Satoru Iwata

Satoru Iwata
Satoru Iwatawas a Japanese video game programmer and businessman who served as the fourth president and chief executive officerof Nintendo. He is widely regarded as a major contributor in broadening the appeal of video games to a wider audience by focusing on novel and entertaining games rather than top-of-the-line hardware...
ProfessionEntrepreneur
Date of Birth6 December 1959
CityHokkaido, Japan
taught-us different nintendo
The entire Nintendo group will carry on the spirit of Mr. Yamauchi by honoring, in our approach to entertainment, the sense of value he has taught us -- that there is merit in doing what is different -- and at the same time, by changing Nintendo in accordance with changing times
engineering imagination important
Engineering is not quite as important as imagination
memories player games
For young players, classic games are brand new. For older players, they bring back memories and make you feel good.
creating games path
No one else can match the environment we're creating for expanding the game experience to everyone. Our path is not linear, but dynamic.
creativity ideas nintendo
Small developers can compete on creativity not on scale or staff size.... Nintendo is willing to help bring these ideas to life,
names our-world nintendo
If you want our world-known names, you can't have them unless you own the Nintendo machine.
quality information losing
Consumers will purchase high quality products even if they are expensive, or in other words, even if there are slightly reasonable discount offers, consumers will not purchase products unless they truly understand and are satisfied with the quality. Also, product appeal must be properly communicated to consumers, but advertisements that are pushed on consumers are gradually losing their effect, and we have to take the approach that encourages consumers to retrieve information at their own will.
player offering games
Some argue that our success is short-lived and temporary. So, we now need to make efforts to constantly expand the player base by offering services and titles that can appeal, not only to those who have never played games, but also to those who play them hard.
years entering nintendo
The profitable part of the online business is very likely several years away. Entering the business because it's the hot topic of the day doesn't make a profitable business nor satisfied customers, ... That's why it will be a part of Nintendo's strategy, not the mainstay, as other companies are attempting to do. There still are too many barriers for any company to greatly depend on it.
sorry media nintendo
We are sorry about [the E3] media briefings, specifically for those who were expecting to see Nintendo show something about ‘Super Mario’ or ‘Legend of Zelda.’
wish pay connections
At the moment, most customers do not wish to pay the extra money for connection to the Internet, and for some customers, connection procedures to the Internet are still not easy.
momentum wii gaps
With the DS and Wii, following the titles that were released at launch, the momentum dropped when there was a gap in software releases. We're making plans so that this type of thing won't happen.
thinking games able
I've never been able to control a first-person shooter, but as soon as I used the Revolution controller, I found it very easy to control the game. So, I think that's a genre that's particularly well suited for the controller.
order play creating
In order to realize the goal of creating a new starting line that anyone can instinctively understand we have come up with a design that differs greatly from any of today's controllers. We have also made bold innovations in play style as well.