Satoru Iwata (Nintendo): 9am – 10am
(official GDC brief)

(it occured to me that from OSU’s perspective: my notes and personal perspective might seem useless. So I thought I should try to explain how this relates to the Ecampus perspective – which turned into a huge rant unto itself)

EDUCATION PERSPECTIVE:
1)It is interesting to consider Nintendo’s transition from old-hardware business models into modern-online territory (sort of like education’s transition from on-campus to online?). it’s fairly widely known that Nintendo built their legacy product by product, by re-purposing existing hardware components and then creating innovative games to make the hardware look good. Their games expertly engage the player, but the key to their success is that their hardware was cheaper to manufacture (existing calculator parts, cartidges from factories they owned, etc.). Competitors tend to gamble the farm on expensive (often unstable) innovations, and hope someone else can make nice software.

The key point for online learning is really: Engage your audience with expert experience design, if you want to sell them on whatever platform.
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From Metroid to Tomodachi Collection to WarioWare: Different Approaches for Different Audiencesheadphones for translation
(GDC Summary)

my Summary:
Yoshio Sakamoto talks about the path that brought him here (teen detective games to metroid to wario). A charming dude with some interesting stories/inspirations.

(Some news services later claimed that his translator got several things backwards. Not 100% i understand the confusion. but, i believe he said the new Metroid:Other M game would have been purely 2d side scroller, like the original, but the translator said “on rails” which made many think of no movement controls at all. which would have been weird.)
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