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 DS



: Style Savvy

10,000 Fashion Items

Iwata

Tajima-san, what, in a word, do you do in this game? I'd like you to explain it for someone who doesn't know anything about it. At first, the main character works at a clothing boutique, right?

Tajima

That's right. You recommend items to the customers and have them buy them.

Iwata

Then as the shop becomes more prosperous, you eventually gain your own boutique.

Tajima

That's right. But developing the business isn't the goal.

Iwata

What is the goal?

Tajima

A wide variety of customers will visit your store. You can figure out their tastes by talking to them and looking at what they are wearing. The main point of the game is to choose fashion items that suit them.

Iwata

I've heard that before anyone knew it, there were over 10,000 different items.

Tajima

I was surprised when I heard that here, too. I didn't think there were that many.

Iwata

Who decided to make so many?

Yamagami

Yoshida-san, president of Syn Sophia.

Iwata

For any other game, making ten thousand items would be impossible.

Yamagami

I originally thought we should first make 1,000 clothes and other items, and then after checking how balanced they were, consider whether or not to increase the number. They agreed, but when I saw them the next month, they were talking how we needed 5,000 items!

Iwata

In other words, you couldn't get across to them how best to proceed. (laughs)

Yamagami

Right. (laughs) I told them that if they did that later adjustments would be impossible, so they should make the basic format of the game first. They said they understood, but then said they had made 5,000 items and it wasn't enough so they were going to increase it to 8,000. There was no stopping them! (laughs)

Iwata

When you make a game in that way, it will definitely flounder. Someone's got to apply the brakes! (laughs)

Yamagami

They just kept making more and more, until they said they wanted to surpass 10,000. It was out of control. But after they had crossed 10,000 they said, "There are too many clothes to adjust," and, "Now I know why you were trying to rein us in!" (laughs) That's why ever since this spring we've been working feverishly hard.

Tajima

But I can understand why they wanted so many. There are 16 fictional brands within the game. When you try to coordinate outfits out of the varying designs of the brands, 1,000 items isn't enough. When we created the first test, I think there were only a few hundred. Is that right, Yamagami-san?

Yamagami

Yeah, there were about that many.

Tajima

Within those few hundred items, there were tops and skirts and pants, but nothing you wanted to combine into outfits. In order to create the outfit you want, you need lots of different types of clothes and accessories. I think that's what Syn Sophia had in mind.

Yamagami

Also, Yoshida-san, Syn Sophia's president, is really into fashion. That may be another reason they made over 10,000 items!

Tajima

In the end, going over 10,000 items has made it possible for players to enjoy creating any kind of look they desire.

Iwata

Well, I'm glad that in the end we could make use of the 10,000-plus items without any going to waste, but to be honest, when I gave the go sign, I had no idea that development would take two and a half years. I thought it would take about one year and a half. Why do you think it took so long? Surely not just because of the 10,000 fashion items...

Yamagami

About a year after development began, we kept making new clothes in order to make the game more fun, and it simply took too much time.

Tajima

We had tackled the basic system for coordinating clothes right away, so that aspect of development got off to a good start. However, when we entered the process of trial and error for how to make it feel more like a game, development began to drag on.

Iwata

What do you mean about making it more like a game?

Tajima

Personally, I can have fun just coordinating outfits. I even have little fashion shows at home.

Iwata

I see... (laughs)

Tajima

But not everyone would enjoy that so much.

Iwata

In other words, someone like you who knows about fashion would enjoy it, but someone with only general knowledge might not see the appeal.

Yamagami

At first I myself didn't understand what would be fun about it. I had never had much fashion sense, so I didn't know what kind of clothes to recommend. When I would choose clothing items and hand them to customers, they wouldn't buy them. They'd make a bee line for the door. Tajima-san would always tease me for being so clueless when it came to fashion, but I couldn't see what was fun about selecting clothes.

Tajima

So what took the most time was figuring out how to make the game fun for guys like Yamagami-san who don't know about fashion.

Iwata

I feel a little better now that I hear that. But then, while you were working all this out, you were sent to NOA. Did you wonder what to do?

Tajima

Definitely. I didn't want to abandon the project. I really didn't know what to do.

Iwata

After all, you kicked the whole thing off by swearing to Yamagami-san that you would stick with it to the end.

Tajima

I know! I went to Hattori-san, and begged her!

Iwata

Enter Hattori-san, who was confronted by a frantic Tajima-san.

Everyone

(laughs)

Iwata

What did she say?

Hattori

She said the game would be done in three months.

Iwata

Hmm, I've heard that one often enough. (laughs) That's how you get drawn into some pretty intense work.

Yamagami

We had actually planned to be finished by the time Tajima-san went to America in September last year. That's why I could tell Hattori-san that it would be done in three months at the longest.

Hattori

But then it took another year and a half!

Everyone

(laughs)

Hattori

When I became involved in this project, only the part about serving customers was properly done. They told me you had to choose items from among the many cute items available and make recommendations to customers that would please them. But if I chose something that seemed cute to me for no clear reason, the customers would head straight for the exit!

Yamagami

Same here. (laughs)

Hattori

I wasn't really the type to make a point of reading fashion magazines. Like Yamagami-san, I didn't have a good grasp of fashion, so even when I tried playing the game, I didn't know how to enjoy it. Then, when Yamagami-san asked if we could somehow finish it up in three months, I was completely stumped.

Iwata

But you eventually got over it, right?

Hattori

That's right. In general, girls are interested in fashion, but not everyone knows as much as Tajima-san. They don't all know a lot of fashion terminology or how to combine colors, and knowing how to match brands is something that you pick up as you grow up. If an adult such as myself couldn't enjoy the game, it would be even harder for girls, whose parents still buy their clothes. So as we thought about how to make the game enjoyable for everyone, we decided to include an introductory segment, something like a tutorial.

Iwata

Even a tutorial would be impossible to make in three months.

Hattori

Yeah. So I asked Yamagami-san for an extension.

Yamagami

When I took the request before Iwata-san, he said sometimes retreat is the best option. I mulled it over, but I thought there was a chance of success with the tutorial Hattori-san had suggested, so I asked Iwata-san to let us continue. He said it was all right if I thought we could do it, so we soldiered on.