For anyone who’s ever marveled at Nintendo’s vivid, phantasmagoric, zoologically ornate video games, visiting the company’s understated home in Kyoto, Japan, can be disorienting at first. That such an outpouring of kaleidoscopic products comes from a place so devoid of color can be momentarily hard to fathom. The headquarters are housed in a stark white cubical building surrounded on the perimeter by a sturdy white wall. The lobby is minimally decorated. The sidewalls are sheathed in cool white marble. No Donkey Kong posters. No Mario cutouts. No Pikachu plush toys. The rare sprinkling of color comes from a series of small, framed art pieces: a serene procession of birds and flowers. One Tuesday morning in April, the place gave off the reflective vibe of a monastery or, perhaps, a mental asylum.
On the top floor of the building, Tatsumi Kimishima, Nintendo Co.’s president, took a seat in a wood-paneled conference room, next to a translator. A crescent of handlers settled into chairs nearby while a server brought out cups of hot green tea. She padded quietly about the room, making sure not to obstruct anyone’s line of sight to the president, shuffling sideways here, dipping there, like a spy limboing past a laser-triggered alarm system. Not a drop was spilled.
As the tea was served, Kimishima eased into a laconic summary of Nintendo’s affairs. The past year and a half had been eventful, with the company vaulting back from the brink of irrelevance to reclaim its position atop the global video game industry. Kimishima summed up the triumphant drama with monkish self-restraint: “Certainly, we have been pleased.”
In March 2017, the company released the Nintendo Switch. People were skeptical that the console, which can be used as a portable gaming device or docked to a television set, would succeed. It had been more than a decade since Nintendo’s last hardware megahit, the Wii, and the world of home entertainment had destabilized. Smartphones, some analysts maintained, were the future of video games—not sleek, meticulously crafted $299.99 devices with curious motion-sensitive, detachable controllers.
But from the start, gamers loved the Switch’s originality, versatility, and design. This April, Nintendo announced that during the previous fiscal year it had sold more than 15 million units and more than 63 million games. A strong lineup of reimagined classics had helped drive the frenzy. The Legend of Zelda: Breath of the Wild had sold more than 8 million copies and been named Game of the Year by the Academy of Interactive Arts & Sciences. New iterations of the Mario Kart, Super Mario, and Splatoon franchises had performed similarly well. Nintendo’s revenue had more than doubled from the previous year, to $9.5 billion, and its share price had shot up 81 percent.
With the company once again bear-hugging youthful brainstems around the world, marketers of kid products are rushing to license its characters and start joint ventures. (...)
As Kimishima spoke, sunlight flooded the conference room. It was a warm spring day in Kyoto. The cherry trees were in full bloom. The subways were clotted with tourists. Elsewhere in Japan, the firefly squid were returning to Toyama Bay. Police in Miyagi prefecture were investigating what had happened to a black-headed gull found wandering around, alive, with a small arrow mysteriously lodged in its skull, as though escaped from a Nintendo game.
Kimishima took a sip of tea. Next year, Nintendo will turn 130 years old. Once again, the outside world is wondering how a company periodically left for dead keeps revitalizing itself. But seesawing is nothing new for Nintendo. It has long alternated between fallow periods, in which the media churns out reports of pending doom, and boom times, during which Nintendo Mania is cast as an unstoppable force. What remains constant is the company’s understated and zealously guarded culture—the system at the root of its unusual ability to recalibrate, with some regularity, to humanity’s ever-evolving sense of play. (...)
On the top floor of the building, Tatsumi Kimishima, Nintendo Co.’s president, took a seat in a wood-paneled conference room, next to a translator. A crescent of handlers settled into chairs nearby while a server brought out cups of hot green tea. She padded quietly about the room, making sure not to obstruct anyone’s line of sight to the president, shuffling sideways here, dipping there, like a spy limboing past a laser-triggered alarm system. Not a drop was spilled.
As the tea was served, Kimishima eased into a laconic summary of Nintendo’s affairs. The past year and a half had been eventful, with the company vaulting back from the brink of irrelevance to reclaim its position atop the global video game industry. Kimishima summed up the triumphant drama with monkish self-restraint: “Certainly, we have been pleased.”
In March 2017, the company released the Nintendo Switch. People were skeptical that the console, which can be used as a portable gaming device or docked to a television set, would succeed. It had been more than a decade since Nintendo’s last hardware megahit, the Wii, and the world of home entertainment had destabilized. Smartphones, some analysts maintained, were the future of video games—not sleek, meticulously crafted $299.99 devices with curious motion-sensitive, detachable controllers.
But from the start, gamers loved the Switch’s originality, versatility, and design. This April, Nintendo announced that during the previous fiscal year it had sold more than 15 million units and more than 63 million games. A strong lineup of reimagined classics had helped drive the frenzy. The Legend of Zelda: Breath of the Wild had sold more than 8 million copies and been named Game of the Year by the Academy of Interactive Arts & Sciences. New iterations of the Mario Kart, Super Mario, and Splatoon franchises had performed similarly well. Nintendo’s revenue had more than doubled from the previous year, to $9.5 billion, and its share price had shot up 81 percent.
With the company once again bear-hugging youthful brainstems around the world, marketers of kid products are rushing to license its characters and start joint ventures. (...)
As Kimishima spoke, sunlight flooded the conference room. It was a warm spring day in Kyoto. The cherry trees were in full bloom. The subways were clotted with tourists. Elsewhere in Japan, the firefly squid were returning to Toyama Bay. Police in Miyagi prefecture were investigating what had happened to a black-headed gull found wandering around, alive, with a small arrow mysteriously lodged in its skull, as though escaped from a Nintendo game.
Kimishima took a sip of tea. Next year, Nintendo will turn 130 years old. Once again, the outside world is wondering how a company periodically left for dead keeps revitalizing itself. But seesawing is nothing new for Nintendo. It has long alternated between fallow periods, in which the media churns out reports of pending doom, and boom times, during which Nintendo Mania is cast as an unstoppable force. What remains constant is the company’s understated and zealously guarded culture—the system at the root of its unusual ability to recalibrate, with some regularity, to humanity’s ever-evolving sense of play. (...)
Nintendo’s game creators come from a variety of academic backgrounds. Historically, most were Japanese men, though in recent years the company has hired more women and brought in talent from overseas. The increased diversity helps to replenish Nintendo’s wellspring of creativity, executives say, and ultimately to produce a heterodox array of games that appeal to consumers who aren’t necessarily fervid gamers (read: not just young men).
The expectation is that new hires will learn the craft from senior producers and spend the rest of their careers at Nintendo, continuously honing their command. The setup is reminiscent of the apprenticeship system underpinning the rich, artisanal culture for which Kyoto has long been renowned. In studios throughout the city, apprentices work alongside master craftspeople, producing ceramics, paper fans, tie-dyed prints, cutlery, tea canisters, embroidery, bamboo work, and lacquerware. Kyoto’s artisans pride themselves on never letting their handiwork grow stale; each generation of apprentices is expected to absorb the methods of their predecessors while pushing classical practices forward.
Nintendo’s master artisan, its most revered producer, is Shigeru Miyamoto, 65, who joined the company in 1977 and designed its first globally beloved game, Donkey Kong, a few years later. Miyamoto is still at the company, and all its senior game makers, including Koizumi and Takahashi, have worked extensively at his side. “I’m not young myself,” Koizumi said. “But as a developer working on some of these 30-year franchises, one thing that I do recognize is that just because it’s been around for 30 years doesn’t mean that’s necessarily a strength on its own. What you need are fresh ideas. You need young people with interesting takes.”
The company’s creative methods—and, more precisely, why its best games verge on the sublime—have always been something of a mystery. Over the years, Miyamoto has offered some clues. He’s often told a story about how, when he was young, he discovered a cave in a bamboo forest outside his village of Sonobe, northwest of Kyoto. Initially afraid, he pushed deeper into the subterranean world, marveling at the feelings of mystery and soulfulness that washed over him. That sense of astonishment and animism persisted, helping to inspire hit games such as Donkey Kong, Super Mario Bros., and The Legend of Zelda. Miyamoto’s cave tale is to Nintendo acolytes as Plato’s cave allegory is to students of Greek philosophy: a way of framing the inherent challenge of perceiving reality. How to create a naturalistic gaming environment that opens a player’s mind to the transcendent elements within?
by Felix Gillette, Bloomberg | Read more:
The expectation is that new hires will learn the craft from senior producers and spend the rest of their careers at Nintendo, continuously honing their command. The setup is reminiscent of the apprenticeship system underpinning the rich, artisanal culture for which Kyoto has long been renowned. In studios throughout the city, apprentices work alongside master craftspeople, producing ceramics, paper fans, tie-dyed prints, cutlery, tea canisters, embroidery, bamboo work, and lacquerware. Kyoto’s artisans pride themselves on never letting their handiwork grow stale; each generation of apprentices is expected to absorb the methods of their predecessors while pushing classical practices forward.
Nintendo’s master artisan, its most revered producer, is Shigeru Miyamoto, 65, who joined the company in 1977 and designed its first globally beloved game, Donkey Kong, a few years later. Miyamoto is still at the company, and all its senior game makers, including Koizumi and Takahashi, have worked extensively at his side. “I’m not young myself,” Koizumi said. “But as a developer working on some of these 30-year franchises, one thing that I do recognize is that just because it’s been around for 30 years doesn’t mean that’s necessarily a strength on its own. What you need are fresh ideas. You need young people with interesting takes.”
The company’s creative methods—and, more precisely, why its best games verge on the sublime—have always been something of a mystery. Over the years, Miyamoto has offered some clues. He’s often told a story about how, when he was young, he discovered a cave in a bamboo forest outside his village of Sonobe, northwest of Kyoto. Initially afraid, he pushed deeper into the subterranean world, marveling at the feelings of mystery and soulfulness that washed over him. That sense of astonishment and animism persisted, helping to inspire hit games such as Donkey Kong, Super Mario Bros., and The Legend of Zelda. Miyamoto’s cave tale is to Nintendo acolytes as Plato’s cave allegory is to students of Greek philosophy: a way of framing the inherent challenge of perceiving reality. How to create a naturalistic gaming environment that opens a player’s mind to the transcendent elements within?
by Felix Gillette, Bloomberg | Read more:
Image: Brian Finke