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.





Wii U: Wii U GamePad

"We Gotta Make a Controller!"

Iwata

Speaking of guts, I'd like to ask you something, Ibuki-san. The tea table got overturned three or four times for the Wii U GamePad design, right?

Ibuki

Yeah… (laughs)

Iwata

What were once circle pads were changed to analogue sticks that can be pushed down to work as additional buttons, and the design of the Wii U GamePad was flat but then gained grips. You had to make a number of big design changes for operability during a short time, which must have been quite hard. Tell me about those memorable moments.

Ibuki

Sure! (laughs) The first Wii U GamePad was the one we used to announce it at last year's E3. At that time, the design group was of a mind to make a pad-like device. The main concept was a device that would be worthy to have sitting in your living room.

Iwata

Back then, the surface was extremely uncluttered.

Ibuki

Yes. But after last year's E3, we heard it was difficult to use. We played the NES version of Mario Bros. game on the Wii U GamePad and realized we couldn't do it very well.

Iwata

I remember that with the design of the GamePad at the time, a good amount of people said it was tiring and difficult to play.

Ibuki

Yes. That's no good as a controller, and just when we thought we wanted to do something about it, we heard of a desire from within the company to change the specs regarding improvement of the controls and took it up.

Iwata

As those who had made it, you just couldn't let it go.

Ibuki

Yeah. We would have regretted releasing it like that. So we started from the beginning to see whether a flat, pad like design, or a shape of a traditional controller that players could firmly grab that emphasized on controllability was the right way to go. We held a lot of meetings within the team over what the Wii U GamePad should be like. A lot of opinions came up.

Iwata

Both Miyamoto-san and myself wanted the change to happen. It was a decision made even as Takeda-san said, "We usually wouldn't do such a thing at this point, you know!" It's true, however, that if you held the earlier incarnation of the Wii U GamePad for very long, there were times where your fingers could get tired. That really changed, though.

Ibuki

Yes. There was still a long ways to go, and we were like, "We got to make a controller!", but at the same time, a conflict arose with the opinion that a pad-type design that would be appropriate in the living room was best. It was hard to maintain the balance.

Iwata

It took time to reach a balance between a controller's ease of use and a design that would be appropriate in the living room.

Ibuki

Yes. The grips we affixed to the improved version actually weren't finalized until the very end. At first, we looked at a more flat, square shaped pad to a version with gradual grips and considered various options.. We took an in-house survey as to which was easier to use, but the votes were divided and we couldn't decide which was better.

Iwata

How did you finally decide on the final form of the grips?

Ibuki

We looked at multiple factors. It needed to be a design that you wouldn't easily get tired, and we looked into what was the best design that would be the most comfortable for both big and small hands. Ultimately, the design that everyone in the design group agreed that was the most easiest to use, was the final form with the grips.

Iwata

You tested a bunch until it reached its current form.

Ibuki

Yeah. To be honest, we didn't know how tacking grips on the back of a square pad-like device would make it any easier to hold. So we made a bunch of designs, I carved them by hand, adjusted them with clay, did that day after day for a long time, went to have it checked by those involved, and got told it was difficult to hold!

Everyone

(laughs)

Iwata

No matter how perseverant you are, that may break your heart.

Ibuki

I thought, "Come on, this is pretty good isn't it?" But they flat-out said it wasn't, so we repeated that process. I think that was the hardest time for me.

Iwata

Where else did you expend a lot of energy?

Ibuki

Making it lighter was also important. The Engineering group took the lead in making it lighter. With Wii U GamePad we put in a lot of effort in reducing its weight. There is a part called a chassis to protect the screen, and at first we were planning on using materials like aluminum and magnesium. But ultimately we decided against those and used what's called a resin chassis to further reduce its weight. In that way, we chipped away one or two grams here and there.

Iwata

We made it as light as possible without causing durability problems. There may be some that would think 500 grams is heavy for a controller, but the result of pecking away at it like that was something much lighter than at first.

Ibuki

Yes. Any suggestions for a change in the design had to come with how many grams it would increase the weight. It was like: "I want a design like this." "How many grams will that increase the weight?" "Five grams." "Request denied!!"

Everyone

(laughs)

Ibuki

Five grams is about how much a 100-yen coin weighs! (laughs) (Editor's note: A US Nickel weighs five grams) We wanted the Wii U GamePad to weigh about 500 grams, so when we were approaching 500 and some grams, all suggestions that may put more weight on it were refused.

Iwata

Whenever we make a controller or handheld gaming device, we test a lot with regard to weight. But even so, it looks like this time sets records.

Ibuki

Yeah, that may well be! (laughs) The senior staff encouraged the new employees starting off with the Wii U project by saying that development isn't always this hard. I think all the teams were that way. (laughs)

Iwata

For two years, the senior staff members consoled the newer staff members and somehow you made it through. Did everyone here give kind words to your newer teammates?

Everyone

(unanimously) Yes, we sure did! (laughs)