From Joy-Con Mouse to Game Chat: Nintendo’s VP on Designing the Switch 2 Experience

From Joy-Con Mouse to Game Chat: Nintendo’s VP on Designing the Switch 2 Experience

Bill Trinen Reveals How Nintendo Designed Switch 2 With Core Gamers in Mind

From Joy-Con Mouse to Game Chat: Nintendo’s VP on Designing the Switch 2 Experience

Nintendo has finally taken the wraps off the Switch 2, a system that takes the best from its predecessor while pushing the boundaries with new features such as DLSS support, ray tracing, and new Joy-Con innovations. With its emphasis on performance, toughness, and more gameplay opportunities, the Switch 2 looks to change the way we engage with games. From its wider display and new Joy-Cons to titles exclusive to the platform, such as Metroid Prime 4: Beyond, and FromSoftware’s first launch game for the Nintendo platform, we can tell this game system is a major step up for the brand.

To dive deeper into these innovations, we spoke with Vice President of Player & Product Experience at Nintendo of America, Bill Trinen. A long-time company veteran, joining in 1998, Trinen has played a role in crafting Nintendo’s worldwide messaging and product plan. Trinen, who is renowned for his engagement in localization, as well as his experience serving as a translator for Shigeru Miyamoto, brings unparalleled insights into Nintendo’s plans for the Switch 2. His insight are fantastic to get a clear picture of what people can expect from the Switch 2 as we eagerly await the launch.

Nintendo Switch 2’S Biggest Surprise Isn’t The Specs — It’s The Strategy

The Nintendo Switch 2 seems to be a big step forward compared to the previous iteration. I know in the roundtable they talked about how they’ve been working on this since 2019. Had the hardware changed significantly from the original design concept?

Bill Trinen: As the developers described in the roundtable, it’s tough to say because our hardware teams are constantly working on hardware. Even when they were finalizing the details for the Nintendo Switch, I think Sasaki-san mentioned there was a time when magnet connectors for the Joy-Con were under consideration. But as they finalized the Switch hardware, they might’ve decided to bring that idea forward.

When they started in 2019, I think the goal was to create a system that would truly be the successor to the Nintendo Switch. The idea was that Nintendo Switch 2 would build on the elements people loved about the original and introduce new features. I’d say that, at least for the last several years, it’s been a pretty fixed concept of what that system would be when it came to market.

During the roundtable someone asked a question about how the Joy-Cons are different and how the stick is different, but I don’t know that they gave a very detailed answer—what is different in the hardware? Can you elaborate on that?

Bill Trinen: Just a little bit. When they designed both the hardware and the Joy-Con, as mentioned, they started from scratch—everything was designed from the ground up. The Joy-Con 2 were really built with a few key improvements in mind.

Obviously, once the hardware and screen size increased, the Joy-Cons themselves had to be larger. That opened up opportunities to make further adjustments. Some of the buttons are bigger, the control sticks are also larger, and they really focused on durability. They rethought the components at a fundamental level, though I don’t have the specific technical details. But yes, it’s a major overhaul.

Nintendo Switch 2’S Biggest Surprise Isn’t The Specs — It’s The Strategy

That’s amazing. Now, just looking at the Nintendo Direct—there are so many titles. Such a vast array of games. And this is the first time we’re seeing an exclusive FromSoftware game on modern Nintendo hardware—do you have any idea how that came to be?

Bill Trinen: Very good question. The way Nintendo works is that we have our internal first-party development teams. Within those teams, each producer zeroes in on the projects they want to focus on. Often, they look at how to leverage what’s new about the hardware—whether that’s additional power or something like the Joy-Con mouse feature we’re seeing in Metroid Prime 4: Beyond.

Then, we have our publisher and developer relations team. They often look at the types of games Nintendo historically hasn’t created and find partners to help bring that content to the platform.

I think today, in addition to The Duskbloods and obviously Elden Ring, there were upwards of 40 other games—a large list coming from that team. They begin conversations by asking, “What content do you have that might belong on Nintendo Switch?” and “What do you see in the hardware that might inspire you to create something different?”

That’s where those conversations begin. Then it becomes a question of whether the partner feels there’s something new they want to try—beyond just porting what they’ve already done. It’s really a natural evolution of those discussions.

You mentioned 40 or so titles. I’m seeing more mature games—experiences meant for adult audiences, not necessarily rated mature, but more nuanced content. Was that an intentional effort by Nintendo to bring a range of games—some for all ages, but also some aimed at adult players?

Bill Trinen: Well, I would definitely say that if you look at the Nintendo Switch system itself—even from launch with titles like Skyrim—there’s been a pretty robust library of content for players of all ages and tastes. With the Nintendo Switch having such a large install base and such a broad audience, one of our primary goals is to make sure everyone understands that Nintendo Switch 2 truly is the successor to the original.

We want to ensure there’s a library of content that appeals to the wide range of tastes within the Nintendo Switch user base. Often, our publisher and developer relations team will look at what’s coming from a first-party perspective and identify opportunities for content Nintendo isn’t producing. Then, they’ll talk with partners to try and bring some of that content on board.

Certainly, today—even on the show floor—you’ll see titles like Street Fighter 6, Hades 2—which I’m really excited to see from Supergiant Games—and other major titles. I think we’ve got Cyberpunk 2077, which I’m also excited about, and, of course, Borderlands 4, which is coming later this year. I think the team has done a great job working with different partners to bring content to Nintendo Switch that is meaningful for people of all ages and that takes unique advantage of the hardware.

Nintendo Switch 2’S Biggest Surprise Isn’t The Specs — It’s The Strategy

On that note, judging by the roundtable, there are so many new technologies—DLSS, ray tracing, etc. Do you see more parity with game releases going forward with these advancements?

Bill Trinen: I think for us, it’s a little less about striving for parity or looking at the competition. It’s really about what we’re able to offer developers—a variety of tool sets they can choose from when bringing their games to our platform.

That’s what Dodson was talking about: if developers want to use DLSS, they can. If a team is particularly interested in experimenting with ray tracing, that option is also available. And the same goes for things like the Joy-Con mouse. I think it opens the door for PC developers to have a much more direct route when bringing their titles to console.

It really does. It felt a lot like playing on PC.

Bill Trinen: Typically, if you’re a PC developer designing a mouse-based game, you’ve got to do a lot of work to reinvent the control scheme or adapt it for button inputs when moving to console. Just having the Joy-Con mouse means developers now have an easier path to bring those games to a console audience.

On that note, will there be mandates from Nintendo—like requiring developers to include both standard console controls and mouse compatibility? Or will there be flexibility?

Bill Trinen: We really try to leave those decisions up to the development teams. Dodson spoke to that during the roundtable as well. But with something like Metroid Prime 4: Beyond, the way they’re using the mouse is particularly beneficial to the Metroid Prime experience, which is very much a first-person adventure.

There is combat, of course, but exploration is a big part of the gameplay. That’s where the split Joy-Con and the ability to drop down to mouse control for a boss fight—and then pick it back up seamlessly after—makes for a liberating and smooth experience.

Nintendo Switch 2’S Biggest Surprise Isn’t The Specs — It’s The Strategy

I saw that. I’m still getting used to the mouse on Switch, but it definitely felt viable and intuitive.

Bill Trinen: I think with Metroid Prime, you’ll see some players prefer mouse controls all the time, while others will stick with standard button inputs. It’s really up to the developers to determine what’s best for their experience.

This is a very PC-specific question, but I have to ask—my team back home insisted. Is there a DPI setting for the mouse?

Bill Trinen: I think when you get into the system settings, you’ll find some ability to adjust mouse sensitivity. There may also be games that include those options in their own menus, but again, that’s going to be up to the individual developers.

Great. Now, on compatibility—you touched on this briefly at the roundtable. Before launch, will there be a list of which games will work and which won’t? Or is it more about some titles just not offering an optimal experience?

Bill Trinen: The good news is there’s already an interim compatibility website available. It doesn’t focus on listing every compatible title—because the Switch library is vast—but it does separate content into two sections: Nintendo titles and those from publishing and development partners.

It shows a visual breakdown of compatibility—indicating which games work, which may not be fully compatible, or, in cases like Labo, which are not compatible at all.

We can share the link with you. As of today, we are going through and testing various games, and that list will be updated periodically between now and launch. The good news is, it’s not that everything is fully compatible; the list of what isn’t compatible is fairly small.

And is it more that those games just won’t work based on the way the system is designed? What are the reasons for incompatibility?

Bill Trinen: There are three major reasons. One is, for example, Labo—those cardboard kits were physically designed to hold the original Nintendo Switch hardware. The screen this time is larger, so the new hardware doesn’t fit. That’s one example.

The second has to do with the original Nintendo Switch Joy-Con, which included an IR motion sensor camera. Some games used that for gameplay elements, and those specific portions might not be compatible.

Nintendo Switch 2’S Biggest Surprise Isn’t The Specs — It’s The Strategy

So physically…

Bill Trinen: …they won’t be. And the third reason is that the Nintendo Switch 2 hardware is not the same as Nintendo Switch. As Sasaki-san mentioned today, some of what we’re doing for compatibility is handled at the system level. It’s a matter of testing things on the system side to see if there are games that aren’t working. From there, there may be opportunities to improve compatibility system-side or for developers to issue patches.

So, finding ways to…

Bill Trinen: …make them work. And that’s part of what the compatibility list is tracking. We’ll update it as time goes on, either through system improvements or developer patches.

Now, about the upgrade path—will there be pricing announced before launch? How is that going to work?

Bill Trinen: Some prices have already been posted, and I can give you a couple of examples. Here in the U.S., The Legend of Zelda: Breath of the Wild and Tears of the Kingdom—if you already own those games on Switch, you can buy an upgrade pack. They’re US$9.99 each. Even better, if you’re a Nintendo Switch Online + Expansion Pack member, those upgrades are included as part of your membership.

Then there’s Mario Party Jamboree and Kirby and the Forgotten Land. Those two are more than just technical upgrades—they include additional content, so it’s more like an upgrade plus DLC. Those are about US$19.99 each.

On top of that, we’ve also put a list on the website of Nintendo Switch games receiving free updates. For example, Clubhouse Games will get an update to add the game share feature. The Legend of Zelda: Echoes of Wisdom will receive a free performance boost, like improved frame rate. These updates will be available at launch and add value for players.

Nintendo Switch 2’S Biggest Surprise Isn’t The Specs — It’s The Strategy

Now, about pre-orders. Will people just go to stores and buy it? Or is there something special they need to do on Nintendo’s side? And how is Nintendo addressing the issue of scalping?

Bill Trinen: There will be a few options. We’ll have a pre-order site where you can register your interest. It’s first-come, first-served for Nintendo Account holders. You’ll register there, and then in early May, you’ll be notified if you’ve secured a pre-order.

Retail pre-orders will start a bit later this week in the U.S. Hopefully, retailers will be able to accommodate the demand. Our number one strategy to combat scalping, as Mr. Krakauer has mentioned, is to supply the market in a way that discourages scalping behaviour.

Judging by the online reaction, people are very excited about the system.

Bill Trinen: Oh, good.

One last question about the hardware. How is Nintendo making sure people understand this is truly a new system? With Wii and Wii U, there was confusion. What are you doing to ensure people know this is something new?

Bill Trinen: That’s a great question. Nintendo Switch 2 takes everything people loved about the original and builds on it with improved performance and new features. For example, we’ve introduced Game Chat, which only works on Nintendo Switch 2. It’s included with your base Nintendo Switch Online membership and will be part of the open access period through March next year. So anyone who buys a Nintendo Switch 2 will be able to try it.

Game Chat works not only with exclusive Nintendo Switch 2 games but also with Nintendo Switch games and even Nintendo Classics—NES through to the new GameCube titles.

Nintendo has always been strong in local multiplayer, where you sit in the same room and play together. Game Chat brings that same feeling online. It’s reminiscent of the days when you’d link your Game Boy Advance with a cable to play together. Now, you can do that online with friends while seeing their faces. As people understand more about what Nintendo Switch 2 can do and how it improves even the games they’ve already played, the value of the system will become clearer.

We’re communicating this through our website and through Nintendo Today, which launched last week. We also have public hands-on events starting in New York and then moving to Los Angeles, Dallas and Toronto.

And tomorrow, we’ll be live-streaming Nintendo Treehouse Live, with in-depth gameplay coverage of titles like Mario Kart World, the interconnected racing, and Donkey Kong Bonanza—which, for me, is a must-see for Nintendo fans, gamers, and developers alike.

Donkey Kong Bananza

One last clarification. You mentioned Game Chat only works on Switch 2. Does that mean if someone on the original Switch joins the game, they’re excluded from the chat?

Bill Trinen: Good question. Game Chat is independent of the game. For instance, everyone could be playing Mario Kart World together on Switch 2. You initiate Game Chat either from the C button or the Home menu—it’s a system-level feature.

You invite people into the chat, which runs in the background. You can then all choose what games to play. Maybe everyone joins the same room, or maybe I want to play Zelda while you play Untitled Goose Game. We can still screen share and chat.

Even if you’re on the home menu doing nothing, you can still be in the chat.

So basically, if you’re using Switch 2, you can be in Game Chat, regardless of whether you’re in the same game.

Bill Trinen: Exactly. You could be in a Splatoon 2 match, synced with a friend who has an original Switch, and still chat with others who are on Switch 2. You’re chatting through the Nintendo Switch 2 Game Chat system.

That’s all my questions. Thank you so much!

Brendan Frye
Brendan Frye

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