Katsuya Eguchi, producer in the software development division of Nintendo Entertainment Analysis and Development, said the team began performing experiments with dual-screen gaming — playing on a television as well as on a smaller screen in one's hands. "That was back when we haven't yet decided on a concrete concept for Wii U," Iwata pointed out.
"Even [though] there were many fun prototype games [in Nintendo Land], it was difficult to package them into one game in the same way we did for Wii Sports," explained director Yoshikazu Yamashita. "For Nintendo Land," said Iwata, "inventing a new packaging format was necessary in order to pack them all into a single box." The team thought the best way to do that would be to invent a reason for the different games to be in one place, and it wasn't until later that the idea of a Nintendo theme park arose.
"The theme park idea was an important one for bringing together what are at first glance disparate elements," Iwata said. "If it were a package for a sports resort game it would need to have cohesion, but with theme park attractions as the theme, the more different their atmospheres, the more each game's personality would stand out."
- Police: San Diego Comic-Con cosplayer wasn't assaulted, she fell
- What does it really cost to open an indie studio? All your money, most of your life
- Divinity: Original Sin review: next to godliness
- The front lines: How a beta makes a game better
- If you're still having trouble with Xbox Live, you're not alone