First, however, he began with a discussion of Square Enix’s methods and his perception of the company’s strengths. “We are good at creating content with a large amount of high-quality CG,” he said. “For WiiWare, you can easily download the game, which means that memory is limited. Which means you cannot use high-quality CG as a weapon.”

“We couldn’t put a lot of development effort to get ROI; we needed to create a game to create light users on the platform,” he continued. Accustomed to big budgets and bigger platforms, he said, Square Enix’s philosophy needed some evolution for the WiiWare platform. “But we wanted to maintain our strengths,” he said. “That was a challenge for us.”

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