Q5:
You previously acknowledged the challenge in the dedicated video game platform business when the hardware generation changes. The previous software is no longer playable on the new hardware, necessitating a start from scratch. However, by utilizing Nintendo Account or maintaining backward compatibility on new hardware, it now seems possible for content to endure across hardware generations, similar to how visual content is treated. I think there are both advantages and disadvantages to having newly launched hardware maintain backward compatibility with previous hardware, but what kind of internal discussions have you had about this subject?
A5:
Shigeru Miyamoto (Representative Director, Fellow):
In the past, we built a service called Virtual Console as a way for players to enjoy classic games on more modern hardware. In terms of compatibility, visual content has an advantage because it can be enjoyed continuously as long as you have a playback environment. However, legal rights for visual content can become quite complicated, so I have mentioned before that Nintendo is proceeding with visual content with a firm grip on the rights. Previously, software development for dedicated video game systems was conducted in development environments dedicated to each hardware platform. This meant that those environments could not be brought forward when the hardware changed, and it would become impossible to play software released for previous hardware without making changes. However, the software development environments have recently been gradually integrated. So, generally speaking, it has become easier to implement an environment where software released for past hardware can be played on new hardware.
Having said so, Nintendo's strength is in our creation of new entertainment, so when we release new hardware going forward, we plan to continue to offer new and unique gameplay that cannot be realized on existing hardware.
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