Nintendo president Satoru Iwata has told investors that the company is keeping a close eye on the advancements in cloud gaming. Iwata said they aren’t prepared to embrace it at this precise moment in time due to the responsiveness and the unavoidable network latency. Here’s what Satoru Iwata told investors.
“Of course, we constantly pay attention to the advances and changes in cloud gaming technology and Internet infrastructure. On the other hand, I don’t think that our games, particularly the types that have strict requirements in terms of real-time responsiveness, can offer high-quality services using cloud gaming technology because of unavoidable network latency.”
“We will of course continue to see how this technology develops, but in order to decide whether cloud gaming is something that we should be interested in, we will need to closely follow the changes in technology and also the business environment. However, at this point in time, I do not think that acquiring a cloud gaming company will in any way improve our performance, so we are not moving in that direction.”
Nintendo president Satoru Iwata has told analysts during an investment question and answer session that he finds it strange that people think cloud based gaming is the future. Iwata believes that cloud gaming is held back by the inherent latency that comes with it, and he thinks that action based titles would genuinely suffer the most. Here’s his thoughts.
“A cloud is an attempt to process information online on a server, as opposed to doing so on individual machines in the hands of the users.”
“What this implies is, since the time to transmit data over an internet connection is never negligible, there is always some latency before you receive the result of your input.
“Of course, there are types of games on which delays have no effect. In such instances, it may perhaps make sense to have an input means as well as the ability to display images at hand and let all the information be processed on a server. On the other hand, for some highly interactive games, action games in particular, the time required to reflect the push of a button on the screen is critical and the frame rate (the number of times a screen can be updated in a given second) determines the fluidity of the movements.
“This means that there are some types of games that can be put on the internet and others that cannot. By the laws of physics, it always takes some time to transmit data, and given the current level of internet technology, there is bound to be some latency during the processes of a server receiving data, producing images instantly and sending them back.
“There are many things that cloud gaming cannot do by design, but this fact has not been communicated well to the public, and I find it strange that many people claim that cloud gaming is the future.”
While there are video game developers that claim that the future of the video game industry is gaming on demand, the world’s largest video game company, Nintendo, doesn’t think cloud gaming is the future, according to its president, Satoru Iwata. Iwata acknowledges that there are things you can do with cloud gaming; however, he said gaming on demand doesn’t offer everything. Iwata also said Nintendo is trying to work on building a future in which dedicated home and handheld video game consoles still exist.
Cloud gaming is becomming popular. What about a unified platform?
Satoru Iwata: There are things you can do with cloud gaming and there are things you cant do. We don’t agree that cloud gaming is the future and we are trying to work hard on a future where gaming only consoles are not gone. Unified platforms are for us not platforms that are one but rather platforms that have the same development architecture. This also means that there could be more platforms.