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 : Wii Party

What's a Party?

Nishiya

We really did stress over making the Mii characters work this time, but aside from that, when we thought about this game being in the Wii series, we thought if we just put in board games and minigames using Mii characters, something would be missing.

Iwata

By "Wii series" you mean games like Wii Fit8 and Wii Sports9 that start with the word Wii.

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Nishiya

Yes. So in order to release it as one of the Wii series, we had to face a new challenge.

Iwata

Up until now, Nintendo has made all the Wii series games with in-house teams, and Miyamoto-san produced them all. In other words, the Wii series is a group of prominent Nintendo titles designed for the Wii hardware that anyone can play regardless of age, gender or gaming experience.

Sato

About one year ago, we hadn't formally decided on a title yet. If we had failed at that new challenge, it might have been released as Mii Party rather than Wii Party in the Wii series.

Iwata

That's right. You were told that if it didn't live up to the name of the Wii series, we couldn't give it the name Wii Party. So you had quite a challenge to overcome.

Nishiya

Yes. We had to give it plenty of energy and time in order to earn the name Wii Party.

Iwata

What did you do toward that end?

Sato

First, we decided to thoroughly readdress the basic question of "What is a party?"

Ikeda

A home party? A birthday party? The more we thought about the various kinds of parties, the more we got bogged down. We really worried over it.

Iwata

About when was that?

Ikeda

Around the summer of 2009. According to our usual schedule, it was about the time we would have needed to start polishing it off.

Iwata

So about the time you needed to be finishing it, you were thinking way too hard about what a party is. (laughs)

Ikeda

Yeah. (laughs)

Sato

At first, we had tentatively been calling Mario Party for the Nintendo 64 by the name of Mario Board. In the end, we released it as Mario Party. Just like the name indicates, it consists of minigames playable on board games.

Iwata

So rather than party games, you had board games in mind.

Sato

That's right. That was our original departure point, so we were focused on playing board games and minigames on the television screen. But we thought once again about what a party is, and as a result, we realized parties are about having a good time together with other people. We decided to put in whatever we could think of to a level surpassing any other product in the world, and the very last thing we thought of was play using the Wii Remote controller.

We wondered about, rather than playing on the TV screen, playing on this side of the screen, using the room itself as a play space.

Nishiya

One of our staff members is the type who doesn't usually talk about the contents of a game, but one day he quietly said, "What if we hid the Wii Remote?" and that one sentence suddenly broadened the horizons of our ideas.

Iwata

You normally assume that the Wii Remote is for operating a game. The suggestion to hide the remote brought about a sea change in inspiration.

Sato

Yes. When we came up with that idea, it just so happened that most of the main staff members were present, and suddenly everyone came to life.

Hirose

The first minigame we thought of was Hide 'n' Hunt, a hide and seek game using the Wii Remote controller.

Nishiya

But if you simply hid the Wii Remote somewhere in the room, it could be pretty hard to find. We thought a hint was necessary, and decided to have the Wii Remote controller's speaker make a sound. We tried out a sound, and that sound itself was funny. The next idea was Animal Tracker.

Hirose

We tried having the remote make an animal sound. You had to guess which remote was making the sound, and that was really fun.

Iwata

So the first idea set off a chain reaction of other ideas.

Nishiya

Yes. When you use the Wii Remote, you're generally supposed to use the hand strap, but in this game you're not swinging it around, so we thought it would be all right not to use the strap. We classified these games as "House Party."

Iwata

Another House Party game is Time Bomb, where you pass the Wii Remote around.

Nishiya

Games that you pass around bombs are fairly commonplace, but the Wii Remote has an accelerometer, so it can tell when it's tilted. We thought it would be fun if we set it to explode when it tilts, and that's how that game came about.

But when we tried making it, everyone passed the remote around so carefully that the bomb never exploded! (laughs) So we made it so there's a time limit to rush the players and they have to press buttons on the screen. Then we displayed the vibrations on the screen as a graph, making it really easy to see how steady you are, and suddenly it got really fun.

Iwata

Up until now, using the controller roughly has been the norm for party games, but the addition of House Party games are fun for a change of tempo because of the contrast between moving and sitting still.

Ikeda

That's right.

Iwata

The television and area in front of the television aren't the only play spaces the way they always have been. The whole room becomes the play space, so I too sensed a new challenge there.

Ikeda

Thank you. But there was one other big hurdle.

Sato

Since it was going to be released in the Wii series, we decided to have the development teams for Wii Sports Resort10 and Wii Fit Plus11 try it out and tell us, openly, what they thought.

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Iwata

Oh, I bet you got some pretty severe comments. (laughs)

Ikeda

Yeah. To be honest, some of them were so severe that I was like, "You don't have to be quite so harsh, you know!" (laughs) But it had been decided we were going to use the title Wii Party, so the team's motivation was pretty high. We were happy to be recognized as part of the Wii series, so while we had to endure some pretty tough criticism, our attitude was "Let's fix everything they mentioned!"

Iwata

Our readers probably have no idea what kind of corrections we're talking about, so could you give us an example of the kind of thing they pointed out?

Nishiya

The biggest thing was tempo. In the race game, for example, before it starts, you see an overview of the course in about five seconds and then there was a start-up sequence. But for people playing over and over again...

Iwata

It's like, "Hurry up and let me play!"

Nishiya

Exactly. That's just one example, but there were problems with tempo all over the place. The Wii Sports Resort team didn't pull any punches in pointing them all out.

Iwata

When it comes to pacing, the Wii Sports Resort team may be the most sensitive group of individuals at Nintendo. Since you were bringing out your game as part of the Wii series, they gave it a thorough check and told you what should be fixed.

Nishiya

Yeah. We were grateful for that.

Sato

Improving the tempo was important, but what really struck me was when they said, "Some of the minigames are low in quality."

Iwata

Whoa, that's harsh. (laughs)

Sato

Well, actually, there was some variation in quality. Someone even said he didn't feel like playing some of the minigames more than once, so we had to rethink a lot of things, including how to layout the menu screen. (laughs)

Iwata

That's rough...