Ask the Developer Vol. 16, Nintendo Switch 2 – Chapter 1

So you increased the processing capability to allow new kinds of gameplay experiences to be created. Looking back at Nintendo’s past consoles, I think many people would expect to see something more unconventional, much like how Wii (8) and Nintendo DS have control schemes unique to Nintendo. During the development of Switch 2, was there any discussion about taking a similar approach?
Kawamoto:
From Nintendo DS to Wii U, we offered new ways to play by implementing hardware features that weren’t typical for game consoles at the time, and asked software developers to take advantage of them. However, with Switch, we made that less of a priority. With Switch, we prioritised implementing something that could be used with any kind of software, such as the ability to play in both TV mode and handheld mode, rather than tasking software developers to create gameplay experiences that incorporate the hardware’s unique features. Just like we did with Switch, we’ve made having unique hardware features less of a priority for this console. Of course, we did consider various ideas. However, we felt that even if an idea works well for some games, there’ll be a lot of games where it doesn’t. Also, we thought a lot about whether we should change the design of Switch, a console with a screen and Joy-Con controllers on each side that can be played on a TV when docked. After considering various new ideas, we decided it would be best to keep the Switch console’s design and not make any “changes for change’s sake”.
Dohta:
From a software developer’s perspective, we thought of what we’d want in a console if we were creating a game. In the past, Nintendo developed software that took advantage of unique hardware features, such as the Wii Remote and the Nintendo DS console’s dual screens. However, since Switch launched, I think there’s been a shift in how software developers create games. Rather than leveraging hardware features to create something unique, developers can now choose which software technologies they want to incorporate to make their games stand out. My honest opinion as a software developer is that just because a new hardware feature is added, it doesn’t necessarily mean that various problems will be solved or that new kinds of gameplay experiences will be created one after another. So, with Switch 2, we improved its processing speed in the hope that it’ll become a dedicated game platform with a strong and solid foundation that allows software developers to create what they want.
Kawamoto:
There have been cases, such as the Ring-Con in Ring Fit Adventure (9), where we’ve offered a unique experience by including an accessory with the game, and it was well-received by players, so we wondered whether Switch 2 would really need a new hardware feature.
Sasaki:
Just to be clear, we’re not saying that Nintendo will never develop gaming consoles with new and unique hardware features in the future. We made that choice this time because, rather than equipping the new console with new hardware features, we thought we’d have the option to offer new gameplay experiences by packaging additional accessories together with games, just as we bundled the Ring-Con with Ring Fit Adventure.