Nintendo's 3DS Project Lead, Hideki Konno has reiterated and reinforced Nintendo's standpoint on cheap, independently developed games in relation to the 3DS. Speaking in an interview with Gamasutra, Konno outlined what appears to be a staunch party standpoint when it comes to cheaper gaming, suggesting that in order to sustain a software market predicated on quality they would not be drawn into a price point battle.
'You know personally -- and this is my own personal opinion from a development standpoint -- we don't want content to be devalued. So if you're a developer and you put some time and effort into a software title and you put it out there...
'Let's say that there's a ton of other software out there that's free, which forces you then to take your content which you want to sell for ten dollars and you have to lower it down to one dollar to be competitive. It's not a business model that's going to make developers happy.
'And I don't think that you're going to see a game that takes a year or more to develop. Developers spending more time and manpower to do that -- it's not going to be matched in terms of content and quality by something that sells for a buck. I just don't think that's going to happen.'
Konno went on to echo Satoru Iwata's GDC comments about wanting to maintain high value content, and consistently creating engaging software to a high quality, reflected subsequently in the price point. He suggested that Nintendo weren't really in competition with markets that offered one dollar or free games, and that it was the same, really, for Microsoft and Sony, using Call of Duty as an example.
'...I just don't think that you could make a game that's immersive and as big as, let's say Call of Duty, or any other large title, and sell it at that price point; it's just not possible. The only way that you're going to get a game at that price point is if it's a limited version with limited levels or something.
'If we went out and created one of our titles -- a big title for Nintendo -- and we decided to sell it at, like, say 100 yen, how many do we have to sell to get back our investment? That number's insane. It's just incredible, right?
'Again, it's sort of the same thing, but as a game developer I've put my heart into what I create, and I'm hoping that what I'm putting out there is something that people will be engaged by and entertained by. And as a consumer, I want the same thing. If I go and I see a game that interests me and I think I want to play it, I don't mind the fact that I have to pay a reasonable price for it.
I'm not trying to say that I think games on cell phones are a bad thing; I'm not trying to say that they're worthless, or have no value at 'all. I'm just saying that they're just different.'