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.



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Nintendo 3DS



Style Savvy: Trendsetters

Pro Stylists Come on Board

Iwata

I'd like to ask about the beginning of development. In order to make Style Savvy: Trendsetters for the Nintendo 3DS system, two completely different cultures—a video game company and a fashion company—made first contact. Yamagami-san, what was your impression at that time?

Yamagami

Well, from the very first meeting, we actually just had a great time talking about video games.

Iwata

What?

Yamagami

Earlier, we mentioned how Tamura-san introduced some stylists who like video games.

Tamura

I was to introduce some stylists to Nintendo, so I chose some real savvy girls who've got what it takes. I held interviews, and by chance, the first girl said, "I like video games!" so I was like, "Okay! You're in!"

Yamagami

It took off right away, and when I talked about a new Style Savvy game, she was like "Yay!" So rather than different cultures clashing, it was incredibly natural. We could talk casually from the first meeting, and Hattori-san was also like, "It's got to be her!"

Hattori

That's right.

Iwata

Hattori-san, what was your impression of that stylist?

Hattori

We were from different industries, so the culture and conventional wisdom that we each had was different in some ways, but I thought we were the same in the fundamentals.

Iwata

Like what?

Hattori

We weren't very different in our desire to simply make girls happy.

Iwata

Ah, I see. Your medium is different—game developers use video games and stylists use fashion—but you both want to put smiles on girls' faces.

Hattori

Right. When that stylist said "Isn't this item nice?" and "How's this ensemble?" I was like, "Ooh! That's cute!" (laughs) Of course, our cultures and common sense were different, but we were both geared toward the customer and shared a desire to make everyone happy with fashion, so we never had an ounce of trouble communicating.

Iwata

I suppose you learned a lot from the pros of fashion.

Hattori

Uh-huh! There were many times I realize, "Oh, so that's what fashion's about!" I learned a lot. How to use accessories and where to put patterns are incredibly small things, but I learned little tricks—like, "Maybe if I use it like this, it will look stylish…"—and that was important.

Yamagami

Something important for me was learning about the flow of trends in fashion. When we made the last game, all I could do was buy a bunch of fashion magazines and study the latest info, but this time, I got a grasp on current trends and what is just around the corner before that stuff showed up in magazines. Until then, I saw the fashion world as isolated points, but she connected them into lines for me.

Iwata

Before, your only viewpoint was that of a consumer, but she added to that the viewpoint of someone who makes the fashions.

Yamagami

Right. I thought that was a viewpoint we definitely couldn't achieve on our own. I thought, "I always wanted this kind of information," and was deeply moved.

Iwata

Then actual development began, with Syn Sophia making all kinds of parts day after day. As mentioned before, they were like a factory! (laughs)

Sasaki

Yes. We were working pretty hard on them even before the stylists joined, but when we tried to coordinate them and find a way to make them look cute, we weren't fashion pros, so…

Iwata

You could make individual items, but…

Sasaki

Uh-huh.

Iwata

You had a hard time in coordinating them.

Sasaki

Right. So we had Tsujii-san and stylists work with us and received advice for more effectively using the elements, like, "Start by match things from that screen."

Yamagami

At first, it was tough. Last time, there were 10,000 items. I thought that was quite a lot, but this time, the president of Syn Sophia, Syuji Yoshida, said, "Next is 20,000!" (laughs)

Everyone

(laughs)

Iwata

Twice as much all at once?!

Yamagami

Yeah. Even if we said "Making twice as much doesn't mean we can sell twice as much," he would say things like "No, we can sell three times as much!"

Iwata

Wow. (laughs)

Sasaki

Our president really loves fashion.

Iwata

If he didn't love fashion so much, I suppose Style Savvy wouldn't have come about.

Sasaki

Yeah. That's why he wanted to increase the number of fashion items, but we still weren't sure about 20,000, and eventually made about 12,000.

Iwata

That's still quite a lot.

Sasaki

Yes. We really kept at making them. I wonder if they gain the approval of pros like Tsujii-san.

Tsujii

They do. I was talking with the stylist, and she said, "They've really learned a lot about fashion."

Sasaki

Thank you!

Iwata

Since there are so many, wasn't it hard checking them all?

Tsujii

Yeah. We got lots of design ideas, flipped through them one by one and were like, "This should be a little longer," and "This pink should be a little deeper."

Iwata

So that's how we got feedback.

Tsujii

Yes.

Iwata

In this game, the player becomes the manager of a boutique and suggesting outfits to customers based on their requests, but the number of combinations with around 12,000 items is practically infinite, but the game has to decide what works and what doesn't.

Sasaki

That's right.

Iwata

But that involves subjective differences, so it must be difficult. How did you make it?

Hattori

We went through a lot of trial-and-error, and the flow chart (extending arms) turned out this long!

Sasaki

Page after page…

Yamagami

And we redid it twice! That's one reason development took so long!