maquiladora
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Where are the new western core studios?
Non-wearable health monitoring devices is what they are investing in for the future, not the core gaming audience.
Where are the new western core studios?
I found this one slide to be particularly interesting. My interpretation is that they plan on implementing pricing incentives for those who purchase more software, which could be something huge if done correctly.
The way in which dedicated video game systems and their software are sold has not changed significantly since the business model of dedicated video game platforms was first established 30 years ago.
Still huge within gaming. I usually buy 40-50 games for each platform and generation, not counting small indie games, and there is no Club Nintendo where I live so I'm very very thankful to finally get something in return.Huge? My Tesco clubcard has been doing that for years.
This is what Club Nintendo should already be, everybody else in any other industry with client member cards is doing it.
Why? I've looked at all the slides and imo it's only good news. You get cheaper games the more you buy and it drops the fitness and health stuff and gets focused on games instead. Plus, DS on VC.Well if there was any chance I was going to buy a Wii U, Nintendo just killed it.
Why are so many people happy to part with $500/£400 for a console with Kinect. Which in my eyes is more useless than the gamepad, and certainly shouldn't be forced on people.
People dont want the gamepad and wii fit u bombed and their solution is to concentrate on the gamepad and maybe some kinda fitness games
Well, good luck with that. Saying you want to convince people of its value and actually managing to do so are a million miles apart
That's the entire philosophy of Iwata-era NCL in a nutshell: ignore the rest of the industry as much as possible, pretend as much as possible that Nintendo isn't competing with either Sony/MS consoles or smartphones/tablets, and pray that we can catch lightning in a bottle again. Good luck with that...
And that is exactly my point, there are people who just don't like the gamepad for even a small bit. Add that to the fact that Nintendo currently doesn't even know how to implement it in a good way, some people (read: basically a loooot) get a feeling the gamepad will be forced upon them, even though they know they will not use it (a lot). People like me. I still don't own a Wii U, I've played it a lot with friends, but I still can't used to the gamepad.
So basically SKU without a gamepad would be ideal. Pro Controllers for the old fasioned ones, and the ability to buy the gamepad for a specific price. But now, despite everything, they stubbornly still plan to make the gamepad happen. I really hope it'll work, but just making it an accessory would be a more practical solution in my modest opinion.
Microtransactions?The way in which dedicated video game systems and their software are sold has not changed significantly since the business model of dedicated video game platforms was first established 30 years ago. Dedicated video game systems are sold for two hundred or three hundred dollars, on which standalone software titles are distributed for 30 or 50 dollars. This simple model received widespread support from consumers that enabled us to create todays market. The decision to change it is the manifestation of our recognition that we cannot expect this model to work forever amid dynamic changes in peoples lifestyles.
I wasn't expecting them to announce anything on that anyway.Where are the new western core studios?
Exactly. It's shitty comments and attitudes like this mean I have no faith in Nintendo with it's current management. Have they been oblivious to the changes in the way which games are sold over the last .few years? Clearly not. They're just acting like things haven't changed.From the OP,
Yes it has, everything to do with gaming has changed from the software & how it's sold to the infrastructure, networking, consumers demands everything, & this is what is causing all the problems Nintendo are having, they have not looked at what others are doing & adapted.
Non-wearable health monitoring devices is what they are investing in for the future, not the core gaming audience.
It is a highly logical thing to attempt. After all, Nintendo had these montrous IPs in Japan (Wii Fit, Brain Age, English Training, etc). Tbey can't just dump the software because Japan refuses to buy the hardware to play it on. A redelivery attempt is absolutely a worthwhile idea.
Well the so called core gamer is the one that isnt byuing the console so why invest more int rying to get them to buy it. They should go back for the casual crowd.
One of the biggest misstakes with Wii U was trying to enter the same market as MS and Sony and in the process they lost there casual crowd. They cant compete in the same space as MS and Sony.
If you dont like it well then theres two other consoles for you.
Will there be a January direct? We all hoped for a new one for a month, but for now nothing.
Nope. Tomorrow is the last day of January and they haven't announced one by now which means there will not be one.
Maybe it's not the best topic to ask, but i don't want to make a new one for one silly question.
Will there be a January direct? We all hoped for a new one for a month, but for now nothing.
Well, January is almost over and we've got no announcement so far. So, most likely not.
Since the main Directs tend to be bi-monthly, January wasn't a Direct month anyway, though. The next one should be in February, since we had a Direct last month.
Well the so called core gamer is the one that isnt buying the console so why invest more into trying to get them to buy it. They should go back for the casual crowd.
One of the biggest misstakes with Wii U was trying to enter the same market as MS and Sony and in the process they lost their casual buyers. They cant compete in the same space as MS and Sony.
If you dont like it well then there are two other consoles for you.
They got a better chance getting some of the casual crowd than trying to go head to head with MS and Sony without any 3rd party support.
I think focusing on the casual market is definitely the right move. It's risky, but if I could get out of the "core" market, I absolutely would.
Well, that means they're doomed. Like, totaly doomed.
In what way can Nintendo address the burgeoning smartphone market without actually releasing a competing product or supporting existing ones?
In what way can Nintendo address the burgeoning smartphone market without actually releasing a competing product or supporting existing ones?
There is always room for another competitor, provided they have a disruptive strategy. Arguably, you could have told Apple that the personal music player market is satisfied. The cellular market is satisfied. Hell in the late 90s/early 00s, the personal computer and business machine segments were satisfied.The core market is satisfied without Nintendo products.
The casual market is satisfied without Nintendo products.
Good luck, Nintendo.
I have no idea; if I knew, I'd be a millionaire. What I'm suggesting is that this highly competitive, risky market is a better bet than the "hardcore" console market, which is simply not profitable.
Obviously, under the current situation where the company has to report an operating loss, simply executing a price reduction as a way to defuse the situation is not an option. In the short-term, Nintendo will focus on thoroughly enriching the value of the most significant feature of Wii U, the Wii U GamePad.
In order to do this, it is obvious that Our top priority task this year is to offer software titles that are made possible because of the GamePad. We have managed to offer several of such software titles for occasions when many people gather in one place to play, but we have not been able to offer a decisive software title that enriches the user’s gameplay experience when playing alone with the GamePad. This will be one of the top priorities of Mr. Miyamoto’s software development department this year.
For example, until now it has been taken for granted that software is offered to users at the same price regardless of how many titles they purchase in a year, be it one, five or even ten titles. Based on our account system, if we can offer flexible price points to consumers who meet certain conditions, we can create a situation where these consumers can enjoy our software at cheaper price points when they purchase more. Here, we do not need to limit the condition to the number of software titles they purchase. Inviting friends to start playing a particular software title is also an example of a possible condition. If we can achieve such a sales mechanism, we can expect to increase the number of players per title, and the players will play our games with more friends.
As a platform in its second year, Wii U is currently in a very difficult position. I would like to begin with what we are going to do with Wii U.
Obviously, under the current situation where the company has to report an operating loss, simply executing a price reduction as a way to defuse the situation is not an option. In the short-term, Nintendo will focus on thoroughly enriching the value of the most significant feature of Wii U, the Wii U GamePad.
Unfortunately, as the current situation of Wii U shows, we have not been able to fully communicate the value of the GamePad. We also realize that we have not been successful in answering consumers questions such as, What is the difference between Wii U and the previous platform, Wii, and what is the benefit of upgrading it? By looking at the current sales situation, I am aware that this is due to our lack of effort. Whats even worse is that there even appear to be not a small number of consumers who think the GamePad is one of the accessories for the previous platform, Wii.
It is more challenging to convey the appeal of the GamePad to consumers who do not engage with video games that often since they do not actively gather information about video games. Therefore, we intend to take on this challenge, and I would like to have this solved before the year-end sales season.
In order to do this, it is obvious that Our top priority task this year is to offer software titles that are made possible because of the GamePad. We have managed to offer several of such software titles for occasions when many people gather in one place to play, but we have not been able to offer a decisive software title that enriches the users gameplay experience when playing alone with the GamePad. This will be one of the top priorities of Mr. Miyamotos software development department this year.
In addition, the GamePad is the only video game platform with an NFC (near-field communication) reader/writer function. Pokémon Rumble U has already taken advantage of this function, but aside from this title, Wii U has failed to make use of the full potential of this function so far, despite it being a built-in feature. This year, we will make full use of this function by preparing multiple proposals, including the implementation of NFC payments with JR Easts Suica, which we announced on a previous occasion. We will showcase our detailed propositions for utilizing the NFC functionality at E3 in Los Angeles in June.
We are now sure that we can solve the technical problem of displaying Virtual Console software from Nintendo DS on the GamePad.
The dual-screen Nintendo DS, one of which is a touch screen, has a very strong software lineup, and so we plan to add the Virtual Console titles from Nintendo DS software to the future Virtual Console lineup for Wii U.
On Wii U, we launched Nintendo Network IDs, which are abbreviated as NNIDs. This is the first step of our efforts to transform customer relationship management from device-based to account-based, namely, consumer-based, through which we aim to establish long-term relationships with individual consumers, unaffected by the lifespans of our systems. Our future platform will connect with our consumers based on accounts, not devices.
As a second step, Nintendo 3DS became compatible with NNIDs in December 2013. Nintendo 3DS was originally designed for a device-based management system, so making it account-compatible at a later time meant that not all of its features were perfect. However, we feel that we have taken a step in the right direction as we now have a uniformly managed system in which we are connected with our consumers on both handheld devices and consoles.
Of course, when we do launch new hardware in the future, rather than re-creating an installed base from scratch as we did in the past, we wish to build on our existing connections with our consumers through NNIDs and continue to maintain them.
The way in which dedicated video game systems and their software are sold has not changed significantly since the business model of dedicated video game platforms was first established 30 years ago. Dedicated video game systems are sold for two hundred or three hundred dollars, on which standalone software titles are distributed for 30 or 50 dollars. This simple model received widespread support from consumers that enabled us to create todays market. The decision to change it is the manifestation of our recognition that we cannot expect this model to work forever amid dynamic changes in peoples lifestyles.
If we succeed in the redefinition of video game platforms that I speak of today, our account-based connections with consumers will become very clear. For example, until now it has been taken for granted that software is offered to users at the same price regardless of how many titles they purchase in a year, be it one, five or even ten titles. Based on our account system, if we can offer flexible price points to consumers who meet certain conditions, we can create a situation where these consumers can enjoy our software at cheaper price points when they purchase more. Here, we do not need to limit the condition to the number of software titles they purchase. Inviting friends to start playing a particular software title is also an example of a possible condition. If we can achieve such a sales mechanism, we can expect to increase the number of players per title, and the players will play our games with more friends. This can help maintain the high usage ratio of a platform. When one platform maintains a high active use ratio, the software titles which run on it have a higher potential to be noticed by many, which leads to more people playing with more titles. When we see our overall consumers, they generally play two or three titles per year. We aim to establish a new sales mechanism that will be beneficial to both consumers and software creators by encouraging our consumers to play more titles and increasing a platforms active use ratio without largely increasing our consumers expenditures.
Nintendo aims to work on this brand-new sales mechanism in the medium term, but we would like to start experimenting with Wii U at an early stage.
We will definitely maintain dedicated video game platforms as our core business, but we will also take on the challenge of expanding into a new business area. We will attempt to establish a new platform business with which we can leverage our strengths, but which is independent from our video game platform business.
What Nintendo will try to achieve in the next 10 years is a platform business that improves peoples QOL in enjoyable ways. This definition includes, of course, dedicated video game platforms. While we will continue to devote our energy to dedicated video game platforms, what I see as our first step into a new business area in our endeavor to improve QOL is, the theme of health. Of course, defining a new entertainment business that seeks to improve QOL creates various possibilities for the future such as learning and lifestyle, but it is our intention to take health as our first step. Please note, however, that rather than simply setting health as our theme, Nintendo will also try to expand it in a new blue ocean.
Will the Q&A be up too?
Yeah when they have translated it. Takes a few weeks usually.
Oh too bad. I was eager to read up on what the ,,hybrid for next hardware'' tweet was really about.
"we have not been able to fully communicate the value of the GamePad"
am very open to Nintendo making products that aren't games. I am very open to Nintendo making products that don't target me. But I am not convinced they understand the challenges they face, and I am not convinced based on the preliminary information they're offering that their secret master plan that they'll reveal later is likely to be a home run. I leave open the possibility that it'll be a single or a double. I am interested both as a consumer and in terms of their ongoing business success, and neither angle is super promising to me right now.
Here's what I got from the meeting last night:
- Nintendo thinks the 3DS is doing fine. They didn't mention it. It's clearly the stronger of their two pieces of hardware, there's no denying that. But I don't think it's correct to assert that it's not a cause for concern. Even with Pokemon's strong results out of the gate, there's been significant overall software erosion in both first-party and third-party categories. I think this is a risk. It's a risk because less licensing revenue from third parties means Nintendo has less money to cover their burn rate or hardware R&D losses. It's also a risk because their own software costs more to make and sells less overall. That's not a trend you want to continue going forward. To me, the Wii U's failure seems relatively minor in comparison to some of the generation-over-generation structural comparisons for the 3DS. I would be worried about that going forward.
- Nintendo thinks there's no real problem with what the Wii U is, but rather with how they've taken advantage of the Wii U. They've cited their failure to communicate the GamePad's value and their failure to deliver must-have software. It does not seem clear that they've acknowledged any possible weakness in the GamePad conceptually. I think their first product to "emphasize the GamePad" being Mario Kart, and their "emphasis" being that the Wii U apparently boots up faster than your TV (which is clearly not true) suggests that there are conceptual weaknesses in the product. It feels like kicking the can down the road a little. They've repeatedly said before that when they do poorly "it's because they didn't release software that consumers valued" and to do well they will "release software that consumers value". This seems like a pretty vague, almost circular definition. The trick is to figure out why consumers did not value the software, and Nintendo doesn't seem as clear about that. I think there are real challenges at the software pricepoint they're at. I think there are also game design challenges, even with some of the amazing games they're releasing.
- I think NFC games are interesting and obviously a genre that's proven lucrative. I have skepticism they're going to materially change the platform for several reasons. The first is that those games are already available on Wii U, but also on every other platform. There's nothing about the Wii U gamepad's NFC reader that can't be accomplished with current implementations. I do think Nintendo can have software success with an NFC game. The other risk is that figurine games require significant retailer buy-in, which I don't think will be a problem in the US, but in countries where the Wii U has already lost retailer stock space I'm not sure they'll be able to find sufficient support for NFC stuff.
- To me, as a briefing, this basically felt like a company saying "We're doing ok. We don't need to make major changes. We're working on stuff for the future, and we've got great stuff coming down the pipeline." It did not feel like a company unveiling a bold new direction for the future in the face of massive investor pressure and worry about the company's continued stability.