[Music] please welcome to the stage director of the game developers conference Jamil [Music] [Applause] Madina good morning many of you will have a lot in common with our next speaker as

he started out as a game developer himself if you've played any of the Kirby Earthbound or Smash Brothers games you've already met his inner self yet his vision of the future

propelled him up the chain of command Landing him at the highest level of the video game industry we are also particularly appreciative that he will be he will be delivering his

keynote in English and with a sore throat please join me in welcoming the top man at Nintendo worldwide president satoru iata [Applause] [Music] thank you very much J all my business

card I am a corporate president in my mind I am a game developer but in my heart I am a [Applause] gamer today I'd like to speak to you from my

heart about our jobs and about our industry I remember the first video game I ever played it was pong and I loved it by the time I was in high school

I was the first person in my class to buy an Ali huret p pocket calculator I think I was one of the original eari adapters but where most people use their

calculators for higher mathematics I used mine to program video games my first creation was a baseball game I don't think anyone can say it has bad Graphics because it has no

Graphics game play was represented by only by numbers but when I saw my friends playing that game and having fun it made me feel proud to me this was a source

of energy and passion at that passion for games began to Blossom I think my life course was set in 1978 I entered the Tokyo Institute of Technology I would have loved

to study video game programming but no one was teaching it then so I went to classes on engineering and early computer science but after class when my friends went back to

the their rooms to study I took off on my motorcycle for One retail store in Tokyo this was the first store to have the department entirely dedicated to personal computers that

was my hangout and I was not alone there were others there who also looked at those early computers and thought the same thing I did how could we play games on

them we became from Friends formed a club and soon rented an apartment in the Akihabara District of Tokyo where we began designing our own games we walked until midnight or later

every night and that group of friends is what became the company known today as H the name came from the computer in the movie 2001 Space odess how we thought that

name was very cool also this is what I looked like back [Applause] then thank you like all game creators I was extremely cool too don't you think [Applause] so I don't

really remember how but I managed to keep up with my classwork and graduated from The Institute but when it came time to take a job I had the distinction of joining

the smallest company any grad of any graduate in my class I left to become only the fifth full-time employee of H and and when I told my father this you can

imagine it was not the happiest moment in the history of my family people sometimes ask me what I did when I was hired at H well the answer is that I

was a programmer and an engineer and a designer and I marketed our games I also ordered a lot of takeout food and I helped clean up and it was all great

fun perhaps the biggest moment in the history of how came when we had the rumor that Nintendo has developing a machine capable of incredible new graphics the ficon or NES as

it was called here here in the states we knew that this machine was for us so we used every contact to we could to get a meeting with Nintendo sure that

one of our idea would became an instant hit yes Nintendo did hire us but not to amaze the world with one of our projects instead they told us to fix one

of their project a game that had seriously fallen behind schedule instead of creating a game we repaired a game and it eventually was released as NES pinball that experience taught us

that even artist must know the business side of game development after all if a game never comes to Market there is very little chance of it making any money working in

those days was also instructive in another way because the graphics were so primitive by today's standards we asked ourselves how we could spur the players imaginations as a substitute for what

we couldn't display on the screen think about this someday our games won't look any better what will we do then well our work was satisfactory enough that we formed a close

association with Nintendo and as how invented a couple of part franchises we also learn other lessons our first kabby game taught us the value of teamwork since not everyone can be

a M moto we discover that idea can come from several team members building on each other to make something Superior to what one person could invent then we worked with the

famous Japanese Creator shoi who was already an AIT gamer himself to develop his first idea for a game that series called mother in Japan and released here in America as Earthbound

proved to us that ideas take on a special appeal when they become Interactive many years and many projects later I went to work for Nintendo full time and then one day

about 3 years ago Mr yachi appointed me to succeed him as company president of course this was a great honor but it was also a great challenge I knew this would

require committing much more time and assume assuming much more responsibility but fortunately game developers are familiar with such things so I'd like to move on this morning and answer two question

that I often asked now that I've had two decades of experience in the video game World excuse me first over the last 20 years as a developer what things have changed

and second what things have stayed the same one thing that has not changed and will not change is our nature uh as a form of entertainment like any other entertainment medium

we must create an emotional response in order to succeed laughter fear Joy anger affection surprise and most of all pride of accomplishment in the end triggering these feelings from our players

is a true Judgment of our work this is the bottom line measurement of success secondly we must always weigh Challenge and reward how much work and frustration a player is willing

to withstand depends on the personality and skill of the player core Gamers have a huge appetite for challenge casual gamers want less ulty at Nintendo we believe it it is our

responsibility to make games for all skill levels and most definitely that includes people who are not playing our games now the third thing that has not changed is the importance of

the idea of course it is valuable to device an extension or offshoot of a current idea but it is invaluable to come up with a brand new idea of what a

game can be I'm sure there are few of you out there in the audience today with such creativity and our industry needs you fourth this truth never changes software sells Hardware

people buy game systems to play the game they love I agree with Steve Jobs the head of Apple when he said software is the user experience software is the driving technology

not just of computers but of all consumer electronics finally what has not changed is the value of intellectual property if it is true that software sells Hardware it is more true

than ever that franchises sell software while our industry has made Heat games with names like Spider-Man and James Bond and NFL football I think we should be proud that our best

games are those whose here and World We Invented [Applause] ourselves thank you so then on the other side of the coin what do I think of when I consider what has

changed one word immediately comes to mind bigger especially here in the Western Hemisphere the business is bigger the North American and European retail markets alone are now worth approximately $17 billion

in the US game sales were up another 8% last year there are games in your living room your office on your PDA your cell phone and of course best of all

on your Nintendo DS many in the media are shocked to learn that young men now spend more time playing game than watching TV I think those of us in this room

could have told them that a long time ago of course the games themselves have become much bigger in several ways they are bigger in a te technical sense occupying more digital

space that in turn requires bigger teams bigger budgets and bigger challenges in meeting deadlines this also mean that big game companies are getting bigger by consuming smaller ones we know that

in the Next Generation budgets for triple play console games will regularly move into eight digits and that's before any marketing money is spent only the biggest companies can afford such cost

not surprisingly the success of our industry and the profit margin for Heat games has again drawn big interest from larger entertainment companies but we may not be compatible their books movies

and TV shows are exactly the same for every user but our games that players help write their own screen plays and their own endings now I don't think any of this

is news bigger budget bigger staffs bigger companies it's there for all of us to see big is obvious on the other hand what's more prominent in my thinking these days is

how our industry is getting smaller we are smaller in the amount of risk we are willing to accept we are also smaller in how we Define video games the list of

genes seems fixed Shooters Sports platform puzzles and so on when is the last time we invented a new genre but as importantly even Within These genres we have reduced the environment

we use the racing tracks the sound trcks the bosses the heroes are starting to looking more and more alike consider Tiger golf and Mario Golf each a successful franchise but using

two different looks for the same genre such variety is becoming harder and harder to find we are even getting smaller in how we Define progress making games look more photo realistic

is not the only means of improving the game [Applause] experience I know on this point I risk being misunderstood so remember I am a man who once programed the baseball game

with no baseball players if anyone appreciate Graphics it's me but my point is that this is just one pass to improve games we need to find other Improvement has more than

one definition and finally I am most concerned with what we think as a gamer as we spend more time and money chasing exactly the same players who are leaving behind are

we creating games just for each other do you have friends and family members who do not play video games well why don't they and I would ask this how often have

you challenged yourself to create a game that you might not play I think these questions form an important challenge for all of us excuse me so I have preached more than

enough about the state of our industry you may be wondering how does Nintendo plan to respond let me answer a couple of things in a straightforward way first has Nintendo turned

its back on the hardcore gamer I don't believe so if we were not interested in core Gamers we would not have packed in Metroid Prime hunters for each of you when

you went out and bought your Nintendo DS this is not just excellent game exper entertainment but also a signal that we want the DS to be for core Gamers too we

would not have partnered with npace in order to take a new look at Shooters in the game Guist which is coming exclusively to Nintendo GameCube I it it will it will

move your emotions and move your definition of this Jour and if we are not interested in cor gamers GameCube would not be the home to the first big hit of 2005

here in America capcon Resident Evil 4 it's a sign that not only do we care about core Gamers but cor Gamers care about Nintendo and most of all we would not

be finishing the most anticipated game in your industry this year a brand new Legend of [Applause] Zelda I wonder love I I would love to tell you all about it but

actions speak louder than words we have chosen you to see the First new footage of Zelda since E 10 months ago so take a [Applause] [Music] look yeah oh w [Music]

[Applause] a new look is only one part of the Zelda story much more of the mystery will be revealed at E3 this latest Zelda Adventure will appeal to core Gamers and

all Gamers just like every previous version the reason I believe is that it meets the standards which set for all software we develop we call these standards the Four Eyes First

is it truly Innovative something different from what has come before second is it intuitive does control of the game and the direction of game play seem natural third is it inviting

do you want to spend time in this world and finally how does it measure up in terms of interface can the player connect in new ways certainly few games can score

perfectly in each of these areas but at Nintendo this is how we measure ourselves and why we apply these standards to our software projects there is also an obvious Hardware example

Nintendo DS it was designed to demonstrate both Innovation and new forms of interface to be both intuitive and inviting so far people seems to have decided that it does all of

that as of today we have shipped 4 million DS systems to Japan and North America in just 16 weeks since launch and those numbers do not include Europe where Nintendo DS

begin selling tomorrow I know that you are all familiar with the novel aspect of DS gameplay Inc incorporating to the the two screens the touch screen and the microphone what you

may not have much knowledge of yet is Wireless gamepl we are now finishing up a game Mario Kart that will allow eight players to compete simultaneously yes Gamers already know that

Mario Kart is fun but does the BS version make it even more fun well let's find out let me ask you this is there anyone out there who is celebrating a

birthday today if so please stand up okay please come up here to the stage we have anybody celebrating a birthday today and in fact if your birthday if your bir come

see this gentleman in the blue shirt here in fact if your birthday is any day this week please stand up we got few more any day this we six of you

to come up here and join me come on don't be sad [Applause] Bill Bill Tran from Nintendo of America is also going to join us and we will form a test

group for wireless Mario Kart on Nintendo DS let's uh go ahead and spread out a little bit on stage so that uh if you guys aren't too happy with the results

of the race you don't getting too big of a fight here okay on the screen above us you see will build card I hope trading mine right bill now if You'

ever played Mario Kart game then you've got a pretty good idea of what you're going to be doing here if you haven't for some strange and unexplicable reason uh I'll give

you the control schemes you'll use the a button for your accelerator you'll steer with the plus control pad if for whatever reason you decide you need to step on the brakes

which I don't know of anyone who ever does that in Mario Kart but that's the B button uh when you go into a curve you can use the R button to

hop into your power slide and once you pick up an item you can use the L button to use the item okay let's start and remember mystery W is not your

standard corporate suit here the guy used to he used to program games he certainly knows how to play them so don't pull any punches he's not fun to lose to now

see I'm off to a good start here already except for the fact that I just missed my item and that I can't seem to get off the grass mrada which character

are you I'm Mario you're Mario I'm a good player everybody get Mario no I have been trying to beat him all week and I've had no success I don't know um

use the a button this button it's to go fast steer with the uh plus control pad oh okay oh yeah think sure now you can see on my screen I've got

a close-up map of my character so I can see what's going on in my immediate vicinity when I'm paying attention to that I can see if there's a red shell coming

my way or I can press the x button to get a full screen view to see just how far behind I am from Mystery [Music] W take that peach now if

you're really good at the power slide you can power your way through the turns here kind of like I'm [Music] doing and now that we've got uh just over one lap

to go I think I'm ready to make my move oh yeah there we go yeah unfortunate I'm very bad I'm finally going to beat this is great [Music] ouch oh who

was that oh and all I get a banana [Music] jeez okay [Music] who uh somehow I don't think I'm going to pull this out well second play isn't too bad congratulations

[Applause] congratulations thank you very much everybody thank you thank you very much for joining us thank you very now unfortunately we're not going to be giving these to you today so

if you can go ahead and leave your DS's and your Game Boy Advance or your your Mario Kart games with our friend in the blue shirt here that would be great

yeah these days I spend so much of my time on meetings and interviews and traveling I sometimes forget how much fun have playing games I like that well this demonstration of

wiress Mario Kart brings us up to the present moment this is a product that we we will bring to the market Market later this year but I would like to spend

the rest of my time today on what is perhaps the next logical question where does Nintendo go from here let me try to explain it first with an image in the

universe of interactive entertainment there is a planet we call video games it is the one we know best but it is only one also in our universe are other planets which

entertain but in different ways from current games it is this part of the universe we are anxious to explore so this idea creates the Dual passion of Nintendo on one hand

we work every day to make what we describe as video game better we want to give players what they want but at the same time we are intent on finding out

what else we can use to entertain our second goal is to show players something new something they may not even know they want you already are familiar is a good example

of this philosophy it's Pokemon at its core Pokemon is a wonderful role playing game but it is also much more players collect and trade Pokemon maybe the same way you once

collected and traded bottle caps or BAS cars Pokemon expanded RPGs to to places they hadn't gone before another example was our decision to put Picto chat into the DS it's not

a game not a competition but a way for us to better understand how communicating wirelessly might also entertain and Pio chat as a wireless function also represents just the latest step

in something much larger for Nintendo excuse me I want to announce today that following the groundbreaking work we have always always done in connecting players we will aggressively pursue Wi-Fi connections

beginning with Nintendo DS the original Game Boy connected two players with a cable then four players on Game Boy Advance we put four control ports on your consoles and then made

our controllers wireless with Pokemon Fire and leaf green we packaged wireless adapters with the games that int introduced unfamiliar players over fairly large distances this is all part of a unify

unifying philosophy that continues with Nintendo DS every aspect of Nintendo DS is designed to be friendly to all audiences therefore WiFi should be easy easy for everyone too our goal is

to make this process simple and sess users shouldn't give a thought Wi-Fi connections will feel like a local area network connections because they will use a common API we will let

DS owners enjoy Wi-Fi without the difficulty of entering an s S ID or web key and maybe most importantly we will remove the most important consumer barrier because Nintendo's Wi-Fi connection

will be free as I said thank you as I said simple and seamless so you may want to know is this infrastructure ready to go almost what about development where are

the deats by three you won't be asking that question well then what about the entertainment I can say today that you will be playing Wi-Fi games on DS this year what

we are developing internally and externally with the number of people is very exciting to me at least one of these projects I believe will be groundbreaking and we look forward to

your Wi-Fi games too let me give you one example of what we are working on internally we are developing Animal Crossing Wi-Fi we chose this property for a couple of reasons

first first it is one of those noname games I mentioned a form of entertainment that really doesn't have a winner or even a real conclusion and because of its unrestrained pace

of action it avoids Wireless latency issues before you could take Animal Crossing to a different village now with Wi-Fi you can take it around the world so we feel that our

form of free and easy virus play helps move our industry in a New Direction but we are making similar moves in software as well I want again to bring Buon and

out to demonstrate two other things that come from a different part of the inter interactive entertainment universe but even before we show them I can tell you they may seem unusual

because they are something different this first one is the current passion of Mr mamoto and Bill [Applause] himself I'm sure uh by this point many of you have probably heard the

name nintend dogs before some of you have probably seen screenshots of it and maybe even a few of you have seen the the video we showed at E3 last year or

possibly even played it here on the show floor at the GDC what you haven't seen is the full version and what I'm going to try to show to you today is

some of the unique microphone capabilities that we've implemented in this game that I think is going to get you very excited if my dog here Chopper is a good boy now

obviously I've got one dog here in my house and I can pet him with the touchcreen and I can play with him and he is a very cute puppy he is

unfortunately very excited right now but what we can do is I can go and I can grab some items I can play with him in the house got a little tennis

ball here that I can throw around for him he'll Chase it he'll play with it and maybe I can even get him to bring it back to me which is all

well and good but so far this doesn't really show off anything so let's see if I can get him to really respond to me [Applause] Chopper now the best thing about

the use of the microphone in nintend dogs is that this is not a standard set of terminology that you have to respond to that you have to memorize and work with

the dog on you create your own terms you train this dog with the words you want to train it with so if you want to tell the dog to sit to

make the dog sit you can be that if you want to tell the dog to get down to make him sit it can be that or if you just want to

say Boogeyman it can be that you teach the dog the terms you want so let's see if I can get Chopper to respond to some of the terms that I've taught

him Chopper okay okay Chopper Sit Boy Sit Boy now unfortunately I have two dogs in real life and they don't listen to a thing I say either so I'm really not

just a I'm just not a very good dog trainer I think and Chopper I think may be a little bit hungry so let me see what is uh I can come

in here and check he is a little bit hungry so let me see if I can feed him some food and then get him to listen to me there we [Applause]

go now the game is going to feature over a dozen of the most popular breeds of dogs in the United States and each breed is going to have traits characteristic to

that breed so you'll have dogs that are very good at being trained with voice commands you'll have dogs that will be very good at agility competitions and you'll have dogs that

will be very good at things like frisbee competitions or flying discs I should say Chopper yeah Sit Boy Sit Boy uhoh now in this case some of the other features that

the game does have is that you can also you can wash your dog you can take give him a little bath um you can also take them for walks around town

we'll give him a little quick bath right here which is a lot of fun he doesn't like me yanking his tail and then you just grab the shower handle and you

wash them [Music] off okay come on let's get you clean here buddy there we go [Music] and there we go there we go now he's nice and sparkly quean you can

also enjoy taking your dog for a walk around town where like all dogs he will mark his territory and leave little packages behind for people which it would be best if

you could pick those up along the way Chopper Good Dog Chopper lie down lie down good dog now what do I do here is Click there unfortunately I've been teaching Chopper

a little too many commands this morning and he doesn't want to learn any more but what you would do is you would click right there tell your command into the the

microphone and then the game would repeat your command and the dog would understand it so again you could teach him to play dead jump or in the case of Chopper you

might want to teach him to sick balls and with that we're going to move on to the next [Applause] game and now M Miyamoto is very busy to finishing up this

game in Japan as you see this product will expand our audience to players Who currently are not satisfied with what we've been offering them I'm also going to ask Bill to

show you one other software project we are calling electr Plankton that sounds different electr Plankton and it looks different too the idea here is that creativity should not just belong to

the developer but to the player as well electroplankton is a game that really can only be described as an interactive musical composition experience which sounds kind of long but I don't

really know what else to call it what it is is a software program like mrada says it's not really a game it's an experience and it's one that allows someone like

me who has absolutely no musical capabilities whatsoever to do something that a lot of you probably do and that's create music and what you see me doing here is I'm just

touching the screen and by doing so I'm placing electr planktons on the screen and depending on where they're located they're making different noises and so I based on this I can

compose a music compose a [Music] [Applause] [Music] [Applause] song If I happen to have placed one in a spot I don't like I can simply grab it slide it somewhere else

and change the note that it makes gradually in this mode as the electr planktons get larger you'll notice that the sounds they're making become slightly more symphonic and so as you're

creating music the music that you're creating is interactive and changing it's really a fascinating experience but there's actually a lot more modes than just this one so I'm going to show

you one more and I'm actually going to show you two more but this next one also takes advantage of the microphone although it looks kind of strange so we have a

nice drum beat going on here and you've got four fish swimming across the screen which probably looks kind of strange and doesn't make a lot of sense which is what we

first thought when we got the game in the office until we started experimenting with it let me show you what it does I'm just going to tap one of these fish

Electro Plankton Electro plank Electro [Applause] [Music] plank yeah [Applause] Nintendo who's your daddy who's your daddy Nintendo now I I know I'm not a a great rapper but I'm know worse

than Vanilla Ice so uh and then the next mode that I'm going to show you I think a lot of you are going to get a lot of fun out of

uh and this is a little remix of the Super Mario theme song that I can FID around with and do whatever I want and we've got not just the Mario theme

song but many others in here that you can change just by pressing the select button but I'm going to have give it a go and see how I do [Music] this

game is [Music] different this game is different [Music] it's designed to produce Harmony not adren adrenaline so far we are seeing different kinds of reactions to electropan some test players are

confused they keep looking for their score or their next enemy but others are hypnotized there are people who simply refuse to turn the game off no no matter what your own

reaction I think you can agree that this is definitely not from the world we currently call video games thank you [Music] Bill thank you Bill so this is Nintendo's plan make

our exist Game World much better better zeldas better Marios better Partnerships creating games like resident EV 4 but also exploring other worlds in interactive entertainment for us this is a passion

this is a mission of Adventure and most importantly we want to you the creative heart for our entire industry to take that Journey with us you may remember from E3 last

year that we explained that DS had two meanings du screen and developer system and Nintendo Revolution is a developer system too with IBM we are creating revolutions core processor which we

have called named Broadway because Broadway is the capital of live entertainment with the ATI we are developing the graphic chipset code named Hollywood because Hollywood is the capital of movie entertainment

with Revolution we are determined to create the new capital of interactive entertainment now a couple of ECT specifics first contrary to much speculation I can announce today that Revolution will be

Backward [Applause] Compatible the best of the Nintendo GameCube Library will still be enjoyed by players years from now second as I said earlier we intended to incorporate Wireless technology in all

we do therefore Nintendo Revolution will be Wi-Fi enabled built in to every [Applause] system thank you and third even though the game experience enjoyed by by players will be far different

on Revolution developing foet will be familiar it will not require a steep new learning Cur in this way just like Nintendo DS it's a place where the best idea not the

biggest budget will [Applause] win and make no mistake we expect third party Publishers will be fully supportive of what we are we are doing from this point forward in support of

all of our product lines Nintendo will be expanding our development reach some of these new games will come from larger internal teams some from the kinds of game Partnerships we've formed

with third parties over recent years maybe someday we'll work on a game together I'd like that if you don't mind I will finish today with memories from one more franchise in

my Development Career Super Smash [Applause] Brothers at the time it was being developed for Nintendo GameCube I was already working fulltime for Nintendo but my heart told me I was still

a developer so I assigned myself to how to rejoin the team finishing the game once again I was living on the Japanese developers diet of chips pizza and the rice balls

and walking through the night from their offices it was possible to see Mount Fuji which many say is most impressive if you are willing to wake up and see it at

T but during this period just as years before with our K games we at H would see the sun shining on the mount mountain before we ever went to bed many

say the sight of the first light on Mount Fuji inspires them but for me I hope I never see it again I also remember the first version of Smash Brother developed

for Nintendo 64 the concept for the game as you know was to take the classic friendly n Nintendo franchise characters and have them as you say here in America beat the

heck out of each other the idea was not brand new there certainly have been a lot of fighting games and the characters looked pretty much the same way they always had

so when we br the idea to Nintendo the concept did not sound hip or cool or revolutionary and because of all this there were people both inside and outside Nintendo who

did not strongly favor our idea and this was the environment that our team worked under that attitude remained un Feel the Moment of Truth the moment when testers began picking up

the controllers and actually playing the game this is what happened people smiled then laughed then began shouting to each other that was the moment when everything for Smash Brother changed and

I must tell tell you this was also one of the proudest moment in my Development Career yes the Smash Brothers Series has become a great wild worldwide success because it sold

over 10 million copies worldwide thank you very much but the memory of that first moment when the testers began to play stays with me always that is that moment that I

call success we at how found a way to bring our idea to life our team believed deeply in the concept and we did not waver in our approach so in this

important sense we at to we are just like everyone of you even if we come from different sides of the world speak different languages even if we eat too many chips

or rice balls even if we have different tastes in games everyone of us here today is identical in the most important way each one of us has has the heart of

the gamer thank you very much for your attention [Applause] [Music] [Applause]

Satoru Iwata - Heart of a Gamer | GDC 2005 Keynote

[Music] please welcome to the stage director of the game developers conference Jamil [Music] [Applause] Madina good morning many of you will have a lot in common with our next speaker as

[음악] 게임 개발자 회의 디렉터인 자밀을 무대로 초대합니다. [음악][박수] 마디나, 안녕하세요. 다음 연사님과 많은 공통점이 있으실 겁니다.

he started out as a game developer himself if you've played any of the Kirby Earthbound or Smash Brothers games you've already met his inner self yet his vision of the future

그는 본인이 게임 개발자로 시작했습니다. 커비, 어스바운드, 스매시 브라더스를 플레이해 보셨다면 이미 그의 내면을 만나보셨을 것입니다. 하지만 미래에 대한 비전이 그를 업계의 최상위 자리로 이끌었습니다.

propelled him up the chain of command Landing him at the highest level of the video game industry we are also particularly appreciative that he will be he will be delivering his

또한 영어로 기조 강연을 해 주시는 점 특히 감사드립니다. 목이 아파도 함께任天堂 월드와이드 프레지던트 사토루 이와타를 환영해 주세요. [박수][음악]

keynote in English and with a sore throat please join me in welcoming the top man at Nintendo worldwide president satoru iata [Applause] [Music] thank you very much J all my business

감사합니다. 제 명함에는 '기업 사장'이라고 적혀 있지만, 마음속으로는 '게임 개발자', 그리고 영혼 속에서는 '게이머'입니다. [박수] 오늘 저는 마음을 담아 우리 일과 산업에 대해 말씀드리고자 합니다.

card I am a corporate president in my mind I am a game developer but in my heart I am a [Applause] gamer today I'd like to speak to you from my

제가 처음 플레이한 비디오 게임은 '퐁'이었습니다. 정말 좋아했죠. 고등학교 때는 제 학급에서 가장 먼저 포켓 계산기를 샀습니다. 아마 초기 적응자 중 한 명이었을 거예요.

heart about our jobs and about our industry I remember the first video game I ever played it was pong and I loved it by the time I was in high school

대부분의 사람들이 고급 수학을 위해 계산기를 쓰는 반면, 저는 비디오 게임을 프로그래밍하기 위해 사용했습니다. 첫 번째 작품은 야구 게임이었어요. 그래픽이 나쁘다고 할 수는 없죠. 왜냐하면 그래픽이 없으니까요.

I was the first person in my class to buy an Ali huret p pocket calculator I think I was one of the original eari adapters but where most people use their

플레이는 숫자만으로 표현되었습니다. 하지만 친구들이 그 게임을 하며 즐거워하는 모습을 보고 매우 자랑스럽다고 느꼈습니다. 저에게는 이것이 에너지와 열정의 원천이었습니다. 게임에 대한 그 열정이 피어나기 시작한 거죠.

calculators for higher mathematics I used mine to program video games my first creation was a baseball game I don't think anyone can say it has bad Graphics because it has no

제 인생의 방향성이 결정된 건 1978 년 도쿄 공업대학에 진학했을 때입니다. 비디오 게임 프로그래밍을 배우고 싶었지만, 당시엔 아무도 가르쳐주지 않아서 공학과 초기 컴퓨터 과학 수업을 들었습니다.

Graphics game play was represented by only by numbers but when I saw my friends playing that game and having fun it made me feel proud to me this was a source

수업 후 친구들이 방으로 돌아가 공부할 때, 저는 오토바이를 타고 도쿄에 있는 한 소매점으로 향했습니다. 그곳은 개인용 컴퓨터 전용 부서를 가진 최초의 매장이었죠.

of energy and passion at that passion for games began to Blossom I think my life course was set in 1978 I entered the Tokyo Institute of Technology I would have loved

어떻게 하면 이 컴퓨터로 게임을 즐길 수 있을까?

to study video game programming but no one was teaching it then so I went to classes on engineering and early computer science but after class when my friends went back to

우리는 친구가 되어 동호회를 만들었고, 곧 아키하바라 지역의 아파트를 빌려 자신들의 게임을 설계하기 시작했습니다. 자정까지, 때로는 그 이후까지 걸으며 돌아다녔습니다.

the their rooms to study I took off on my motorcycle for One retail store in Tokyo this was the first store to have the department entirely dedicated to personal computers that

그 친구 그룹이 현재 HAL 이라는 회사가 되었습니다. 사명은 영화 '2001: 스페이스 오디세이'의 컴퓨터에서 따왔습니다. 그 이름이 너무 멋있다고 생각했기 때문입니다.

was my hangout and I was not alone there were others there who also looked at those early computers and thought the same thing I did how could we play games on

이것이 당시의 저 모습입니다. [박수] 감사합니다. 모든 게임 크리에이터처럼 저도 정말 쿨했죠. 그렇지 않나요? [박수]

them we became from Friends formed a club and soon rented an apartment in the Akihabara District of Tokyo where we began designing our own games we walked until midnight or later

그래서 수업 성적을 유지하고 졸업할 수 있었는지 잘 기억나지 않지만, 취직할 때 제 학급 졸업생 중 가장 작은 회사에 입사한다는 특권을 누렸습니다. HAL 에 들어간 것은 전체 정규 직원의 다섯 번째였죠.

every night and that group of friends is what became the company known today as H the name came from the computer in the movie 2001 Space odess how we thought that

아버지에게 이를 이야기했을 때, 상상하시겠지만 가족 역사상 가장 행복한 순간은 아니었을 것입니다. 가끔 제가 HAL 에 채용되었을 때 무엇을 했는지 묻습니다. 답은 프로그래머이자 엔지니어이자 디자이너였고, 게임 마케팅도 했습니다.

name was very cool also this is what I looked like back [Applause] then thank you like all game creators I was extremely cool too don't you think [Applause] so I don't

많은 테이크아웃 음식을 주문하고 정리 정돈을 돕기도 했습니다. 모두 매우 재미있고 훌륭한 경험이었죠. HAL 의 역사상 가장 큰 순간 중 하나는 닌텐도가 믿을 수 없을 정도로 새로운 그래픽을 갖춘 기계를 개발 중이라는 소문이 돌았을 때였습니다.

really remember how but I managed to keep up with my classwork and graduated from The Institute but when it came time to take a job I had the distinction of joining

패미콤, 혹은 미국에서는 NES 라고 불리는 그 기계입니다. 우리는 그 머신이 우리를 위한 것이라고 알고 있었습니다. 그래서 닌텐도와 회합을 얻기 위해 할 수 있는 모든 접촉을 시도했습니다.

the smallest company any grad of any graduate in my class I left to become only the fifth full-time employee of H and and when I told my father this you can

우리의 아이디어 하나가 즉시 히트할 것이라고 확신했습니다. 닌텐도는 우리를 고용했지만, 우리의 프로젝트 하나로 세계를 놀라게 하기 위함이 아니라 일정 지연이 심각한 그들의 프로젝트 하나를 수정하기 위함이었습니다.

imagine it was not the happiest moment in the history of my family people sometimes ask me what I did when I was hired at H well the answer is that I

게임을 만드는 대신 게임을 수리했습니다. 결국 그것은 NES 핀볼로 출시되었습니다. 이 경험은 예술가도 게임 개발의 비즈니스 측면을 알아야 한다는 것을 가르쳐 주었습니다.

was a programmer and an engineer and a designer and I marketed our games I also ordered a lot of takeout food and I helped clean up and it was all great

결국 게임이 시장에 나오지 않으면 돈을 벌 기회는 거의 없기 때문입니다. 일하면서...

fun perhaps the biggest moment in the history of how came when we had the rumor that Nintendo has developing a machine capable of incredible new graphics the ficon or NES as

아마도 게임 역사상 가장 큰 순간 중 하나는 닌텐도가 놀라운 새로운 그래픽을 가진 '피콘' 또는 NES라는 기계를 개발 중이라는 소문이 돌았을 때였을 것입니다.

it was called here here in the states we knew that this machine was for us so we used every contact to we could to get a meeting with Nintendo sure that

미국에서는 이 기기를 그렇게 불렀습니다. 우리는 이 기기가 우리를 위한 것임을 알고 있었기에, 가능한 모든 인맥을 동원해 닌텐도와 면담을 갖기 위해 노력했습니다.

one of our idea would became an instant hit yes Nintendo did hire us but not to amaze the world with one of our projects instead they told us to fix one

우리의 아이디어가 즉시 대히트할 것이라고 확신했습니다. 물론 닌텐도는 우리를 채용했지만, 우리의 프로젝트로 세계를 놀라게 하기 위함이 아니라 그들의 프로젝트 하나를 고치기 위해서였습니다.

of their project a game that had seriously fallen behind schedule instead of creating a game we repaired a game and it eventually was released as NES pinball that experience taught us

일정이 크게 늦어진 게임을 새로 만드는 대신 기존 게임을 수리하게 되었습니다. 그 결과 결국 'NES 핀볼'로 출시되었습니다. 이 경험으로 예술가들도 게임 개발의 비즈니스 측면을 알아야 한다는 것을 배웠습니다.

that even artist must know the business side of game development after all if a game never comes to Market there is very little chance of it making any money working in

결국 게임이 시장에 나오지 않으면 돈을 벌 기회는 거의 없기 때문입니다. 우리가 일하던 당시 화면에 표시될 수 있는 것은...

those days was also instructive in another way because the graphics were so primitive原始的 by today's standards we asked ourselves how we could spur激励 the players imaginations as a substitute for what

그 시절은 또 다른 의미에서도 교훈이 되었습니다. 당시 그래픽은 오늘날의 기준으로 보면 매우 원시적이었기에, 화면에 표시할 수 없는 것을 어떻게 플레이어의 상상력을 자극할 대체재로 삼을지 고민했습니다.

we couldn't display on the screen think about this someday our games won't look any better what will we do then well our work was satisfactory enough that we formed a close

...그것뿐이었습니다. 생각해보세요. 언젠가는 우리 게임이 더 이상 나아지지 않을 수도 있습니다. 그때 어떻게 할까요? 우리의 작업은 충분히 만족스러워졌고, 긴밀한 관계를 형성할 수 있었습니다.

association联系 with Nintendo and as how invented a couple of part franchises we also learn other lessons our first kabby game taught us the value of teamwork since not everyone can be

또 다른 교훈도 배웠습니다. 첫 번째 '카비' 게임을 통해 팀워크의 가치를 배웠습니다. 모두가 미야모토 시게루가 될 수는 없기 때문입니다. 아이디어는 여러 팀원들이 서로 보완하며 한 사람이 만들어낼 수 있는 것보다 더 뛰어난 것을 창조할 수 있다는 것을 깨달았습니다.

a M moto we discover that idea can come from several team members building on each other to make something Superior优越的 to what one person could invent then we worked with the

그 후 이미 숙련된 게이머였던 일본의 유명한 크리에이터 요코이 군페이 씨와 협력하여 그의 첫 게임 구상을 개발했습니다. 이 시리즈는 일본에서는 '마더'라고 불렸고, 미국에서는 '어스본드'로 출시되었습니다.

famous Japanese Creator shoi who was already an AIT gamer himself to develop his first idea for a game that series called mother in Japan and released here in America as Earthbound

이는 아이디어가 인터랙티브한 것이 되면 특별한 매력을 갖게 된다는 것을 우리에게 증명해 주었습니다. 많은 세월과 프로젝트 끝에 저는 드디어 닌텐도에 풀타임으로 입사했고, 어느 날...

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