A Quote by Reggie Fils-Aime

Nintendo looks at every technology. Often times, we look at technology before it really is considered mass-market ready. The original DS had touch screen on a device. First time that a mass market product had touch screen built in.
Nintendo prides itself in being a technology-driven, mass-market, entertainment company.
When the DS was first announced, our focus really was on communicating to consumers and to developers the innovation that's in that unit: two screens, a touch screen, voice activation.
Generally, the technology that enables disruption is developed in the companies that are the practitioners of the original technology. That's where the understanding of the technology first comes together. They usually can't commercialize the technology because they have to couple it with the business model innovation, and because they tend to try to take all of their technologies to market through their original business model, somebody else just picks up the technology and changes the world through the business model innovation.
It seems to me so much technology could be applied to entertainment. Augmented reality, and even just the iPad - touch-screen technology, it was, you know, it still is extremely underused by entertainment.
We had some really powerful technology - Atari always was a technology-driven company, and we were very keen on keeping the technological edge on everything. There's a whole bunch of things that we innovated. We made the first computer that did stamps or sprites, we did screen-mapping for the very first time, and a lot of stuff like that.
AMD's history is we've always had great technology. We've had periods of time where we've done really, really well, and we've had periods of time where we've done not so well. But most of the time we've done well, it's because we've had a leadership product or some technology where we were out in front before anybody else.
An old market had stood there until I'd been about six years old, when the authorities had renamed it the Olde Market, destroyed it, and built a new market devoted to selling T-shirts and other objects with pictures of the old market. Meanwhile, the people who had operated the little stalls in the old market had gone elsewhere and set up a thing on the edge of town that was now called the New Market even though it was actually the old market.
Ignoring platforms that have gained critical mass is a great way to look slow and out-of-touch. Do not cling to nostalgia. Do not put your principles above the reality of the market. Do not be a snob.
The art of it is, the more we can bring complex game mechanics to a mass market, the more engaging the games will be. But at the same time, we have to simplify everything: the mass market has a lower attention span; they're not seeking that experience from the outset.
Among the reasons for this was the fact that the U.S.A. is one mass market. It is only when you have a mass market that large-scale manufacturing which involves very substantial expenditures can be justified.
Quite often startups were first out of the gate with a sustaining technology. But somehow the leaders got the technology and stayed atop their industries. Sometimes they acquired the startup; sometimes they just developed the technology as a follower and used their muscle and mass to win. But they always won.
In the case of the Nintendo 3DS, it's supposed to be the successor to Nintendo DS. As soon as the development of the original Nintendo DS was over, we started working on the successor to it.
There are a lot of designers who think they understand technology and a lot of technology guys who think they understand design. But to put them together and make it robust and repeatable for the mass market? It's an art.
There is no doubt that, since 1977 and the launch of Apple II - the first computer it produced for the mass market - many things which used to be done on paper, or on the telephone, have been done easier and faster on a screen.
When you're flying off soft keys on a touch screen it's a totally different feel, and a lot of muscle memory is lost. There is that delay when you look at the screen and input a command before it's executed, versus something instantaneous when you move the stick.
Augmented reality, and even just the iPad-touch-screen technology, it was, you know, it still is extremely underused by entertainment.
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