• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Nintendo full year financial results [23.2B yen loss, 3.6M Wii U/12M 3DS forecast]

Celine

Member
Or most of their versions of 3D platformers, party fighters and karting games just weren't very good so most of the audience didn't buy them.
No one is going to invest heavily in those kind of games.
They are all consolidated genres from which only the Genre King is selling big.

Nintendo has carved out a nice turf all for itself.
 

Blearth

Banned
People in this topic have broken it down. The big decrease in cash this year comes from the Yamauchi stock and the amount they spent on R&D so "it" really isn't happening.
I'm not talking about just this year.

Unless I'm mistaken, just a few years ago they had $10bn.
 
1-3 does not excuse the Wii and motion from being a fad. Time passed and interest waned. That's the progression on a macro level, on which fads are traditionally judged. You can argue why you think interest waned all you want, but it happened.
Your previous post correlated the Wii decline in sales to motion gaming been a fad. i just limited myself to point out what were the reasons for the decline. Btw, this is a sales behaviour shared by all Nintendo home platforms post Snes. The reasons for this behaviour are many, chief aong them declining 3rd party support and NIntendo limited reasources, etc.
In response to 4, are you honestly trying to compare touch interface, with full body motion gaming? You're comparing two completely separate experiences, that not only emerged at the same time, but also trace their genesis to completely different origins. That's the definition of a reach.
You asked about an 80+ million audience. The reply was that those guys are playing with their mobile devices that both incorporate touch and motion interfaces. No comparisons were made of the relevance of one over the other.
Similar to 4, 5 is another incredibly reach. VR predates our contemporary idea of motion capture, and it predates touch. Completely different tech, utilized for completely different purposes. Show me data in how the tech simultaneously evolved or how they engage a similar neurological response from the user, and avoid making sweeping generalizations. Another issue is this: you're also comparing a tech that helped a device move 100 million units, to an experimental technology that has sold a resounding 0 consumer units?
The assumptions are running wild now, when things are really simple.

A lot of the experience gathered from the kick start of motion gaming by the Wii is been utilized in the VR headsets. For example, head tracking in the morpheus uses Gyros, camera and Leds just like the Move controller. Split controllers like the Nunchuk/wii remote or the razor hydra seem to be quite prefered when interacting in VR world.

Is not a far reach to expect that this time the VR at the least is here to stay and everything indicates that the motion controls will play an important role complementing this type pf user interface.

Sorry for this thread derail everyone, i'll try to keep myself on topic.
 

KoopaTheCasual

Junior Member
Your previous post correlated the Wii decline in sales to motion gaming been a fad. i just limited myself to point out what were the reasons for the decline. Btw, this is sales behaviour shared by all Nintendo home platforms post Snes. The reasons for this behaviour are many, chief aong them declining 3rd party support and NIntendo limited reasources, etc.
You asked about an 80+ million audience. The reply was that those guys are playing with their mobile devices that both incorporate touch and motion interfaces. No comparisons were made of the relevance of one over the other.

The assumptions are running wild now when things are really simple really.
A lot of the experience gathered from the kick start of motion gaming by the Wii is been utilized in the VR headsets. For example, head tracking in the morpheus uses Gyros, camera and Leds just like the Move controller. Split controllers like the Nunchuk/wii remote or the razor hydra seem to be quite prefered when interacting in VR world
Woops, sorry for making the assumption based on your comment about touch interface. That's my bad.

As for the VR connection, that incorporation of gyros and cameras has been a very recent innovation in the field. Their inclusion functions as an accuracy enhancing composite to the base design. I can understand the argument that VR and motion are convergent technologies, but my comment is about their current and past application. Maybe in the future when consumer VR is out, we'll see a return of the motion audience, but that can't be known yet.

Also, as Lex showed me, my argument of fad does not explain the drop off of the N64, to which I have no retort, unless I was to make the silly claim that the N64 was also a fad by some stretch. So I'm rethinking my current beliefs on the effect of the motion 'fad' on the Wii. Our back and forth kinda doesn't need to continue anymore.
 

PK Gaming

Member
5%28208%29.png


Yikes, that's bad. Hopefully Nintendo can squeeze a few more awesome games before they put to it to bed for good...
 

Snakeyes

Member
First smart device app will by end of fiscal year with first called Mario Kart TV enabling sharing of game movie and rankings
 

AniHawk

Member
really impressive that the wii u is outpacing the nes and the 3ds is stomping the game boy. i'm guessing it'll end up at 70m units with the 3ds around 140m
 

Meier

Member
The cash or equivalents number falling that much is pretty depressing. I'm actually a little nervous for Nintendo for the first time.
 

Tutomos

Member
Nintendo has to stop making their games one-dimensional. People voted with their pockets. There are too many cheaper substitutes for just being fun. People want adrenaline, mystery and drama for the price that you're charging for your entertainment. Football gives you those feelings, Walking Dead gives you those feelings, heck even NeoGAF gives you those feelings.
 
Top Bottom