Miyamoto says one big seller every 3-5 years is fine; greed clouds judgement

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Current Events » Miyamoto says one big seller every 3-5 years is fine; greed clouds judgement
and that they want to nurture things that have potential.

The interview between Miyamoto and Mother/EarthBound creator Shigesato Itoi is from January but was only recently translated into English by a fan.

Highlights:

" Miyamoto : If we can have one big hit every three to five years, we'll be fine. In that sense, if all our employees think about "creating a big hit" every day, we'll be fine.
<snip>
Itoi : ...Roughly how many titles [sic] do you consider to be big hits, Mr. Miyamoto?

Miyamoto : About 30 million."

" Miyamoto : As we make various preparations, there are times when something catches our attention and we think, "Huh?" or "This might be something that will turn out well." We can sense such things from the very beginning. However, if we are only thinking about greed or wanting to stabilize our profits, we will overlook this.

Itoi : Yes, if you are only motivated by greed, you will think first about how to avoid losing money. You will inevitably think in terms of the break-even point.

Miyamoto : That's right. I think the most dangerous thing is to miss something that has the potential to grow. I think the good thing about our company is that we've been good at nurturing those seeds."

Fan translation is from here: https://www.resetera.com/threads/miyamoto-if-we-nintendo-can-have-one-big-hit-i-e-a-30-million-seller-every-three-to-five-years-well-be-fine.914292/

That tracks with how they've been trying to expand their smaller franchises the past decade.
He's fundamentally correct, and it was how a lot of games media/movie franchises worked before Call of Duty and Marvel, respectively.

I hate the need for an AAA moneypit every year.
Since only from below can one better see the heights.
http://i.imgur.com/OhZgm.jpg
For some reason I read "seller" as "sale" and it still made sense.

Fuckin' Nintendo games never get cheaper.
He/Him http://guidesmedia.ign.com/guides/9846/images/slowpoke.gif https://i.imgur.com/M8h2ATe.png
https://i.imgur.com/6ezFwG1.png
I guess it's at least good that they keep their greed in check when designing their games because they sure don't when they're selling them lol. Although this is something they need to tell TPC.
"We're sorry shigero, your latest "blockbuster" "only" sold 25 million copies. You're washed, gotta let you go."
Italian, French, German.
I mean... Two of the Switches top selling games are Mario Kart 8 deluxe.. and Smash brothers ultimate both older game and both still sell copies at full price so he is not wrong
Post #7 was unavailable or deleted.
Some more of the interview that was translated
----- Part 1-----
Miyamoto: I speak at the new employee seminar every year, and there's something I always say during that time. I explain what kind of company Nintendo is, and I say, "Nintendo is a company supported by hit products."

Itoi: Oh.

Miyamoto: If we have one big hit every three to five years, we can manage. In that sense, if all employees think daily about "creating a big hit," we can make it.

Itoi: That's nice! Its straightforward.

Everyone: (laughs)

Miyamoto: While considering that, we carry out our usual tasks. We must always be on the lookout, asking ourselves, "Is there something that could lead to a big hit?" If we aren't all keenly aiming for it, we'll miss it. So let's make sure we don't miss it.

Itoi: Do you say that to new employees, Mr. Miyamoto? When did you start saying that?

Miyamoto: It's been about 10 years now.

Itoi: That's great! Moreover, because Nintendo has been producing big hits, it's not just a dream when you say it, which makes it interesting.

Miyamoto: Yes, exactly. It's because we aim for it that we can achieve it.

Itoi: At Nintendo, the number 1 million isn't considered a big hit, is it?

Miyamoto: That's right.

Itoi: People might say, "Oh, it only sold 1 million," right? (laughs). So, in your mind, Mr. Miyamoto, roughly how many units would count as a big hit?

Miyamoto: About 30 million.

Everyone: (gasps)

Itoi: That's how it is, right? (laughs). That's interesting. So, Mr. Miyamoto, when a project is in motion, you can evaluate it on that scale, like, "This one can aim for 30 million," or "This one might be around 480,000." You need to think on that scale.

Miyamoto: Yes. While it's not good to say "all or nothing," there's an element of "it will either be this or that." For example, one often-cited case is 'Wii Fit.' Since it was themed around exercise, we conducted a demand survey in Japan alone, and the results were, "It will sell about 6 million." But there was also a possibility that it wouldn't attract any attention, and if it failed, it might sell around 300,000 worldwide. So, back then, Mr. Iwata and I discussed how much it might sell, and we said, "If it fails badly, it will sell 300,000. But if we manage to sell 1 million, we don't know how much more it could sell." The potential was that broad.

Itoi: So, it has potential, but depending on the mood of the initial buyers, it could go either way.

Miyamoto: That's right. If everyone is excited and says, "I want it!" then it might sell 30 million copies worldwide. But if it only sells 300,000 copies initially, it means no one wants it.

Itoi: I see (laughs).

Miyamoto: Since we deal with such things all the time, it's like, if you're going to do it, "Swing the bat with all your might!"

Itoi: Swing away.

Miyamoto: It's no good to try and adjust for a curveball.

Itoi: Rather than going for safe and reliable profits.

Miyamoto: Exactly. This is a delicate topic and hard to express, but there's this thing called the "break-even point." As a company matures, it starts to place more importance on the break-even point. However, I personally struggle with that mindset. For example, they might say, "If we sell a million copies, we can cover the development costs, so let's allocate 5% of that for advertising." I understand that approach, of course. But if you spend 200% on advertising, it might sell a hundred times more. So, what does the break-even point mean in that context?

Itoi: Ah (laughs).

Miyamoto: If you just barely exceed the break-even point and end up breaking even without a loss, what remains is just "I'm tired."

Everyone: (laughs)

Miyamoto: Despite working so hard, you only broke even. We aren't making various things and working just to break even. Everyone works hard daily aiming for that moment when the product sells well, becomes a big hit, and we can say, "I can't stop laughing."

Everyone: (laughs)

Itoi: I love that phrase! "I can't stop laughing" (laughs).

Miyamoto: Yes, we work to achieve that kind of success, so breaking even should be considered a failure. However, it feels like everyone talks as if breaking even is acceptable.

Itoi: Hmm, how does that fit with today's society? There are quite a few places that might consider breaking even as having gained good experience.

Miyamoto: Is that so? But if you break even without profit, youre just tired. Those who worked with you would think, "We didn't work just to break even." That's why I don't give half-hearted praise to the team members midway through. Ultimately, the reason they feel it was worthwhile to work together is because "we sold a lot."

Itoi: Ahh...

Miyamoto:
Even if things were tough or challenging, if the product sells a lot and becomes a topic of conversation, everyone is happy.

Itoi: Yes, yes.

Miyamoto: You can only build trust by repeatedly achieving that success. If you manage to do it a few times, you build a relationship where people are willing to take risks.

Itoi: Thats true.

Miyamoto: Therefore, everyone aims higher and works to get closer to that goal each time. Even if you dont reach it this time, you try again next time.

Itoi: That's almost like Eikichi Yazawa (Yazawa Eikichi).

Everyone: (laughs)

Miyamoto: So, like, waving a towel like this (laughs).

Itoi: A different kind of Yazawa (laughs). In other words, if you dont aim high, its "boring, right?"

Miyamoto: Exactly. Its not interesting otherwise.

Itoi: That simple fact tends to be forgotten. People who are just greedy are simply being greedy.

Miyamoto: Right, and Im afraid of being seen as just greedy. Its not about being greedy; its about always thinking that way, or youll "miss it when it sprouts."

Itoi: Ah, even though theres a chance for a big hit.

Miyamoto: When youre preparing various things, there are moments when something catches your attention, like "Huh?" or "This might be a hit." You feel it very early on. But if youre only thinking about greed or trying to stabilize revenue, youll miss it.

Itoi: Thats true. With just greed, you think about not taking losses first. It inevitably leads to a break-even point mindset.

Miyamoto: Exactly. I think the most dangerous thing is missing something that could turn into a big hit. I believe one of our strengths is nurturing such potential.

Itoi: To do that, everyone needs to be conscious of aiming for a 30 million-unit hit.

Miyamoto: Yes, exactly.

-----Part 2-----

Itoi : If everyone always has the mindset of "Let's create a big hit!" they'll eventually find that opportunity. This way of thinking is really great. If you just copy others, you can't hit a home run.

Miyamoto : Exactly. And when you say "Let's hit a home run!", even those who aren't naturally inclined to do so start talking about hitting home runs.

Itoi : Yes, that happens (laughs).

Miyamoto : So, I want everyone to aim for something that looks like a home run. Even then, it's hard to hit, and even if you do, it often doesn't go far.

Itoi (to the audience) : ... This version of Miyamoto-san is quite strict.

Everyone : (laughs)

Itoi : Those who have been working with Miyamoto-san since the Famicom days, like Rolling Stones members, probably share this home run mindset. People like [Takashi] Tezuka and [Toshihiko] Nakago.

Miyamoto : Oh, yes. Tezuka and Nakago love it when things get crazy at the site. During those times, they smile and say, "It's really something."

Everyone : (laughs)

Miyamoto : "They say, 'Oh, this and that are really something.'"

Itoi : I get it (laughs).

Miyamoto : Even when things are really crazy, there's no sense of despair in our team. It makes things easier. When you think, "Let's enjoy this craziness," the discussion shifts to "Then, what if we do this?" and things usually get sorted out.

Itoi : In other words, whether youre complaining or discussing or having a proper conversation, there are no reservations.

Miyamoto : No reservations. No one thinks, "What if this gets found out?"

Itoi : It doesnt matter if someone thinks you're foolish.

Miyamoto : It doesnt matter at all (laughs). Everyone feels that way.

Itoi : That's a characteristic of the people who have been here from the beginning.

Miyamoto : Yes. So, there are a lot of things within Nintendo that would never have come to be if I were doing it all alone. Because that team gathered and acted foolishly together, it was easier for me as well.

Itoi : But, how should I put it, each person is just an ordinary person, right?

Miyamoto : Everyone is normal and proper (laughs). Both the older and younger people.

Itoi : Indeed.

Miyamoto : Yes, really, everyone is normal. They are all polite (laughs). The idea is to do something different from others with these normal people.

Itoi : Thats very Nintendo-like.

Miyamoto : Yes, in our large conference room, theres a sign that says "Creativity."

Itoi : Nice (laughs). ... So, weve talked a lot, and quite some time has passed.

Miyamoto : Yes (laughs).

Itoi : It might be a bit exaggerated, but I feel that there arent many chances to speak with you in public while were both alive. Honestly, I thought this might be the last time.

Miyamoto : (laughs)

Itoi : But, shall we do it again somewhere? If I think there will be another time, it feels like we can end today on a good note. If I think there wont be another time, I want to keep going forever.

Miyamoto : Yes, understood (laughs).

Itoi : This was fun.

Miyamoto : Oh, this is just a reflection for today... Recently, a friend told me, "Everywhere you go, you always talk about serious stuff."

Itoi : Hahaha.

Miyamoto : I want to talk about non-serious stuff too, but I end up talking about serious things (laughs). My nature is serious.

Itoi : Yes, I understand. When I talk with you, it always turns into a serious conversation. Its strange to compare, but when I talked with [Satoru] Iwata-san, we often had idle chatter.

Miyamoto : Ah (laughs).

Itoi : I think its because you and I aim for similar goals and we end up going back and forth on those topics. And its also good that we are different types of people.

Miyamoto : Yes, we are similar but different types.

Itoi : Exactly. So, lets make Miyamoto-san's non-serious talk the theme for next time.

Miyamoto : Let's do that (laughs).

Itoi : So, this was our New Year's talk.

Miyamoto : Was it a New Years talk? (laughs).

Itoi : And... um...

Miyamoto : Hmm?

Itoi : Everyone, today happens to be Miyamoto-san's birthday!

Itoi : That's right.

Everyone : (applause)

Miyamoto : Oh, wow. Thank you so much!

Itoi : And me? (laughs)

Miyamoto : Itoi-sans birthday was last week, right?

Everyone : (laughs)

-----Fin----

Publically traded companies should be illegal
More to do with the humidity than heat
Its incredible how even Zelda managed to became a 30 million plus game on switch when the biggest seller prior to that was OoT with like 7 million or so. Hell even Animal Crossing which got a sales boost from covid.

Im not sure how Nintendo can recreate the success from the switch, let alone top it.
SEXY SEXY!
Nintendo understands how to succeed in business without descending into short-sighted, greedy, hyper-capitalist stupidity like the vast majority of the other companies in the industry have.
I don't want to live on this planet anymore.
Current Events » Miyamoto says one big seller every 3-5 years is fine; greed clouds judgement