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: Miiverse: The Developers

Empathy

Iwata

Motoyama-san, have you sensed any difference between design of a PC or tablets and design of gaming devices?

Motoyama

I think the situations you use them in are completely different. You use a PC on your desk and you use a smartphone while on the go. However, you use Miiverse to communicate while playing a video game, so my impression on it was that it was quite a bit different than what I was used to.

Kurisu

At first, we talked quite a lot about things like whether you would set it down and play games or hold it in one hand. And if, on a suggestion from Mizuki-san, I said, "Let's put a button here," Motoyama-san would ask, "Do we really need that?" and "Who is going to use that? And when?" (laughs)

Motoyama

Yeah, sorry. (laughs) I try to imagine actual situations, like, "Exactly when would one use this?" If I asked "Will anyone really use this?" and simulated it and thought, "No, it's unnecessary," then I tried to honestly convey that. And I've thought about why we need buttons and changed the way I view their necessity.

Iwata

After you had been working on it a bit, did you make any new discoveries?

Motoyama

When we had reached a stage to start working on debugging it, more things were flying back and forth than I had imagined. There were all kinds of responses, so I could tell it was fun.

Iwata

It won't be long before it's really up and running.

Kato

Yeah. During debugging, we set up a hypothetical Mario community and I watched the comments. My idea of it grew a lot and I thought, "Oh, so this is what it's like when you actually play a game with it."

Kurisu

Someone posted, "I can't clear this stage!" and someone replied, "You have to step on Luigi!" Then the first person said "I did it!" Watching that back-and-forth, I thought, "Oh! This is it!"

Yuzawa

I think people will use Miiverse in more ways than we ever imagined, so I'm really looking forward to it.

Iwata

Past Web services were like that. When lots of people get together, the creative wisdom is incredible.

Kurisu

That's right. At first, Flipnote Studio was about evaluating Flipnotes, but it's come to be like a chat service. A lot of the Flipnote posts themselves are like "Let's all chat!" so it's really interesting.

Iwata

I think you made concentrated and speedy progress. What do you think is the reason that you could come this far?

Kurisu

Well, at a previous job, Yuzawa-san worked on the Q&A site Yahoo! Chiebukuro.20 And before my current job, I worked on the Q&A service Jinriki Kensaku Hatena.21 We were in the same field. 20. Yahoo! Chiebukuro: A wisdom-sharing community service for everyone operated by Yahoo! Japan.

21. Jinriki Kensaku Hatena: A Q&A site to resolve people's questions operated by Hatena Co., Ltd.

Iwata

You were rivals! (laughs)

Kurisu

We were! (laughs) When we first met, we had a good time discussing what a coincidence it was. So basically, when it came to the Web service aspect, we had shared knowledge from the start.

Iwata

You began with a certain degree of trust, so you started from a state of "empathy."

Yuzawa

Yes. For example, when Mizuki-san came to discuss specs, instead of saying, "I'll check with Hatena," as you normally would, I could make a decision and answer him right away, saying, "Hatena should be able to handle that."

Iwata

You answered in their place?! (laughs)

Yuzawa

I did. And when I checked with Hatena later, we were on the same wavelength. Having both worked in Web development for so long, we were at the same level of understanding when it comes to things like what was easy and difficult to do. I think that's one reason we were able to move so quickly this time.

Iwata

I see. I've heard Mizuki-san say quite a few times how great it is that you worked on this, Yuzawa-san. Today, that has really become clear for me.

Kurisu

There we really had a sense of trust. And they trusted us, so instead of talking it over at the start and then working on it, it was good that we were able to start by just making something and continue to work on it as we moved forward.

Iwata

These chance encounters are really strange. Before, you were making services as rivals, but…

Yuzawa and Kurisu

(looking at each other) We know! (laughs)

Kurisu

Also, we made a chat room in the development environment. If you posted something, someone would reply right away. It was like that person's seat was right there, so we were able to carry out our work with hardly any sense of distance.

Motoyama

And we held meetings several times a week, so we could speak our opinions freely. As we met, we gradually bonded as a team, like everyone at Nintendo were employees of Hatena! (laughs)

Kurisu

Huh? Not the other way around—like you were employees of Nintendo?

Motoyama

No, because they came to see us most of the time. Sometimes they were working away right behind my seat at the office! (laughs)

Iwata

Did you only get close because you met often? I sense there may be more to it.

Kurisu

Well, maybe it was good that I called Motoyama-san by the nickname Kurage-san (Mr. Jellyfish). (laughs)

Motoyama

Oh, right! It probably helped that we called each other by nicknames.

Kurisu

Within Hatena, we usually call each other by Hatena IDs, and Motoyama-san's ID says Kudakurage (siphonophore), so I always called him Kurage-san. Maybe that helped knit us together? (laughs)

Kato

Yeah, I lost track of everyone's real names!

Motoyama

That's not true!

Everyone

(laughs)

Yuzawa

When the project began to get stuck, I was like, "Let's camp it out!" I say "camp it out," but it was really like we all just crammed into a room somewhere for a day and concentrated on our work. I think it went smoothly because we could easily do stuff like that.

Kurisu

At first, we were developing in an apartment room that Hatena leases that we call Crema (Editor's note: Crema is the abbreviated name for "Creator's Mansion". In Japan the word "mansion" is used to refer to an apartment). The staff from Nintendo liked it so much that they said, "It's fun coming here!"

Yuzawa

It was like ten adults packing into a one bedroom apartment! (laughs)

Kato

And afterward, we would go to their regular office and start the actual developments. Shoes weren't prohibited there, but I noticed that everyone took off their shoes anyway. I asked if we should take off our shoes too, but they said we didn't have to.

Kurisu

We take off our shoes because our original group of developers was always working in that small apartment. It's like we can't get ourselves motivated unless our feet are free! (laughs) Only the people who want to take off their shoes do, so it's totally fine to keep them on. (Editor's note: In Japan people take their shoes off when they're at home, but keep them on at an office.)

Kato

But we actually want to take them off, too! (laughs)

Kurisu

Oh, really? (laughs)

Iwata

There was a time when HAL Laboratory22 worked in an apartment while I was residing with them, too. I don't think I could program without taking off my shoes, either! (laughs) But to be able to concentrate on something from morning to evening was a blast. Maybe I'll swing by sometime…

Kurisu

Yes, please drop in! (laughs) 22. HAL Laboratory, Inc.: A video game developer that has worked on such products as the Kirby™ and Super Smash Bros.™ series. Satoru Iwata once served this company as president. Also called Haruken in short in Japanese.