A Quote by Satoru Iwata

Customers do not want online games. — © Satoru Iwata
Customers do not want online games.
The easiest way to figure out who the customer is in an online space is to figure out who is paying for the thing. Usually, the people paying are the customers. So on Facebook, the people paying are marketers. That makes them the customers. And it means we are the product being delivered to those customers.
Before I became a full-time writer, I worked in tech support in those giant cubicle farms you see. I was surrounded by people who played video games all the time - sometimes actually in the call centers, playing online multiplayer games. I saw friends of mine who began to feel that going online was more compelling to them than real life.
Predators will look for any way to talk to children online whether through sites like Myspace, instant messaging, or even online games.
Asian online games are far ahead of Western games in terms of business model, but the Western games do have a real advantage in terms of production values.
Research on the Internet, research what people say about the vintage stores, look online to see if customer service is good because that's really important. Also to see online what other customers say.
In the old generation, if one kid bought a PlayStation 2 and the other kid bought an Xbox, at his house you played PlayStation, at your house you played Xbox. Now that it's online, all those early buyers who... you want to play with, they've got their reputation online of who they are and how good they are at these games.
These are tough games to play. We shared the puck and we wanted everyone to get a chance to score. Tough games to play in. We want close games. That is why we train so hard. We want to show our fans some even games.
Sometimes there are customers who get in difficulty because of situations that are out of their control. These are customers with genuine needs, and the role of the bank is to accommodate these customers, and there is a real need to reschedule the loans of these customers.
With customers' permission, fintech firms have increasingly turned to data aggregators to 'screen scrape' information from financial accounts. In such cases, data aggregators collect and store online banking logins and passwords provided by the bank's customers and use them to log directly into the customer's banking account.
I don't play online games. 'Warcraft,' I've played that, but I mainly play action games.
The Russian customers don't feel very comfortable with online transactions.
If you ask who are the customers of education, the customers of education are the society at large, the employers who hire people, things like that. But ultimately I think the customers are the parents. Not even the students but the parents. The problem that we have in this country is that the customers went away. The customers stopped paying attention to their schools, for the most part.
Though I respect hugely the effort and the care and the beauty of games, I want to be working with people who want to create the 'War & Peace' of games, the 'Citizen Kane' of games, and not just be warming up George Romero.
Customers are still setting the technology agenda. Not just you, our customers, but your customers as well. What more and more are telling you is what kind of services they need, and how and when they want those services delivered to them. And in fact, that is just the beginning.
Often people say they can't base their strategies on customers because customers make unreasonable requests and because customers vary too much. Such opinions reveal serious misconceptions. The truly outside-in company definitely does not try to serve all the needs of its customers. Instead, its managers are clear about what their organization can and should do for customers, and whatever they do they do well. They focus.
Customers who have to come back and spend, or customers who just don't want the hassle of leaving - those are the ones who are most worth attracting.
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