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Nintendo's Q&A (English) from 77th Annual General Meeting of Shareholders

Sep 25, 2016
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A lower price would've probably helped. 10 EUR is quite a bit for the 24 levels offered.

Imagine the cash they'd have made if it was a "free to play" game where you got five lives every 30 mins but could buy another five at any time for $1.

Fire Emblem mobile making more revenue says it all. Super Mario Run is one of their biggest business blunders imo although it came from good intentions. The potential lost revenue is monumental.
 

CaviarMeths

Member
Mar 20, 2015
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No thanks. That's even worse than digital since you need a constant internet connection.

Releasing a VC cart along with selling the titles separately would be better.

"Even worse than digital" when digital is the best option possible for retro games. :p

But yeah, I'd rather have a streaming service on the hardware I already own than a separate console just for retro games. Neither is an attractive option, but streaming is the less worse. I don't really get the appeal of the NES/SNES Classic to be honest. I guess it's a cheap option for people who haven't already had a Wii for 10 years and access to the larger, more robust selection of VC titles.

Multi-game cart like the Ultimate Genesis Collection for PS3/360 would be better too, but still not as good as just a straight digital VC service like the Wii/Wii U/3DS.

Now what would really make me happy is if my current VC purchases carry over to Switch, or at least have the option to do a $1 upgrade like Wii -> Wii U. That's all linked to Nintendo Network now, so Nintendo could do it if they wanted.
 
Aug 8, 2016
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Imagine the cash they'd have made if it was a "free to play" game where you got five lives every 30 mins but could buy another five at any time for $1.

Fire Emblem mobile making more revenue says it all. Super Mario Run is one of their biggest business blunders imo although it came from good intentions. The potential lost revenue is monumental.

Yup. My thoughts exactly. I'm glad Nintendo at least tried to experiment with different pricing structures on mobile. But the F2P model is tried and true on the platform and would've made them boatloads of money.

A set price tag any higher than $1-3 is asking way too much of the mobile audience. Sad that that's the case, but it's true.