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Forums - Nintendo Discussion - Nintendo officially removes Wii U page from website

librarian13579 said:
Cerebralbore101 said:

 Miyamoto wanted budget games? I'd like to know more please. 

Think about it.

Shigeru Miyamoto became a senior member / Representative Director on the Board of Directors at Nintendo on May 31st, 2002. He was promoted from a bottom-rung junior director / department head to one of the key budget strategists of the company.

At Nintendo, video game projects are greenlit with a specific budget, often at least two or three years before they end up coming out.

When Miyamoto became a Representative Director, he became one of the people responsible for greenlighting the budgets for video game projects for projects that would come out in 2005 onward (like New Super Mario Bros.)

If the budget was too high, now Miyamoto had the chance to say "Sorry, that's too much money, go back to the drawing board." Before that he could make suggestions, but he didn't have the final say.

 

 

Of course, even though he became a senior member in 2002, there was still Satoru Iwata and Atsushi Asada (the real head of Nintendo until 2005) that he had to make decisions with.

Once Atsushi Asada retired, it was just Miyamoto and Satoru Iwata who called the shots on game budgets. And that's when you start to notice more budget games. I don't know exactly if it was Miyamoto's idea or Iwata's idea originally, but their focus did start to increasingly include projects like New Super Mario Bros. Wii, which produced extremely cheaply with recycled assets.

It's also around that time that Miyamoto had the bright idea to remove all character customization in Mario games to "capture the essence of Mario." I can't help but see a connection between the two...after all, it's far cheaper to have all Toads look the same than pay a team of character designers.

That would mean that Miyamoto was responsible for the Wii era of games like DKCR, NSMB, and Kirby's Epic Yarn. Those games made a ton of money and were all fun to play. Twilight Princess and Super Mario Galaxy didn't seem to be cheap games to make and they came out in 2006/7. So that seems to put your idea to bed. I think one of the biggest factor's to the Wii U's failure was that Wii U games took too long to make, and were too expensive to make. That's why there were so many software droughts when compared to the Wii, and GameCube. 



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librarian13579 said:
Cerebralbore101 said:

 Miyamoto wanted budget games? I'd like to know more please. 

Think about it.

Shigeru Miyamoto became a senior member / Representative Director on the Board of Directors at Nintendo on May 31st, 2002. He was promoted from a bottom-rung junior director / department head to one of the key budget strategists of the company.

At Nintendo, video game projects are greenlit with a specific budget, often at least two or three years before they end up coming out.

When Miyamoto became a Representative Director, he became one of the people responsible for greenlighting the budgets for video game projects for projects that would come out in 2005 onward (like New Super Mario Bros.)

If the budget was too high, now Miyamoto had the chance to say "Sorry, that's too much money, go back to the drawing board." Before that he could make suggestions, but he didn't have the final say.

 

 

Of course, even though he became a senior member in 2002, there was still Satoru Iwata and Atsushi Asada (the real head of Nintendo until 2005) that he had to make decisions with.

Once Atsushi Asada retired, it was just Miyamoto and Satoru Iwata who called the shots on game budgets. And that's when you start to notice more budget games. I don't know exactly if it was Miyamoto's idea or Iwata's idea originally, but their focus did start to increasingly include projects like New Super Mario Bros. Wii, which produced extremely cheaply with recycled assets.

It's also around that time that Miyamoto had the bright idea to remove all character customization in Mario games to "capture the essence of Mario." I can't help but see a connection between the two...after all, it's far cheaper to have all Toads look the same than pay a team of character designers.

This is a fantastic post.

Miyamoto's decisions led to a largely negative refocusing of priorities in Mario games, with the RPG series taking a large toll.



Cerebralbore101 said:
librarian13579 said:

Think about it.

Shigeru Miyamoto became a senior member / Representative Director on the Board of Directors at Nintendo on May 31st, 2002. He was promoted from a bottom-rung junior director / department head to one of the key budget strategists of the company.

At Nintendo, video game projects are greenlit with a specific budget, often at least two or three years before they end up coming out.

When Miyamoto became a Representative Director, he became one of the people responsible for greenlighting the budgets for video game projects for projects that would come out in 2005 onward (like New Super Mario Bros.)

If the budget was too high, now Miyamoto had the chance to say "Sorry, that's too much money, go back to the drawing board." Before that he could make suggestions, but he didn't have the final say.

 

 

Of course, even though he became a senior member in 2002, there was still Satoru Iwata and Atsushi Asada (the real head of Nintendo until 2005) that he had to make decisions with.

Once Atsushi Asada retired, it was just Miyamoto and Satoru Iwata who called the shots on game budgets. And that's when you start to notice more budget games. I don't know exactly if it was Miyamoto's idea or Iwata's idea originally, but their focus did start to increasingly include projects like New Super Mario Bros. Wii, which produced extremely cheaply with recycled assets.

It's also around that time that Miyamoto had the bright idea to remove all character customization in Mario games to "capture the essence of Mario." I can't help but see a connection between the two...after all, it's far cheaper to have all Toads look the same than pay a team of character designers.

That would mean that Miyamoto was responsible for the Wii era of games like DKCR, NSMB, and Kirby's Epic Yarn. Those games made a ton of money and were all fun to play. Twilight Princess and Super Mario Galaxy didn't seem to be cheap games to make and they came out in 2006/7. So that seems to put your idea to bed. I think one of the biggest factor's to the Wii U's failure was that Wii U games took too long to make, and were too expensive to make. That's why there were so many software droughts when compared to the Wii, and GameCube. 

Well obviously there are big-budget exceptions (like Breath of the Wild, Xenoblade, etc.) I'm talking about the overall libraries of consoles. The Wii U feels like it has more cheap 1st-party cash-ins (Wii Sports Club, Animal Crossing: Amiibo Festival, Mario Tennis: Ultra Smash, NES Remix, Mario Maker) than in the Gamecube era.

Arms is also lacking content and Splatoon 2 feels like Splatoon 1.5, in my opinion. Just...more and more titles coming out of Nintendo have that budget feel to them. And a lot more 1st-party remasters which is also cost-efficient.



April 30th, 2011 - July 12th, 2018

librarian13579 said:
Cerebralbore101 said:

That would mean that Miyamoto was responsible for the Wii era of games like DKCR, NSMB, and Kirby's Epic Yarn. Those games made a ton of money and were all fun to play. Twilight Princess and Super Mario Galaxy didn't seem to be cheap games to make and they came out in 2006/7. So that seems to put your idea to bed. I think one of the biggest factor's to the Wii U's failure was that Wii U games took too long to make, and were too expensive to make. That's why there were so many software droughts when compared to the Wii, and GameCube. 

Well obviously there are big-budget exceptions (like Breath of the Wild, Xenoblade, etc.) I'm talking about the overall libraries of consoles. The Wii U feels like it has more cheap 1st-party cash-ins (Wii Sports Club, Animal Crossing: Amiibo Festival, Mario Tennis: Ultra Smash, NES Remix, Mario Maker) than in the Gamecube era.

Arms is also lacking content and Splatoon 2 feels like Splatoon 1.5, in my opinion. Just...more and more titles coming out of Nintendo have that budget feel to them. And a lot more 1st-party remasters which is also cost-efficient.

Ah, that makes sense then. It also explains why we went from Galaxy to 3D World. I do gotta say I love Splatoon 2, and I'm not sure what they could have added to make it better. 



morenoingrato said:

This is a fantastic post.

Miyamoto's decisions led to a largely negative refocusing of priorities in Mario games, with the RPG series taking a large toll.

Yeah even the Mario and Luigi series has fallen on hard times these days. They used to be in the 85+ metacritic range. That's no longer the case. :(



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Cerebralbore101 said:
librarian13579 said:

Well obviously there are big-budget exceptions (like Breath of the Wild, Xenoblade, etc.) I'm talking about the overall libraries of consoles. The Wii U feels like it has more cheap 1st-party cash-ins (Wii Sports Club, Animal Crossing: Amiibo Festival, Mario Tennis: Ultra Smash, NES Remix, Mario Maker) than in the Gamecube era.

Arms is also lacking content and Splatoon 2 feels like Splatoon 1.5, in my opinion. Just...more and more titles coming out of Nintendo have that budget feel to them. And a lot more 1st-party remasters which is also cost-efficient.

Ah, that makes sense then. It also explains why we went from Galaxy to 3D World. I do gotta say I love Splatoon 2, and I'm not sure what they could have added to make it better. 

Here are five off the top of my head:

 

1) A new, less-arcadey adventure, like one where you explore the post-apocalyptic world of Splatoon instead of just fighting the same baddies from the first game

2) A new final boss, instead of the exact same one as last time (with the exact same music to boot)

3) More new characters

4) More new modes, instead of just one new mode (Salmon Run)

5) A larger, more explorable plaza



April 30th, 2011 - July 12th, 2018

librarian13579 said:
Cerebralbore101 said:

Ah, that makes sense then. It also explains why we went from Galaxy to 3D World. I do gotta say I love Splatoon 2, and I'm not sure what they could have added to make it better. 

Here are five off the top of my head:

 

1) A new, less-arcadey adventure, like one where you explore the post-apocalyptic world of Splatoon instead of just fighting the same baddies from the first game

2) A new final boss, instead of the exact same one as last time (with the exact same music to boot)

3) More new characters

4) More new modes, instead of just one new mode (Salmon Run)

5) A larger, more explorable plaza

But Splatoon is post, post apocalyptic. Squids have their own society and everything. So there's no desolate wasteland to explore. Maybe have some sort of RPG system set up for single player? But who wants to play that? Splatoon is a multiplayer game first and foremost. 

I agree that it needs more new modes. Original Splatoon didn't come with Tower Control, or Rainmaker modes though. Give it time. 

How would a bigger plaza benifitt anything though? They already expanded the things that Spyke/Merch can do, and there's the food truck now. What else needs to be added? You can't dye your clothes or anything because they need to be the same color as your team. Maybe put in an animal crossing style T-Shirt design thing? 



Cerebralbore101 said:
librarian13579 said:

Here are five off the top of my head:

 

1) A new, less-arcadey adventure, like one where you explore the post-apocalyptic world of Splatoon instead of just fighting the same baddies from the first game

2) A new final boss, instead of the exact same one as last time (with the exact same music to boot)

3) More new characters

4) More new modes, instead of just one new mode (Salmon Run)

5) A larger, more explorable plaza

But Splatoon is post, post apocalyptic. Squids have their own society and everything. So there's no desolate wasteland to explore. Maybe have some sort of RPG system set up for single player? But who wants to play that? Splatoon is a multiplayer game first and foremost. 

I agree that it needs more new modes. Original Splatoon didn't come with Tower Control, or Rainmaker modes though. Give it time. 

How would a bigger plaza benifitt anything though? They already expanded the things that Spyke/Merch can do, and there's the food truck now. What else needs to be added? You can't dye your clothes or anything because they need to be the same color as your team. Maybe put in an animal crossing style T-Shirt design thing? 

They could make the plaza a lot more explorable, where you could do all sorts of fun squid-things. You know, like Shenmue. Put in a bunch of little extras, like minigames and events and activities outside of the arena, to make the world feel alive. Basically, I just want it to be a little bit more than a boring, glorified main menu screen.

Why do we get this really cool city around us, but we can only explore a super tiny sliver of it? Maybe if Hiroshi Yamauchi was in still charge and Splatoon was made in 2001, they might have been a bit more ambitious instead of streamlining it to the bare essentials.

Who says Splatoon has to focus only on multiplayer? I think Splatoon has really innovative lore, and exploring that a little more instead of using the world as solely a backdrop could lead to an incredibly fun and moving game.

Paper Mario: The Thousand Year Door demonstrates that Nintendo has the ability to take something silly and cartoonish and make a really heartwarming story out of it. I wish I could get invested into Splatoon's story. Hell, after you beat the final boss and you don't even get to speak with the Squid Sisters, that really pissed me off. We couldn't even get that little bit of plot resolution.



April 30th, 2011 - July 12th, 2018

Currently playing
Breath of the Wild, Mario Kart 8, and Super Metroid on WiiU.
What's a Switch? Oh that thing that might get some decent originals by next year.



librarian13579 said:

Nintendo software research and development costs:

1999-March 2000: 16,495 million yen
2000-March 2001: 16,591 million yen
2001-March 2002: 16,791 million yen
2002-March 2003 (aka. when Miyamoto started to have influence over the budgets of games): 14,598 million yen

Why did you stop there?  Is it because the numbers explode and blow your narrative?

FY 1999 (Ended March 2000): 16,495 million yen
FY 2000 (Ended March 2001): 16,591 million yen
FY 2001 (Ended March 2002): 16,791 million yen
FY 2002 (Ended March 2003): 14,598 million yen
FY 2003 (Ended March 2004): 15,825 million yen
FY 2004 (Ended March 2005): 20,513 million yen
FY 2005 (Ended March 2006): 30,596 million yen
FY 2006 (Ended March 2007): 37,725 million yen
FY 2007 (Ended March 2008): 37,001 million yen
FY 2008 (Ended March 2009): 42,254 million yen
FY 2009 (Ended March 2010): 45,471 million yen
FY 2010 (Ended March 2011): 52,756 million yen
FY 2011 (Ended March 2012): 52,675 million yen
FY 2012 (Ended March 2013): 53,483 million yen
FY 2013 (Ended March 2014): 71,736 million yen
FY 2014 (Ended March 2015): 63,336 million yen
FY 2015 (Ended March 2016): 69,066 million yen
FY 2016 (Ended March 2017): 59,197 million yen

Here is the link so anyone can look for themselves: https://www.nintendo.co.jp/ir/en/library/earnings/yearindex.html



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