It was two years ago on this date, 11th July, that Satoru Iwata passed away. It reflects the impact he had on the gaming industry that it was a day with a very real emotional impact on so many of us. The majority of his admirers never met him in person, but his unique style of leadership and his vision connected with gamers of all types. That was his gift, redefining what it is to be a gamer. He fostered a world where gaming isn't about 'core' or 'casual', it's simply about fun for everyone. From epic quests with Link or Mario to swinging a Wii Remote, balancing on a Wii Fit board or tacking brain training on a DS, Iwata-san led a Nintendo that brought us all together.
It's a surprising reminder of how quickly time passes that we're now two years on from his passing. I wrote at the time, and a year later, about the extraordinary and unique impact of Iwata-san. He was more than a company executive; he was a visionary with a twinkle in his eye and an inherent instinct for fun. Looking back over some of the content we shared about Iwata-san when he passed and a year later, those same feelings have certainly been emphasized for me. After all, it was Iwata's Nintendo that made me love gaming again over a decade ago, and which still brings me the greatest joy to this day.
- Editorial: Satoru Iwata Embodied the Playful Brilliance of Nintendo, and His Legacy Will Ensure
- Feature: A Year On - Satoru Iwata and His Enduring Legacy
Legacy was a keyword in those cases, and it seems entirely appropriate. We are now living through Iwata-san's final gift to gamers, a concept that he believed would transform our gaming lives - the Nintendo Switch. When he passed, and even a year later, it was still called the 'NX'. It was an idea, rooted in hints and teases, with some leaks and rumours to spice them up. Through 2016 it was in many cases predicted to be a hybrid device, but the questions remained - how would it work? Would the public want the system? Would it bring Nintendo back into the game, continuing the good work of 3DS and moving beyond the struggles of Wii U?
If you cast your mind back to the original teaser trailer in October 2016, the answers were already emerging. People talked about the Switch, and plenty were interested. Members of my family and acquaintances that had shown little to no interest in Wii U were fascinated, excited even. Then it was fully revealed in January this year, and worriers like me clutched pearls and stressed over its price point, the weirdness of games like ARMS and whether the public would be interested in the system. Then it arrived and sold out. Restocks sold out. Interest remains high, and Nintendo continues to excite gamers of various kinds with upcoming games like Super Mario Odyssey. We don't know the long-term prospects of Switch, but right now it has momentum and positive vibes.
As a representation of Satoru Iwata's final vision for gaming and its power to bring people together, it's a perfect device. Like his greatest success stories it's more than the sum of its parts. You can deconstruct the hardware and be critical - it's a tablet with a 2015 Tegra GPU. Detachable controllers aren't a new idea. You can plug it into a dock and connector to play on a TV, but is that a big hook? Where are the HOME Themes, where are the streaming apps? You don't need to go far online to see people sharing those views, and they're absolutely valid in saying those things. And yet. It's an oddly magical little device, one that makes believers out of many and makes some developers positively bright-eyed with enthusiasm. You see, it's not just a tablet - it's a Nintendo gaming machine that can be played and enjoyed in so many different ways.
It's about sharing the experience with others. As technologies like Virtual Reality encourage us to wear headsets and disappear into our own worlds, and in an era where so many play games with others online that they've never met in person, Iwata-san went the other way. His concept was for players to have fun together, to enjoy gaming with others whether at home, travelling or simply visiting a friend. Prop it up on a table, take a Joy-Con each, or sit side-by-side with your own consoles. Pop your Switch into a friend's dock to show them a game you picked up, or an item you found that they just have to see.
I am in a family where we all have a Switch. For a while in the last generation I was the only Wii U owner, for the record, and really the only one that paid it attention over its lifespan. Yet the Switch has embedded itself in my family unit. We play in various configurations, we compare progress in games, we carry them around when we visit each other's houses. It's been a source of bonding, sibling rivalry (of a playful nature, I'd add) and an opening of minds to how games are played. It delivers gaming that is perfect for console gaming on the TV, and at the same time I can bring those experiences with me wherever I go.
Iwata-san's design philosophy is fused into the Switch, and indeed in how Nintendo still operates. Look at the Joy-Con, remarkable little controllers that can do so much. Motion, amiibo scanning, even an IR sensor, and of course HD Rumble. Isn't it typical of Nintendo to put so much effort into HD Rumble, a feature relatively low-key yet so impressive. Whether rolling around virtual marbles or feeling a buzz swoop from left to right through the controllers, it's easily missed yet oddly indispensable when it's done well. Utterly unnecessary yet delightful. Iwata-san forged a company culture where features like this matter, not because they are huge selling points that get units off shelves, but simply because they make games better.
I've written in the past that Satoru Iwata's legacy will live on, that his presence will always be felt for as long as Nintendo retains its identity. The Switch, and much of the humour, vibrancy and creativity that Nintendo still brings us with that system and the 3DS, is a reminder of Satoru Iwata. He always strove to delight gamers, to make it a hobby that can appeal to all and enrich their lives in different ways. He encouraged the company and its staff to innovate, to try exciting ideas with IPs old and new, to focus on a creative vision rather than raw power and statistics. He spearheaded consoles and portable systems to deliver on those goals - culminating in the Nintendo Switch.
Satoru Iwata's legacy is still felt every day through the Nintendo he helped to build. His place as a fearless and innovative corporate leader, as a talented developer, and most importantly as a passionate and kind-hearted gamer, will forever be secure in gaming history.
Comments 51
I always remember this date. I did last year, as well. It's so sad.
I never thought I could get attached to a president of a company, but I did to Iwata. I think his Nintendo Direct broadcasts made him feel more real, perhaps?
I grew up with Nintendo, and me and my siblings got our first console in 1992, the SNES. Ever since, I have bought every console on launch, giving me gaming experiences I cannot find anywhere else.
I'm grateful for Satoru Iwata's input on Nintendo's games and hardware.
<3
A nice and thoughtful article about a great, great man. Perhaps it will take some people several more years to truly understand what he has actually meant for both Nintendo and the gaming community at large, but he was definitely one of the big ones.
Dōmo arigatō, Iwata-san.
Much respect...
I still remember how sad I felt when I read the news about his death. I never thought I'd have such a reaction over the death of a CEO. Just shows you that Nintendo are more than just a games company to a lot of people. Nintendo are my childhood.
Loved Iwata
Iwata is a legend. He will be remembered long after his passing.
The thing about the Switch is that, it's not just a tablet. It's a NINTENDO tablet. And only the most die hard Nintendo haters wont admit that distinction is relevant. Detachable controllers might not be an original idea but they are also not an idea that's been done so well. There are some concerns with the Switch, but most of those concerns are things that will likely be dealt with in the next several months.
@Heavyarms55 Yeah. The innovation in the Switch is not in the parts but in the whole.
I never thought I'd feel so torn apart by a CEO passing away, but Iwata-san was special. He was a gamer first, and a CEO second. He pioneered the Directs, meaning that players truly felt like they were interacting directly with Nintendo at its heart, not being brushed aside or ignored. I truly believe he valued fun over profit. Nintendo under Iwata-san basically consumed my life/money. Unfortunately, nothing lasts, and the Nintendo I loved died with him. It's no longer his Nintendo.
Thank you again, Iwata-sama. You are severely missed.
@Heavyarms55
totally agree with you. It felt right when the switch arrived and it feels right when playing on the switch.
Already two years passed...
We will never forget you, Satoru Iwata.
Please watch over Nintendo...
Bless Nintendo Switch with good fortune...
Thank you very much, Satoru Iwata...
Let's listen this song...
Legend
He did a lot of good for Nintendo.
Ahh, the legendary Mr. Iwata. I missed him during E3 :[
He shines on in all us gamers though.
Iwata's Legacy lives on with his murderers.
~Oddworld guys.
@Xaessya Cop on.
He was a great man. His death will always remind me of my mom's, too. Mom died on 7/13/15 and I was at Iwata's memorial in Nintendo NY when I got the call. Play video games and cherish your loved ones!
Iwata was all about group hugs. He didn't place himself first. So group hug, everyone!
What a legend Iwata was! He will always be missed.
While he was responsible for creating the two Nintendo consoles that I liked the least, that sadly eroded away a big part of my Nintendo fandom, I suppose he did it for the right reasons. He also seemed like an incredibly nice person. If the Switch does end up being a big success (and it's looking likely), then it breaks my heart that he'll never get to see it.
It gets harder every year to realize that such a great man is now gone. RIP, Iwata-San.
@Xaessya
"Take a seat, please."
We, as well as Nintendo will always miss the wisdom and joy you continued to bring the world. Iwata was a true hero in so many ways, and its sad that this only became much more apparent after his passing. He deserved so much more.
Rest in Peace.
Keep an eye on us... Directly, from above.
Your company, and by proxy your vision, is in safe hands.
For having taught all of us that this was possible, you may now rest in peace.
To be fair, we may not have loved every decision Mr. Iwata made or every idea that he had. But no one can deny his genuine love for the industry. He changed the way I thought of corporate big wigs, not afraid to put himself out there, mock himself, and - most importantly - have fun. Not all of his ideas worked, but he was never afraid to try new things, and he seemed to always have us Nintendo fans in mind.
It's hard to believe it's been two years already. It is sad that he isn't here to physically witness the early success the Switch has had and the resurgence of interest and buzz around Nintendo that is going on. But I like to think that he is somewhere, watching it with a smile on his face.
I always liked this one.
That lime green wiimote never actually released. :/
But enough about MY needs. I like to think Horoshi Yamauchi died a more timely death than Iwata, and luckily didn't have to witness one of his very brightest employees and the successor he chose himself succumb to cancer.
He was always more than just CEO and there was actually some attachment to him, it didn't feel like he was trying to get our money(Which is what most CEOs do) he was trying to give us a good time. (The money was just a bonus because you know, you gotta make a living somehow).
@RainbowGazelle I clicked on this article expecting exactly this melodramatic noise.
Iwata laid the groundwork-- the Switch was his idea and he oversaw it for the bulk of it's conceptual cycle. He's the one who pioneered Nintendo through something of a paradigm shift-- one that has made them the most successful since the Wii days, with his successor getting an even higher approval rating.
But what else can I say, other than it's perfectly possible to love something so much you hate it.
It will be interesting to see what Nintendo cooks up next after Switch, Iwata's last "baby". Most likely (especially if the early successes continue) it will be an evolution of Switch (or simply an upgraded iteration ala their portable line of consoles) but it'd also be neat if, after retiring the DS line, they introduce another 'power' line of home console while transitioning the Switch rhetoric and philosophy over to more of a '3DS' successor.
I'm really interested as to what exactly Iwata's input on the Switch was. I think his love of games in unquestionable but I'd love to know if he was still here up to the Switch's launch, would we have seen a very similar or different Switchbeing released? I guess there is no real way to know that answer right now but it's maybe not that relevant to his death. I never met him but I feel as though he must have been a really good human being.
@chriiiiiiiiiis I think the Switch out in the wild you see today is largely his vision. It screams Iwata, and is almost literally a Wii U that you can actually take with you that also drops the silly dual screen approach.
i can't believe that he's still gone. he surely did great things for Nintendo.
i still have this image, 2 years ago.
Pretty cool that the last system he had a major influence on is, so far, a big success. R.I.P
Oh god tears again....
Boom! Splash! Iwata-San Forever! People can have their POV's and that's fine but, I've seldom had as much fun gaming as I did during the Wii era. The couch co-op gaming with friends was the best it had been since Goldeneye 64. Plus, I played so many Wii games to completion. Prime 3, Dead Space Ext., FF Crystal Chronicles, The Force Unleashed 1&2 both Rune Factories, Fragile, Arc Rise Fantasia, both Galaxies, both Zeldas and many more. That's just a list for eclecticism. I really do want that overall fun of Nintendo to return and I think it's happening with the Switch. It oddly feels like a NES mixed with a Wii/U to me. I think there's gonna be a flood of games once 2018 hits.
I always liked the guy because I knew he was a genuine hardcore gamer himself. He wasn't just a hired suit pretending to love games; he actually did love them. And he knew and understood them too.
By they way, is the HD rumble actually supposed to be so loud?
I actually find it pretty terrible every time the controller rumbles because it feels like I'm holding a phone that is on high vibration mode, so much so that the sound from the rumble motor is often just as noticeable as any actual sound from the games themselves. Also, and maybe I've just been unfortunate here, but every example of rumble I've experienced on by bro's Switch has just been an elongated bzzzzzzzzz like on my phone, so there's no nuance or subtlety, and it actually just feels like a worse version of rumble than on any other controllers I can use right. I honestly find it a little bit uncomfortable and off-putting when it rumbles like that. So, I'm not sold on it as of yet.
I used to love the rumble pack on the N64 controller, and I recall if feeling pretty cool when I shot a gun in the likes of GoldenEye 007. I was kinda hoping the HD rumble would be like that but with even more types of rumble sensations, from single jolts to repeated clicks and other stuff--much like I've heard the rumble in Wario Ware Twisted works--and without being so loud and obvious too.
My first personal Nintendo product was a DS. I had CivRev and some vet game. I enjoyed both, as they showed how two screens and a touch screen could work together in different ways. Later, I bought Professor Layton and the Curious Village, and the rest is history.
So here I am eight years later with Switch in my possesion. All along the way it's been a fun time, thanks largely to Satoru Iwata and his employees at Nintendo. While all good things must come to an end, including Iwata himself, I'd like to think his vision and spirit of creativity will never die.
Rest in Peace. We send our respect directly to you.
@Xaessya
That's no better than the wrongly-interpreted statement you are referencing.
Still miss Iwata. I didn't love the Wii after the first few years, but he acknowledged the error that went wrong there years ago....what happened with Wii wasn't his vision, it was merely an error. I loved the WiiU, or what it was supposed to be...Switch picks up with that perfectly. I'm glad he left us with one more "Iwata console".....he really set the whole company, maybe the industry, in a different direction with his last creation!
@John_Mcclane I imagine most of these "big games" were started under the approval of Iwata himself. They just took a long time to bear fruit and seem to be realized all together after holding them for "NX". He was very supportive of big games. In fact I can't imagine another Nintendo leader being willing to foot the bill for these 3 Xenoblades (XC2 absolutely started under his watch, as it was in development paralell to XCX) plus the delay to practically redesign BotW on it's big physics driven scale. And Odyssey was almost certainly originally to be for WiiU. These are all Iwata's big games at the moment.
@impurekind FWIW, HD rumble doesn't normally do that. Certain games do that. RMX does that. Snake Pass, every other patch when they break it again, does that. Blaster Master does that. Most games do not do that Usually it's very very subtle. The kind of thing you don't notice while it's there, but would notice if it were taken away and replaced with normal rumble. Shantae's hip swinging dance has a fun "bump bump" feel timed perfectly with the beat. Some games do it right, some don't. Zelda doesn't do HD at all it's just using it as normal rumble. I haven't noticed Arms using it at all actually (that surprised me, maybe it is?) Splatoon will use it.
I still remember you fondly, Mr. Iwata.
While I'll always miss him and also believe his legacy will live on, I'd really like to know how much he actually had to do with the Switch concept. Mainly because I'm still very critical about the fundamental idea behind it.
I still don't see the benefit or the use of a - from my point of view -
rather theoretical scenario like "enjoy gaming with others whether at home, travelling or simply visiting a friend. Prop it up on a table, take a Joy-Con each, or sit side-by-side with your own consoles."
What good is playing together on that tiny screen? Handheld gaming is just not the same as playing at home, in a more relaxed and comfortable scenario, on a big screen. That's what gaming with your friends is all about.
But when you're outside, when you're on the go, you have other things in mind, other things that you want to do. Nobody goes outside to play games. We go outside to go to work, to go shopping, to go visit someone or to go partying or to do other things.
But the purpose of leaving your house is never to play on the go. And that's not just my point of view, it seems to be what most people think.
To this day I still haven't seen a single person with a Switch anywhere. At the same time, the one time I took my Switch with me and tried out MK8D and ARMS on the subway and in the park (just because I was curious), no one was interested, no one paid attention to it. I genuinely believe people don't know or don't care about the Switch.
Similarly, to this day I haven't seen a single person with a DS or 3DS anywhere. Despite those devices being around for so long and having sold so well.
Quite the opposite, everyone I know is only interested in sitting together at a friend's home and playing games together on the big screen. That's really the only scenario people associate with gaming from my experience. Sure, many of those had a Gameboy as a child - as did I - but as grown-ups with more possibilities, we just don't need the restrictions of a handheld device any more.
Similarly, the HD rumble feature of the Joycons is really revolutionary. But everything else - especially their cheap build quality and lack of ergonomy - is just terrible. I totally get why they were designed that way, but I think it would've been better to bundle a proper console with two proper controllers instead of having a compromise-hybrid device with two lackluster controllers (that have one killer feature that no one utilizes).
That's why I'd really like to know how much Iwata had to do with it. I idolize him and always admired him for his vision - as alluded to in the article - that's why I can't imagine him being so wrong about the Switch concept. It must've been someone else who came up with this terrible idea.
So from my experience and my point of view, designing a device like the Switch with all of its compromises and shortcomings was a really bad decision.
But of course, for someone who lives in a household where everyone owns a Switch (which I suspect is largely due to the writer's influence?), the experience might be different. But my point is: it's not representative regarding the whole population. It's still just a niche.
@NEStalgia Ah, cool.
@shani i have yet to see a single person.... Not ONE play Pokemon Go. I'm not in a rural Podunk town. Yet even at is height, not a single person seemed to know it existed. By that metric the game was a failure, was unknown and the large gatherings of hundreds where food vendors turned up simply did not happen.
Sometimes wired bubbles exist. I've never seen a 3ds in the wild. I saw 4 kids playing pokemon on a ds back during b&w. Yet, what, 120M consoles don't lie
I've traveled with my switch. Played outside. I'm doing it right now in fact. But not in the public eye. Personally, being nearsighted, multiplayer on a 6"screen is unappealing......jaxonh uses his that way all the time. Different audiences. But misty importantly it's one machine and one library of games to sell to anyone, no matter HOW they play. You like playing on the tv with friends. It does that. Lots of people here (and nearly all of Japan) like playing on the train or cafe or park. It does that. Jax likes playing with coworkers in the breakroom. It does that too. Not everyone needs to need all its modes. But it can have a mode for everyone's needs. THAT is the fundamental idea behind it.
Once Skyrim: Toilet Edition launches. The "hardcore" gets their need of a big screen game they can just pick up and continue uninterrupted on the go, or when they've just gotta go.
The NES and SNES were the consoles that brought me closer to my brother when we were kids. I can still remember when our dad brought the SNES home. Really cool that Nintendo decided to use a similar box for the SNES Mini.
The Wii was the console that brought my entire family closer because we could play bowling with our parents. They loved that machine.
Career workload meant we didn't have time to play much during the WiiU era, so I didn't get that particular console. We did get the 3DS, and it was a perfect fit for our lifestyle. Pokemon XY and Monster Hunter really brought me, my brother, and my best friend closer together in our adult years.
And now the Switch. What a fantastic machine. It allows me to play not only with family, but also my 5-year old nephew, even some of my students.
I agree with the article author and everyone on this thread: Nintendo has a magical way of bringing families and friends together, and a big part of that is because of Iwata's vision.
He had his hand in so many different projects that we're still seeing his name in the end credits of some major recent Nintendo releases. Only very recently have I seen Kimishima as the executive producer at the end of any game's credits. First time Iwata's name wasn't there I was super bummed. I miss that guy.
It's still very sad to feel that he isn't with us... I'm happy though that his last console, the Switch is selling well. Let's hope it continues to do so as a final reminder of this great man's legacy. ;(
Wow he wasn’t even that old
@NEStalgia Yeah I know, there are definitely different bubbles.
And I get that the Switch is meant for all kinds of different audiences. But I think that's exactly the problem: For it to be used by all those people with different use cases, it has to make a lot of compromises.
Sometimes allround-solutions are really great, but in this case I would've preferred if they had made two separate devices. They could've still branded them 'Switch' and made them compatible to one another, i.e. 'Switch Home' and 'Switch Portable'.
The Portable version could've connected seamlessly to the Home device and act as a controller, possibly a second screen and share all of its games (which run in a higher resolution on the 'Home' device). Or you would've just used it solely as a handheld. It still would've featured the Joycons. The Switch Portable wouldn't have needed to care about HDMI, USB etc and could've featured slightly weaker hardware to allow for a proper battery runtime of 10-12 hours.
Meanwhile, the Home device could've featured proper, high-quality controllers, proper stationary hardware (which is stronger and can have better cooling thanks to a bigger housing) and would've fixed all the other shortcomings that stem from making compromises to when creating a hybrid.
It wouldn't have needed to care about the touchscreen, the low-quality Joycons (although they still would've been compatible as controllers) or cramming all the hardware into such a small housing.
That way, both the Switch Home and Switch Portable would've been less expensive, more capable in their respective areas and more well-rounded.
And Nintendo could've marketed them as two parts of one ecosystem, where everything can be connected and be used together + crossplay and crosssaves of course.
If you just need it as a stationary console, you buy the Switch Home for 199€/$.
If you just need it as a handheld console, you buy the Switch Portable for 199€/$.
If you want both, you buy them bundled together for 349€/$.
I think this would've offered a lot of additional opportunities for everyone, the way I see it, everyone would've benefitted from this and no one would have to make do with any shortcomings that every hybrid or allrounder has by definition.
@shani I'm not sure what compromises it's making though. It's a system more powerful than a WiiU, that itself was more powerful than a PS3. There really isn't that much compromising going on there. A compromise versus not being an X1X? Sure. But Nintendo is not ever (ever) going to enter that market, nor would the industry be friendly to them doing so.
Your description though of what you imagine is....really really awful Your proposal is mostly just having the current Switch as-is without a dock, plus a Nintendo XBox, and you'd have to buy two consoles to play the current Switch on a TV?! You'd chop down the current Switch hardware, though, so that it got an a battery run-time 2-3x that of the 3DSXL, but only had the power of a Vita or worse, and therefore, both systems would end up with completely separate libraries of games, thus duplicating the 3DS/WiiU cycle all over gain, and providing less value to consumers with the "buy once, play anywhere" nature of the shared library. Your "Switch Home" being the less versatile console, would still be entirely ignored in favor of the PS4/X1, would still be the "weak" console next to the X1X and PS4 Pro, and would have less reason to buy for Nintendo games than the Switch Portable, unless it was a truly separate library in which case it would be, quite literally a -=NEW=- WiiU. And all of that because you don't know a lot of people that want to use the hybrid in portable mode, so you'd rather have to ALSO buy ANOTHER console just to stream your Switch games to your TV rather than just buy this one and use it on your TV?
Also, I'm not sure why you're saying the Joycons are low quality. Ergonomics are subjective and there is vigorous debate on that, but you're the first person I've seen that thinks the actual quality is low. They're quite high quality and exceedingly dense. And the Pro controller exists as a "proper high quality controller" and costs a lot less than having to buy a separate "home console" would be. There's also the problem that the "Home" version would have to run an entirely different architecture....it would have to either be a literal WiiU 2 running PPC, or it would be an x86 like PS4/X1 to meet your intent....at which point it would NEED its own software library, or entirely different dev/build/testing processes.
So ultimately your design really is to just stick with 3DS2/WiiU2 rather than reinvent the concept of console in the mobile age as something other than just a PC in a little box. Your idea of Switch would just be a new Nintendo handheld like all the others. Switch flips the whole idea of a console/handheld upside down. That's proof as good as anything that it's an Iwata console through and through! Few others had the guts to make a gamble that huge. The rest of the industry plays everything safe and predictable. He bet the farm on every bet. Sometimes he lost the farm, sometimes he won 3.
Those prices though....there was no hope of those prices being where you have them. Even if we ignroed the architecture and library incompatibilities, and the silliness of lowering the handheld to being a Nintendo Vita to extend the battery and not use Tegra, the 2DSXL is $150. The actual Vita is $200. PS4 Slim is $270-ish, and is product at a huge scale of economy, PS4 Pro is $400, X1X $500.
Your beefy Switch Home would be $250 minimum, more likely $300 min. It couldn't sell as cheap as the 3-year old PS4 which launched at $400. It couldn't sell for $400 if it weren't PS4 pro levels of power. So in between. The handheld would be $250 minimum. No dock, but basically the same machine we have. If it weren't Tegra hardware but were just a bumped up 3DS it would be $250 minimum as well, as n3DSXL is $200. So then you're up to about $500 (or more) (including a Pro controller though) for playing your Switch Handheld games on your TV, with a separate library of TV games that you can't play on your handheld. If that were a desirable outcome, WiiU would have sold like hotcakes. WiiU+3DS came in around the same price. People buying "one or the other" is what netted WiiU 12M sales and an empty library, and 3DS 65M and growing.
One box, one library, one flat price, and only one device to manage. And it's selling like crazy. Two boxes, two devices to manage, two somewhat compatible but mostly not libraries for more money.....would be less likely to sell like crazy. Remember only Nintendo has been having one successful, one unsuccessful console with a split library. XBox has none of that problem, just one platform. And sony abandoned vita early on, really selling one platform, plus a gadget for indies. Nintendo had to get AWAY from being the only company trying to manage two platforms at once.
That's not to say they won't offer cut down versions that are geared toward being portable or just TV at lower prices. I think it's virtually a guarantee they will. But the all-in-one hybrid will remain the "premium" device of the series. The specs can't outpace that too much beyond doing what PS4 Pro does to PS4, meaning it would only be an X1 successor once one becomes viable in a few years for the home dock, and just a smaller form factor for portable. Iwata hinted at the multiple pieces of hardware sharing the same OS and games, himself. I think around the launch of Pokemon we'll see a cheaper portable variant that's obviously the "bad one" just as 2DS was.
The thing with being a hybrid is the Tegra platform pretty much peaks here for now. X2 is not viable if you don't want a $500+ console, and if you think there's shortages now, X2 based shortages would have been extreme! The only other alternative is not using Tegra....and some weird in-house proprietary custom baked architecture would have cut off ALL third party support right through Fifa.
Your idea, would have been more pricy overall, and would have rang more bells among "gamers" but not among "core gamers" still, and would have not had a cohesive reason to buy in among the consumer market. It would be doomed to fail.
Remember, as Iwata said when asked at the last investors meeting about NX, weeks before his death, he said something to the effect of "about NX, I can say that we're always thinking about how to best accomodate the Japanese market that prefers handheld play, and the Western market that prefers to play at home" A big part of this was to have a single machine to bridge the needs of their two markets without basically running separate product lines for each....one for Japan, one for everyone else. The hybrid nature is as much a part of having one system to sell in all regions as much as it is about consumer versatility. Nintendo's the only company that has to worry about the Japan market...because they're the only company that actually has a lock on the Japan market. PS4 is doing "ok-ish" but is waaay behind Nintendo in Japan. XBox basically never even entered. It's not a huge market in the industry anymore, but it's a huge market for Nintendo as a company. Switch helps keep that huge (for them) but shrinking (overall) market loyal while presenting a product that appeals to the West equally, while providing a different form factor to appeal to different people (not unlike Wii, eh?)
No question, Switch is 100% Iwata's machine. Everything about it screams Iwata, it's his own ideologies distilled into a piece of steel and plastic. His own comments over the last year and a half or so of his leadership tell us that what we see, is what he had seen. Miyamoto told us post-launch that Iwata was hugely responsible for it, and Kimishima told us that he had no idea what NX even stood for, that if it stood for anything, only Iwata knew it, and he didn't leave anything behind about it.
It's Iwata's console. That much is obvious every time I pick it up. And that's a good thing. It really IS a phenomenal console. If you're an Iwata fan and thus a Wii and DS fan....not sure how you couldn't be a Switch fan. It's like the final evolution (Pokemon phrasing there) of all his previous concepts.
Switch "Home" may have been a better home console (slightly?) by trying to be a PS4 (but never being accepted by one in the industry.) Switch "Portable" may have been a longer running handheld, but would have just been a handheld and not a portable home console. But neither of them would have been half as good at being a Switch.
Including USB-C charging (a rare move for Nintendo) means you can buy any size external battery pack you like. None buys you a good 3+ hours of gaming (I play Arms 3-4 hours and only get down to 37% battery or so...don't use Zelda as the gauge...that thing guzzles power. It depends on the game. The FAQ even says so.) You can get a small thin battery pack to double that. Or you can get the big giant battery I got if I'm going to play a lot that runs full console games, anywhere, for over 24h, without having to dumb graphics down to Vita levels. It also means in Japan, the charging stations that are pretty much everywhere, can charge them.
For $380 US you can get yourself a Switch and a Pro controller and knock yourself out however you want to play. Or....that's what I would say, if you could actually get one. But you can't. Because they sell out in minutes. Because Iwata was a genius, and this is Iwata's console
Yeah the Joycons look pretty decent from outside/at first glance and it is impressive how much functionality they put into these small devices (although seeing the actually scarce hardware inside did diminish my awe for this a bit). That said, Nintendo had to hustle and do some tricks to make it work. The result is that for the first time ever they produced a default controller which isn't quality-wise on par with its predecessors.
It's not so much that I think the quality is low but rather that I know. Isn't it evident to you when you hold the Joycons in your hands? If you compare them to the Switch Pro Controller, Wii U Pro Controller, Wiimote(+), or Gamecube Controller, don't you notice any difference in terms of build quality? I left the Wii U Gamepad out because while the buttons did feel better and the weight made aiming a bit more accurate, its build quality was also a bit questionable. Some of the buttons would have more clearance than they should.
But I'm - by far - not the first to criticise the build quality. You're asking what I'm talking about?
Well, for once, there's the Ben Heck video posted on NintendoLife Starting at 2:28, he underlines how it's "easily the cheapest analog stick [he has] ever come across in a major console".
Then there are of course the Joycon connection problems that some people had.
I don' have those problems (although sometimes the Joycons seem unresponsive during fast maneuvers in ARMS), but I can actually see and the feel the inferior build quality on my Joycons.
I haven't used them that extensively (nor have I have they been thrown or falling on the floor), yet the material already starts to come off on the R button (right Joycon).
Also, the straps don't hold that well on the right Joycon, during playing ARMS it sometimes slides off (whereas the left Joycon has no such problems).
What I also mean by compromises is the way too small size of the Joycons (even with the straps - and I don't have large hands). Or the fact that the stick on the right Joycon is weirdly positioned in the middle. That's not comfortable for longer sessions. The same applies for most of the buttons, there just not enough room for your fingers to lay on comfortably.
This ergonomic nightmare was only necessary because of the portable aspect.
Or the fact that Nintendo sacrificed the d-pad - something in which Nintendo always excelled and technically still does with the Pro Controller - just because of their 'vision' of people playing together. What about the singleplayers who want a proper d-pad and don't want to pay extra for that? Why are they ignored?
HD Rumble is truly revolutionary (although so far it has been even more underutilized as the Wii U Gamepad - give it time, that might change for the better), but maybe (I'm just speculating here) it was too costly, combine that with the small size because of portablility and there you have a couple of compromises just regarding the Joycons alone.
No not at all! What I had envisioned would be totally different from the Wii U and 3DS. I didn't have the time (or didn't want to spend it, it has been a long day at the office) to come up with a more elaborate concept - the prices were merely examples and not based on anything - and never said my idea was a finished one, but okay, here it is:
It would be basically one unit that consists of two modules (that are sold separately or in a bundle). Among other things, connecting both modules would comine the computing power of both devices to enhance the performance - similar to the Nintendo patents/rumours that were floating around prior to the Switch's reveal.
The performance benefit would be a lot more significant than the N64 Expansion Pak ever was.
It would not be a XB1 or PS4 clone, Nintendo should never do that but keep doing their own thing.
There would be only one shared eShop, where every game would run on both modules, only with different graphical settings.
Switch Portable would be 'Low', Switch Home would be 'Medium', Switch Home and Portable connected to each other would be 'High'. Maybe - for those people always nagging about Nintendo producing weak consoles, they could produce a Performance Boost Module which might be as expensive or even more expensive than the Switch Home, but provide an 'Ultra' setting, maybe even doubling the performance (depending on the ratio of price/performance-boost).
The Home Module would be sold with one Pro Controller or two Wiimote/Joycon-like controllers (only bigger), depending on the bundle you buy. More on the 'Switch Home' later.
The Portable Module would be somewhat similar to the Switch, with detachable controllers. But they could be a bit more basic; maybe(!) removing HD rumble - if it even is that expensive in the first place -while improving the overall build quality of the controllers if possible.
I would definitely reduce performance somewhat - although still more in the general area of the Switch levels rather than the N3DS levels - so that in some games in portable mode, 720p is still achievable with a good framerate, while more demanding games might play at 576p in portable mode.
Meanwhile - and this harkens back to the strength of the original Gameboy - it would have to focus on providing outstanding battery life which must lie in the double digits.
In anyway, if you connect the home and the portable module to each other, you should be able to play all games at the very least in 1080p, if not better - still with a good framerate, of course.
Continueing with the Home Module, unless a wireless option is favoured, the following would apply:
On its surface, the Switch Home would have a slot (or even better: several slots) where the Switch Portable module can be slid in.
They could even keep the 'clicking' Switch jingle with a similary graphic as the logo.
When you slide the Portable module into the slot, it will be used as an additional processing unit while simulateously being provided with additional cooling from the Home module.
While 'docked', you can use the detachable controllers (just like the Joycons) of the Switch Portable as additional controllers on then Home console (without having to pair them!)
Crossplay/Crosssave: You can also play any games and save games stored on the Switch Portable on the Switch Home.
If the combined performance of both devices will be enough (I'm doubtful), they could even realize VR with that.
Otherwise, there would be VR module of course.
*Any future Nintendo portable consoles would also connect to that slot. *
But not only portable consoles, also Quality of Life-related devices (e.g. to visualize and analyse your sleeping pattern, heart rate etc on a long-term scale or for specific times during the week, Brain Age, Fitness), which Nintendo is still planning to release one day AFAIK.
Or maybe there could be a future collaboration one something like the Pokemon-Go watch.
There could be a lot of ther kinds of (1st and 3rd party) modules in the future as well:
And of course, let's never forget - great games (and software) to complement the devices and to truly let them shine.
The only thing this concept would have in common with Wii U and 3DS would be that they'd also be sold separately.
But it must offer a clear advantage/incentive to buy them both. That's what this concept is all about. While still providing the option - especially for people with limited funds - to buy only the Portable or Home module (or to buy the other module at a later date).
Of course, anyone who only owns the Switch Portable can bring his module to a friend who only owns the Switch Home. That way, they both could play all their games together, show each other new games they recently found or share experiences they did while playing on their respective device.
It would still be about coming together, having fun and sharing experiences, only in a more advanced and sophisticated way that considers all kinds of different lifestyles.
If you have a Nintendo-loving family (like in the article's example), maybe there could be one Switch Home near the TV and every family member would have their own Switch Portable. Every family member could play on their own device during the day and when they come together at home, they connect all of their Portable modules with the Home station, show each other what they experienced (this would also a great approach for parental controls) or play a round of Mario Kart - or whatever they just found on the eShop, maybe the parents read about a great educational game that's also a lot of fun in multiplayer.
Meanwhile, if you're someone who travels a lot and enjoys gaming on the go, you might focus more on the Portable unit. You could be a portable singleplayer and/or encounter other players in portable multiplayer either online or during wireless play (similar to the Switch and 3DS).
But - since crossplay would be involved - you could play against your friend who's play at his Switch Home while you're playing in a totally different country somewhere in the world. Whenever you want, whereever you want. Your friends and family are always just one click away.
Or maybe someone has several friends who like meeting at his place and whenever they do, they play a round of FIFA (or whatever) in local multiplayer/coop on his Switch Home. Of course, I they themselves don't have Switch Portables, the host has to provide more controllers - possiblym, but necessarily Pro Controllers in that case (could be a single Joycon as well as the more affordable option) - or maybe his friends might gift him some on his birthday or buy some for themselves to use via Bluetooth on their PC, Laptop, Smartphone, Tablet as well.
Or maybe someone just don't knows any gaming-interested people in his vicinity (maybe someone who moved to a new city) and just wants to play on his Switch Home for the moment in singleplayer at home.
Despite having thought about it for the last two hours now, this concept is still not finished and could be expanded even further. But I'm getting a bit tired, so I'll probably have to stop here.
But I believe the possibilites would be (almost) endless. I've always been a fan of modular solutions, they offer more flexibility, more freedom of choice, more (backwards and forwards) compatibility among other benefits.
A few other remarks in response to your post in random order:
I don't want to sound too negative, but I don't believe a thing Kimishima says. Even Miyamoto and Aonouma were 'forced' (not really forced, more like convinced, I don't really doubt that they actually believe in what they say) to say things regarding the Switch that can be summed up as marketing lingo.
Just think about how Aonouma justified removing the second screen feature from BotW. It's obvious to everyone that it was removed to not make the Switch look bad, not because of the reason he mentioned (that it would it distract from the actual game, which is a lie because opening the inventory or map distracts you a lot more). I still admire Aonouma a lot for his life's work (so far) and am thankful for all the memorable gaming experiences he provided me with. But in this case, he just lied to the players.
$380 US (or 390€ since it's a bit more expensive here) for a Switch + Pro Controller is way too much and that's the 'cost' (in this case, even literally) of a hybrid console.
As mentioned above, I didn't really think those prices through in my previous post, they were just examples of how the prices of the modules could compare to each other.
Maybe your estimate is more realistic and it's 250+250 or 300+200. Would that be so bad? The important thing is to offer a bundle price if someone buys both at once. Besides, AFAIK all three console producers don't make their profits with the hardware but with the software. So making a loss with the hardware to sell more systems at a lower price (a big install base is key here) could actually be profitable.
The Home module would still be a less expensive than the Switch and the Portable Module wouldn't be significantly more expensive than a N3DS while offering a lot more graphical prowess (not to mention all the other benefits of a modular system listed above).
But still, these are just raw estimates which could be somewhat off. Of course you can only plan the actual prices after finalizing the concept and knowing which parts you would need and how many units you would probably sell.
But still, having these raw estimates as a reference point is still important to keep it affordable.
Yeah you can slap a powerbank to the Switch, but isn't it embarassing to create a hybrid gaming device that doesn't have a long-lasting battery built in by default? Why does the user have to always take a power bank with him? They could've easily made the Switch thicker and heavier, which wouldn't have detracted anything but added double or triple the space for the battery.
This is another of those compromises I mentioned before.
@CrazedCavalier Well done for summarising the article.
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