That's what DSi is all about: Providing simple, quick-to-master experiences that everybody can pick up and enjoy.
One of the things that... I've seen Nintendo do so well is provide a user interface that is intuitive, easy to navigate, easy to execute against - and in our view, that's exactly what we've done on DSi.
The competitive landscape for us is very broad. We see ourselves in the entertainment space. We compete with listening to the radio. We compete with watching TV. We compete with social networks.
We compete with all of the time that consumers spend when they're not sleeping, they're not eating, not going to work or going to school. Because everything else is entertainment time.
We believe that either our own teams or teams that we direct are best capable of creating 'Mario' games that will live up to the franchise. The same is true for 'Metroid' and 'Zelda' and all those wonderful properties. For us, we want to control those characters as a key corporate equity.
We, as a company, take the most risks in pushing the boundaries on consumer expectations.
The gaming enthusiast that buys a tremendous amount of games is truly insatiable.
We love experimentation. That's where the gold nuggets come from.
We want Miitomo to create an atmosphere that's distinctly Nintendo.
We expect people's experience with Miitomo to be a rewarding one in its own right. But at the same time, it's also a way to have them engage - or reengage - with Nintendo.
The reality is, the way that online experiences have progressed, it's an expensive proposition. The amount of servers we need to support 'Smash Brothers' or 'Mario Kart' - these big multiplayer games - is not a small investment.
We have worked with a range of input approaches. We've worked with the range of mechanisms to drive immersion into the gaming experience.
We respect all of our competitors, and when I talk about our competitors, all of our competitors for entertainment time and leisure time.
We've always anticipated that, as Nintendo would demonstrate business potential with an idea, others would follow. And we believe that based on history - rumble, joystick - things that we invented, if you will, and first put in video games, others quickly latched on to.
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.