finally managed to come up with solutions, for instance in the way we presented the exercises, as to how to sustain player motivation for an extended period.