A portion of a VentureBeat interview with Karl Slatoff, chief operating officer at Take-Two Interactive...
VB: Are you interested in Nintendo’s Wii U?
KS: Yeah. We haven’t announced any specific support for Wii U at this point but anytime you’ve got a new platform that could garner a significant audience, then we would be interested. It is an HD platform that has the processing power to develop a compelling triple experience. If it takes hold of the market, that is good for us. So from that perspective, we are very excited about that. Again we haven’t announced any support for it but obviously we have a great relationship with Nintendo and we will be looking at the Wii U.
VB: The hard thing about the last cycle was you had to make something different for Nintendo’s console. Now you may be able to make one game for four different platforms.
KS: I think there is always going to be a certain amount of synergy. Let’s just assume that everyone is at the same quality level in terms of the high-definition piece. Art work is a significant part of development costs. But we are not interesting in the ability to just do straight ports. We are not a big believer in straight ports in general. I mean for us it’s more about developing for the specific capability of each machine. We focus on what the platform brings to bear and that is the best way to do it. For us, if you are really going to do good job, look at the platform itself, analyze the capabilities and develop your game to take advantage of those capabilities and that is the best way to address that audience. So whether it is three or four, there is some synergy. But for us we don’t mind, it’s the audience that makes sense, we look at each decision individually, makes economic sense to do it.
Full interview here
VB: Are you interested in Nintendo’s Wii U?
KS: Yeah. We haven’t announced any specific support for Wii U at this point but anytime you’ve got a new platform that could garner a significant audience, then we would be interested. It is an HD platform that has the processing power to develop a compelling triple experience. If it takes hold of the market, that is good for us. So from that perspective, we are very excited about that. Again we haven’t announced any support for it but obviously we have a great relationship with Nintendo and we will be looking at the Wii U.
VB: The hard thing about the last cycle was you had to make something different for Nintendo’s console. Now you may be able to make one game for four different platforms.
KS: I think there is always going to be a certain amount of synergy. Let’s just assume that everyone is at the same quality level in terms of the high-definition piece. Art work is a significant part of development costs. But we are not interesting in the ability to just do straight ports. We are not a big believer in straight ports in general. I mean for us it’s more about developing for the specific capability of each machine. We focus on what the platform brings to bear and that is the best way to do it. For us, if you are really going to do good job, look at the platform itself, analyze the capabilities and develop your game to take advantage of those capabilities and that is the best way to address that audience. So whether it is three or four, there is some synergy. But for us we don’t mind, it’s the audience that makes sense, we look at each decision individually, makes economic sense to do it.
Full interview here
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