He did say that I believe.
http://www.siliconera.com/2015/03/1...e-will-replace-club-nintendo-rewards-program/
Sweet. Cheers for that. Fingers crossed for something good and worthwhile.
He did say that I believe.
http://www.siliconera.com/2015/03/1...e-will-replace-club-nintendo-rewards-program/
What is the "membership service"?He did say that I believe.
http://www.siliconera.com/2015/03/1...e-will-replace-club-nintendo-rewards-program/
What is the "membership service"?
Ah ok, i see. I didnt think about that since it said "compatible with PC". Would be strange if you couldnt use a PC for that kinda service, like registering your games (assuming that would still be a part of the service).I think it's the service that's going to replace Club Nintendo. I think it will be a mishmash of Club Nintendo and the digital promotion that was in place for WiiU Deluxe owners.
Yeah. I'm actually hoping that we end up with an eShop with an account/membership service that's all accessible via handheld, console, mobile, tablets and PC.Ah ok, i see. I didnt think about that since it said "compatible with PC". Would be strange if you couldnt use a PC for that kinda service, like registering your games (assuming that would still be a part of the service).
Lol, I forgot Xblaze released. Blimey.
First Day Sell-Through {2015.04.16}
[3DS] Style Savvy 3: Kira Kira Code <ETC> (Nintendo) (¥5.076) - 30% long term sales expected
[PS4] Dying Light <ADV> (Warner Entertainment Japan) (¥8.208) - more than 70% western games selling more than expected
[3DS] Future Card Buddy Fight: Yuujou no Jounetsu Fight! <TBL> (FuRyu) (¥5.378) - 50% TCG players seem to grow
[PSV] [PS3] [360] [WIU] Monster Hunter Frontier G7: Premium Package <ACT> (Capcom) (¥6.264) - One of this versions the sell-through is dead
For the last one I assume the dead one is WiiU? I'm surprised that it's not 2 (360 + WIU).
For the last one I assume the dead one is WiiU? I'm surprised that it's not 2 (360 + WIU).
Well it was exclusive to the 360 for a while so I guess there's still a "decent" amout of people playing that version?
Sales will be low across all versions anyway. Still never understood why they bothered with the Wii U version though.
[PS4] Dying Light <ADV> (Warner Entertainment Japan) (¥8.208) - more than 70% western games selling more than expected
I'm not sure exactly what you're asking that doesn't have an exceedingly obvious answer. No traditional player has transitioned to rely solely on the mobile market; no traditional player is configured to do so. But there are players operating solely or predominantly in the mobile space successfully.
I'm going to assume you mean if and when they no longer have viable brands on dedicated platforms, since I don't even know whether Sonic is still considered a viable brand. Or the market conditions become [even more] untenable such they can't operate in that space at all. The answer is yes, or no.
Yes, they restructure whatever video game assets and resources they have towards producing mobile content, and do so successfully. They may need to restructure or reduce their workforce. They may need to develop competencies.
Or no, they fail to reorganise and divest from gaming completely.
Okay so let's start with this line:
"As already discussed, for example, fidelization is pretty low in the mobile market (and this is because of inherent different entry barriers for consumers), and the quality of the experience is typically a secondary element."
I see this claim forwarded a lot, but where exactly is the evidence of there being no brand loyalty on mobile? Let's go through some of the options.
Option 1: Sequels to paid apps don't do that well compared to the earlier games, especially in 2015.
Well, yes, it's a fundamentally outdated business model. Just look at the 60-80%+ gen over gen drops for the Wii U and associated games and we'll see that when your business model is viewed as archaic, you lose a bunch of customers. Now, are Nintendo's brands useless these days? No, a quick jump over to 3DS will show that much. The problem is that people in Japan don't want dedicated consoles, and we can look at the other two dedicated consoles in the market to help reinforce that. Now, if you're Idea Factory and only need a few sales to make a good business, then something like the PS4's audience size is fine. Similarly small indie games can do fine on the paid charts relative to costs. However, it isn't functional for large titles like Final Fantasy, Metal Gear, or Resident Evil, and the only reason titles like that even show up on dedicated consoles anymore is due to the West. On mobile, on one buys paid apps anywhere, so they've largely dried up along with their sales.
Option 2: There aren't sequels to things like Monster Strike and Puzzle & Dragons.
This is true. There also aren't sequels to League of Legends or World of Tanks because the f2p business model revolves around continually updating one game instead of making a series of games. There's no real benefit to making League of Legends 2 unless the base game becomes so incredibly outdated that it makes sense to replace it 10 years down the road, and even then it might make more sense to just replace the engine.
Option 3: Some branded titles don't do well.
Definitely true. There are also branded titles that do incredibly well. This is very similar to the console market where we have major hits like branded Musou games and anime tie-ins that sell 50K or less. People pay lots of money to use brands in mobile though because they're very helpful in user acquisition. DeNA and GREE floated their entire companies off of using other people's brands. Namco Bandai is the 5th largest mobile publisher in Japan by revenue and basically every last successful game they have is either based on a manga/anime brand like Dragon Ball, Gundam, One Piece, and Hunter x Hunter or video game brands like Tales and Idolmaster.
Option 4: Not every game in the same brand does well.
True, but again, I'd point to the console market. Compare how major Final Fantasy titles do relative to minor spin-offs, or if you prefer outside media brands, how One Piece Musou did compared to lower end titles. What matters is what the fundamental product is both in terms of quality and whether it reflects what fans of the brand want. I don't think it's a giant mystery why the Dragon Quest game that plays like Monsters or the Final Fantasy game with something resembling an ATB system are by far the most popular titles in their brand on mobile. The two titles I mentioned though? Huge hits.
Option 5: Not every brand from the same publisher does well.
I can't think of a market this isn't true in. No one expects Grand Theft Auto V and Rockstar Table Tennis to have sales within the same galaxy. I don't think it's hard to imagine why various mobile games would have different expectations and sales results, especially when they're only related by publisher.
Option 6: Not every hit is a hit forever.
Well, yes, that's also true. Some games burn out over time when people either get tired of them or feel there's nothing interesting left for them to do. It can be hard to run a great service. On the flip side, Puzzle & Dragons passed its third anniversary two months ago and is still on top of the top grossing charts. It's had a grand total of one real competitor for that spot in the form of Monster Strike, which has traded with it from time to time. That game has been around since August 2013.
Looking over that list, it's also self evident that the quality of the experience is important to people who play on mobile or we wouldn't have games that review differently from users or have vastly different lifetimes relating to how long they stick around. Hell, we're even halfway through OT3 on NeoGAF about Puzzle & Dragons, so this is even working among people who are really heavy core gamers.
Now let's skip over to this line:
"Same goes for amiibo: in the short term, they seem a good stream of revenues, but will they be in a few years? Will they be able to help the company, or will they be deemed as useles money-maker?"
This is true. You know what also might stop making them money? Video game hardware and traditional video games. Nintendo's relevance faded from the NES era all the way to the GameCube era until they revived themselves with the Wii, and now they're even worse off than the GameCube with the Wii U. The 3DS is not doing nearly as well as the DS either. There's serious decay here, and huge game over game declines in brand. They even lose money from time to time now, which was incredibly rare for them before. If this was some ragingly successful market for Nintendo, then yeah, maybe we'd sit here and go "Do these accessory businesses make sense?" the same way people sit around and tell Microsoft to stop working on Bing because Windows, Office, and Cloud Services make them all their money. With Nintendo however, the issue is that their core business is decaying and there's no obvious slam dunk revival coming for them to ever show generation over generation growth again. They're going to try a wide gamut of options until they find things that work because that's what you do when your business model isn't working anymore and you're not too bankrupt to try anything else.
Do you mean traditional publishers? There are tons of successful mobile only publishers in Japan. Assuming you mean traditional publishers, well yes, there's no incentive for them to drop the last few series that are working for them. Konami doesn't gain anything dumping Metal Gear off a cliff even if they spend almost all their other resources on mobile.
For Sega, Sonic is already largely dead. The last game shipped 490,000 copies between the Wii U and 3DS versions. This is an irrelevant part of their income even though they're a smaller company game wise. Even Football Manager does better these days. These days the company is acquiring mobile studios and signing new mobile contracts while having layoffs at their traditional games business. You're right, they didn't touch their PC stuff, as that's a functional and successful part of their digital strategy. Sega Networks itself (their mobile division) now exists as a separate entity from Sega Games however and is judged on its own P&L sheet, and they put out annual reports on their notably growing success. You can read that one here: https://www.segasammy.co.jp/english/pdf/release/sgn_presentation_e_20150220.pdf
First Day Sell-Through {2015.04.16}
[3DS] Style Savvy 3: Kira Kira Code <ETC> (Nintendo) (¥5.076) - 30% long term sales expected
[PS4] Dying Light <ADV> (Warner Entertainment Japan) (¥8.208) - more than 70% western games selling more than expected
[3DS] Future Card Buddy Fight: Yuujou no Jounetsu Fight! <TBL> (FuRyu) (¥5.378) - 50% TCG players seem to grow
[PSV] [PS3] [360] [WIU] Monster Hunter Frontier G7: Premium Package <ACT> (Capcom) (¥6.264) - one of this versions the sell-through is dead
The original discussion seemed to centre around how it's a good thing that Nintendo are diversifying and developing new question mark product lines. Which it is.The original argument was "even if the 4DS is a catastrophic failure, Nintendo will have a stream of revenues coming from another market, i.e. mobile gaming". What I was arguing is that we cannot be sure, at this point, how "good" revenues in the mobile market would be since: a. we don't actually know what is Nintendo's strategy in this market; b. there don't exist big companies that could offset huge losses from their traditional market by gains in the mobile market. Of course, if you consider re-organization and downscaling then you might want to consider keeping releasing handheld in only one territory (i.e. Japan); going third party; and so on. The assumption here is that Nintendo would like to keep growing, or at least staying flat in terms of size, manpower, dividends, and so on.
I wonder whether Girl' Mode 3 could debut better than the previous entry. If so, that'd be quite surprising.
Why would that be surprising? First Girls Mode released before Animal Crossing; Tomodachi; Disney Magical Castle, all of which probably had a hand in expanding the female audience of the console.
I'd be more surprising if it didn't debut better than the previous entry.
The original discussion seemed to centre around how it's a good thing that Nintendo are diversifying and developing new question mark product lines. Which it is.
That's the point of diversification, and that which they're engaging in is low cost, low risk, being done in what I think is the appropriate manner (partnership) and has high upside as already noted.
The alternative is to what exactly? Keep pretending the market isn't changing? Persist in unfavourable markets through sheer force of will? Nintendo have taken their heads out of the sand, and that's a good thing.
Sure, they could also avoid diversifying into attractive markets, dramatically restructure their costs, and become a niche localised company in the contracting dedicated market. But I don't see how that's an attractive proposition as opposed to seeking new growth opportunities.
I'm not particularly sure how that differs significantly. It's a foot in an alternative market. You don't always get to take all your valuables into the lifeboat.
Your argument is that it's not a lifeboat? That it may not offset their failure in their current lines?
It's a high growth market, which they should be aiming for success in, as their established products either have low market share, low competitive advantage, exist in severely contracting markets being substituted, or a combination of the prior. Even if it doesn't ultimately offset any declines in their traditional lines it's a worthwhile pursuit.
Mobile is not going anywhere and Nintendo, nor Sony nor Microsoft, are going to change anything about that. That sort of wishful thinking isn't particularly conducive to having a meaningful discussion.
There is no assumption that the mobile market means automatic success. Success in the mobile market is earned, competencies need to be developed, consumer understanding needs to be gained. Nintendo could fail in the mobile realm. But the answer to Nintendo's problems is not to simply ignore the problems.
――スクウェア・エニックスさんからこれからもいろいろとPS4用のタイトルが出てくると。PS4は買い時ですね。
橋本 4月23日には『トロピコ5』、5月14日には『ファイナルファンタジーX/X-2 HD リマスター』も発売されます。さらに今年は、発表するものも含め、相当ありますのでご期待ください。
This year's Golden week goes from Wednesday 29th (byebye MC thread on that day) until Wednesday 6th (no MC thread either lol), both included.
Moderate releases 29-30th of April
[3DS] Puzzle & Dragons: Super Mario Edition
[WiiU] Xenoblade Cross
[WII] [WiiU] Dragon Quest X: Version 3
Plus
[3DS] Bravely Second (second week lol)
[3DS] Style Savvy 3 (legs)
[PSV] Minecraft (legs)
VS last year
[3DS] Mario Golf: Princess Tour
Plus
[PSV] Sword Art Online (second week)
[3DS] Theathrythm FF: Curtain Call (second week)
[3DS] Yo-kai Watch (legs)
There's no comparison
I'm not sure why you keep repeating that quality is not rewarded or quality is secondary, when more aptly it's that facets that you, or consumers in the dedicated market, consider quality are not always rewarded.
There is no likely scenario going forward where Nintendo doesn't need to engage in some sort of restructuring or reorganisation. At a fundamental level they are ill-aligned with the modern global home console market, they have no substantive enough competitive advantage to attract sizeable audiences. The Wii U reflects this, there is nothing to suggest a successor won't also reflect this.
Meanwhile the market forces causing dedicated handheld contraction are not abating. So a future Nintendo is going to need alternative revenue streams, even if they aren't primary revenue. It's going to need to monetize the users it has more. It's going to need success in markets that aren't stagnant. Or it's going to need to reduce its cost structure to reflect diminished relevance and/or a contracted market space. I can only presume since you seem to oppose the former, that you think the latter is more appropriate.
I don't find it worthwhile entertaining that Nintendo will happen upon some sort of unicorn to revitalise their traditional businesses any more than it's worthwhile entertaining that Sony and Sharp are going to magically uncommodotize the TV market or Eastman Kodak is going to get everyone buying disposable cameras and film again. If that's the crux of your dissent, that anything can happen, then it seems a rather pointless tangent. I'm more interested in the probable, than wild possibility.
No one is denying that changes can occur within the mobile market, in terms of business models, in terms of major players, but its existence in any useful projection period is not in question. Smart convergent devices are not going anywhere and people are not going to arbitrarily stop using them for digital interactive entertainment. It is not going to weaken as a force of substitution.
Why exactly? Elaborate on what concrete strategy Nintendo can employ in the immediate or near term to counteract the substitution forces, the contracting markets their core operations are in, their core misalignment with the nature of the modern home console market, all while soliciting no competitive response. When do they launch a successor home console, what differentiating value does it offer such that it presents an order winning product. Similarly for a successor handheld, what exactly about it prevents the ebbing tide? What drives demand back to the dedicated market over their convergent devices?I do think we should at least be partially confident that Nintendo might turn things around in its core business.
In an interview with Famitsu, Square Enix's Shinji Hashimoto said that they have a considerable number of releases and announcements planned for PS4 this year. Please be excited!
http://www.famitsu.com/news/201504/17076020.html
You seem to simply be repeating again that these are "low quality products" succeeding, while concurrently paying lip-service to dimensions of quality differing. If these were low quality products, they would not succeed.
Why exactly? Elaborate on what concrete strategy Nintendo can employ in the immediate or near term to counteract the substitution forces, the contracting markets their core operations are in, their core misalignment with the nature of the modern home console market, all while soliciting no competitive response. When do they launch a successor home console, what differentiating value does it offer such that it presents an order winning product. Similarly for a successor handheld, what exactly about it prevents the ebbing tide?
The core Western home console market has not, as yet, been impacted [as severely] by convergent substitution. The home console market will suffer a major contraction regardless. While PS4 sales do nothing to show that a substantial market exists for the type of system Nintendo produces with its capabilities and relationships.
Nothing plausibly presents itself as a substitute for the smart device, it is a device that converges a myriad functions. Should a substitute arise for the smartphone as a convergent device, it will not be a regression towards the dedicated device. I'm not sure why anyone would have said handhelds aren't going anywhere when they're a highly specialist device.
Your entire premise, as previously noted seems to be "anything is possible," as well as "the market isn't really changing."
And again, I have no interest in discussing wild possibility with no underlying substance, while ignoring existing market realities and plausible outcomes of those trends.
Perhaps further, beyond simply saying how all these diversification efforts are terrible awful very bad things you can specify what exactly Nintendo should do. Thus far I can only surmise that you think they don't need to do anything.
You're still only viewing quality through the subjective lens of the traditional enthusiast. So once again, I'm not speaking of quality with regard to the metrics that you deem of value. The quality of a product is in how well it meets target consumer needs.
I didn't say nothing will substitute smart devices, I said nothing plausible presents itself as a viable substitute. But once again, the consumer desires behind convergent smartphone adoption show no indication of suddenly reversing to generate growth in the markets for devices they have supplanted.
If you take issue with there being no substantive basis for the hunky dory scenario you posit - where dedicated devices resurge as smartphones wane, where Nintendo recaptures significant share through some unknown and unknowable, where the demography of the global market shifts to align with Nintendo's strengths, or where the changes wrought by shifting technology are just a temporary blip, where all this occurs such that they can achieve growth rather than need to reduce cost structure, all while they forgo diversifying into attractive markets or increased userbase monetization - then provide some basis.
Perhaps further, beyond simply saying how all these diversification efforts are terrible awful very bad things you can specify what exactly Nintendo should do. Thus far I can only surmise that you think they don't need to do anything.
I don't know when you got that tag, but it's certainly a very fitting one.
I think that will happen. Cant you access Miiverse though PC and phone/tablets?Yeah. I'm actually hoping that we end up with an eShop with an account/membership service that's all accessible via handheld, console, mobile, tablets and PC.
Fingers crossed.
I don't know when you got that tag, but it's certainly a very fitting one.
I'm not sure why you keep pointing out that a substitute may arise when no contrary claim is made. The pertinent part is that the smartdevice market is not going to regress towards consumers en masse returning to carrying a myriad devices with them instead of the one that meets a myriad needs.
Similarly, no one is claiming that the mobile market is surefire success. The opposite has been stated, Nintendo could make no headway. However, diversification serves to provide more avenues for success and failure, more question marks, more potential lifeboats in the event of current product line failure. Do you think it preferable to have catastrophic failure in current lines and no diversification attempts?
If you're really operating under the premise that the string of implausibility I detailed, so unlikely to concurrently occur that it can essentially be considered impossibility, is an outcome worth contemplating because Nintendo, and therefore no diversification is needed anyway, then we may as well be discussing how BlackBerry is going to retake 50% of the handset market and Eastman Kodak is going to drive a digital camera resurgence. Because it has as much basis in reality.
+-------+------------+------------+------------+------------+------------+
|System | This Week | Last Week | Last Year | YTD | Last YTD |
+-------+------------+------------+------------+------------+------------+
| ALL | 383.000 | 817.000 | 699.000 | 10.722.000 | 13.007.000 |
+-------+------------+------------+------------+------------+------------+
SOFTWARE
Code:+-------+------------+------------+------------+------------+------------+ |System | This Week | Last Week | Last Year | YTD | Last YTD | +-------+------------+------------+------------+------------+------------+ | ALL | 383.000 | 817.000 | 699.000 | 10.722.000 | 13.007.000 | +-------+------------+------------+------------+------------+------------+
YSO predictions
Week 17, 2015 (Apr 20 - Apr 26)
[3DS] Bravely Second: End Layer < 130k
[PS4] Hyperdimension Neptunia Victory II < 35k
[PS4] Toukiden: Kiwami < 10k
Bravely Second is quite low here.YSO predictions
Week 17, 2015 (Apr 20 - Apr 26)
[3DS] Bravely Second: End Layer < 130k
[PS4] Hyperdimension Neptunia Victory II < 35k
[PS4] Toukiden: Kiwami < 10k
YSO predictions
Week 17, 2015 (Apr 20 - Apr 26)
[3DS] Bravely Second: End Layer < 130k
[PS4] Hyperdimension Neptunia Victory II < 35k
[PS4] Toukiden: Kiwami < 10k
YSO predictions
Week 17, 2015 (Apr 20 - Apr 26)
[3DS] Bravely Second: End Layer < 130k
[PS4] Hyperdimension Neptunia Victory II < 35k
[PS4] Toukiden: Kiwami < 10k
See, I dunno why people expected bigger sales from Bravely Default when For the Sequel wasn't that hot.
The success of hunting games revolves around it being portable, a lesser game is not gonna do well, especially when it's coming so much later than the handheld releases.