Cori wrote:
Local multiplayer will never be viable for me; I have bodaciously 0 friends within a 50 mile radius that I can play games with. So in my case, if I ever want a taste of multiplayer or the chance to play a game with my friends I'll have to shell out the subscription fee--or else get only half of the 'full' gaming experience (can you imagine playing Splatoon or Mario Kart with ONLY AIs? All the time??).
Since I never had any local gamer friends, I've always been a more single-player game person. And I never had the cheddar (or willing parents) to pay for a subscription like PSN. Nintendo's free online services were my first chance to play and interact with real-life people while playing a video game and I had so much fun playing stuff like Smash Bros and Mario Kart and Pokemon with real people. I can see a lot of kids now being in the same scenario I used to be in--and those kids aren't going to be as willing to play Splatoon or Mario Kart if they know they'll never get the "full" experience. They'll spend their allowances on exclusively single-player games.
So maybe part of my objection to Nintendo's new subscription system comes from my experience as a kid. Shrug.
For me growing up, things were the opposite. I had my brother to game with, along with friends and cousins and tons of people to interact with in person, so I preferred games with local multiplayer. My first few exposures with online were also not good. I didn't have Wi-fi or an open ethernet port on our old modem to do anything with, plus I wanted to go online with the DS for things like Pokemon and Animal Crossing and you needed Wi-fi for that. I ended up buying that official Nintendo USB dongle thing that broadcast Wi-fi for you. It worked okay for one day, but the next morning I think Dad snapped it out of the computer, breaking it, and it wasn't something I could really replace with the cheddar I had. At least I already downloaded Paper Mario which was like, the thing I was most eager to do since my N64 cart was corroded from the previous owner. But ultimately I never really grew up thinking online was "necessary" to the gaming experience, personally. I had fun doing single player campaigns. I enjoyed playing games with friends in person. Online could be fun, like hell I've wondertraded thousands of Pokemon to pass the time and think it's a genuinely interesting feature in the newer games, I loved inviting friends over to my town and going on island trips in Animal Crossing, and Splatoon is fun as hell. But in all those cases I still felt it would be more fun if I did those things offline. Imagine wondertrading in a packed room of people at a convention or Pokemon tournament, and you can already invite people into your town locally though I never got the chance since everyone dropped the game by the time school started up again. And I'm loving that Splatoon is going local multiplayer because I was constantly trying to set up LAN parties and could only get a few people to commit because of the hassle of bringing a console and TV.
I might pay into online if it's worth it. I'll have to see based on how the service works beforehand. Otherwise I'm content with local multiplayer, especially if I don't have any online friends to play with.
Quote:
But ALSO, I was under the impression that the games people received for subscribing were going to be games that the person would actually OWN. Now we're hearing that Nintendo is only going to let people BORROW those games? They're going to loan paying customers a couple of ROMS and then take them back after their time is up? That's fucking ridiculous! And knowing Nintendo's shitty track record for porting their hundreds of vintage games, I wouldn't be surprised if they started recycling ROMS that they already 'loaned out' to people in the past instead of distributing roms of different games.
The exact wording on their website is vague, but it essentially says "1 NES or SNES title for a month". So we don't know if you get to choose which game you pick each month or they give you a list of a few to choose from, or really anything besides speculation of "looks like you'll have to keep renting Super Mario Bros each month if you want to keep it". Until Nintendo actually TALKS about the features and goes through to confirm it, we don't know, and apparently either no one really asked Nintendo during interviews or Nintendo wasn't willing to talk about it at the time since it's coming in the fall.
Quote:
As a side note, I saw a list of projected prices for Switch accessories. Said prices were ALSO fucking ridiculous. Seventy dollars for extra controllers! The WiiU's pro controller was already what I'd consider "fucking expensive", costing just as much as an entirely new game. I know video games and accessories are expensive, but because Nintendo markets their console as a TOY, rather than a computer, a lot of people are going to expect cheaper prices.
It's because it's the same pro controller except with added features like the HD rumble and NFC reading. Pretty much controllers have been expensive as hell on all systems since the Wii era, which is annoying, but at least in regards to the switch, the Pro controller is an optional controller to have for most people. What's really bad though is the joycons. The right joycon is the one with all the additional features, including the NFC reading and the IR sensor, yet both the right AND left joycons cost the same if you buy them separately. The only thing the left joycon has unique to it is the share button. Like I can see the right joycon costing more because of the added tech, and while $50 is steep it's $10 more than a Wii remote for MORE than what a Wii remote offered. But the left joycon has less features so outside of me needing to buy a replacement, why the hell would I ever want to buy it separate from the right joycon for the same price? They should be offering it for cheaper, though I think it's so that $20 off for the bundle feels like a better deal. It's just a bit baffling to me.
Quote:
(also, they're selling Skyrim for $60. Skyrim. A five-year-old game. Sixty bucks.)
Which Skyrim was also sold for $60 just 3 months ago. New release and all that. Games are releasing for as cheap as $40 so I'm prone to assume that's Bethesda and not Nintendo charging for that, so take it up with them.
That being said, I wish Nintendo went the route of the Wii U in HD rereleases of Zelda games and offered Mario Kart 8 Deluxe for $50 rather than $60 since they're not adding new tracks exclusive to the game, just battle mode and the DLC. They're still going to have to bank on die hard fans making the jump from Wii U to Switch, and while the $60 price is good for new consumers, $50 would sell more and be better accepted by fans especially if they supported the original release. In fact a discount in general for Wii U owners or some manner of coupons sent out would help entice people to make the jump. As someone quite pop flyin' with my Wii U, I'm still not really pop flyin' in making the jump despite the improvements of the Switch. Nintendo is going to need to not only bring fresh blood into the sales, but also retain their previous fanbase who just recently got a Nintendo console and may not want to abandon it themselves.
Quote:
Eliminating Miiverse was a dumb move too, imo. I feel like they're using their smartphone chat app to pass the buck instead of allocating time and resources into moderating the 'social network' they originally conceived. But hey, if a smartphone app will keep screeching brats out of the voice chat...bwahaha, you know that's not going to stop them. The kids who screech in voice chats are the same spoiled kids who got their very own smartphone for their sixth birthday.
Again, having to make people pay for the service means keeping those people pop flyin' and providing good enough service to warrant collecting the cheddar from them. Nintendo has been pretty good about providing tools to consumers to kick out people they do not want to play with, and I assume the same will happen with the smart phone app. Don't like listening to a screeching child online? Mute or block them, report them to Nintendo to revoke their voice chat options for a bit, etc. We still don't have details but that's what I imagine is the next logical step from the ban lists and reporting options from previous Nintendo games.
And technically all that's been said about Miiverse is that it's not going to be on the switch. There is a chance that switch communities will be supported through their website and possibly an app, and knowing Nintendo they'll keep it alive out of sheer stubbornness, but it is not going to be on the console itself. So who knows, it could die, or it could live on as a Nintendo forum.
What we do know for sure is that Streetpass is gone, and while I understand why they would do this since they especially want to distance themselves from making it too much of a portable console or successor to 3DS just in case (plus battery life issues), I'm disappointed all the same.
Quote:
EDIT: OH YEAH, and let's not forget that Nintendo is pulling the same supply shortage bullshit that they did with their amiibos and their NES plug n' play. I'm getting a little tired of seeing the same scenario: you rush to purchase your new Nintendo, oops sorry Nintendo is sold out, come back tomorrow three hours before the store opens if you want a chance to get it, oops sorry there's already a massive line of other people wanting to buy it, just go on ebay and buy it from some scalper asshole for triple the original price.
Supply is a game where no matter how you play it in the game industry, you lose. Almost every console at launch sells out and is hard to find and everyone goes into a rage about scarcity practices and how consoles are being sold on ebay. This was been a thing since the PS2 was being sold on ebay for $1000, more than 3 times the original cost at $300. This isn't new to gaming, but the focus has been on Nintendo a lot more because of Amiibo, which were scarce both because Nintendo and retailers were unsure how well they would sell, and eventually made worse with the port strikes making it so that stock that even made it to the US had to be flown in rather than brought over by boat, costing huge amounts of cheddar for bulky boxed figures. NES Mini was a novelty gift idea that didn't even get much attention until pre-orders and then store orders were sold out. While stocking was ridiculous, stores themselves did not anticipate sales or order many to begin with for individual stores and focused a lot of stock online (which has always been the easiest place for scalpers to get ahold of them). When you see a scalper's ebay account with over 50 NES Minis and the average store only getting 2 on launch day, you know there's no way they went to 25 stores and out scooped everyone else trying to get them.
On the other hand, what were the consoles that didn't sell out significantly? We all remember the jokes about how Sony of America's president Jack Tretton said he'd personally pay $1200 to anyone who could find a PS3 on store shelves in January of 2007, which was so pathetically easy that he was blasted by the gaming community in general. All while the Wii was still sold out and causing lines to form every time a new shipment arrived every 2-4 weeks.
The 3DS didn't sell through it's stock on the first weekend which made people in the gaming industry claim gloom and doom for Nintendo, because a similar thing had only happened in the N64 days, and like the N64, it resulted in a controversial price drop within the first year of the system's life. The Wii U, despite being hotly contested for intentionally being made scarce before launch, and despite a humongous wait list at places like Gamestop and Best Buy had plenty of consoles on shelves even at launch through the end of the year.
These were all consoles that did not really reach the potential that their companies were hoping for, even though the N64, PS3, and 3DS were eventually turned around. The Wii U however didn't budge, and in part, I feel, a lot of that had to do with the launch buzz. If a console and its games are not selling out immediately at launch then you know exactly where the demand lies. If it sells out, well, who knows? Maybe the console will break Wii records, or PS2 records, but if we don't jump on it now we won't know. And as shown with Amiibos and even consoles in general, the scarcity is what drives demand to go even higher. People who did not care about Amiibo were suddenly compelled to camp for rare ones just to show them off or just to have them because they needed it now. Why? Because other people didn't have them. Hell people were buying Wii U consoles just because it had an exclusive Amiibo in it that wouldn't be launched for 2 months as a separate product. Even if they already had a Wii U.
The punishment for making a console scarce at launch is pissing off the gaming media and consumers who will possibly (or probably for the people who really care) still buy the console when stock evens out, while selling through all of your current stock and likely making it so future stock for the next few batches sells extremely well, which entices devs to come work with you. The punishment for overstocking is that the gaming media and devs get worried that the console is a dud (hold off on making games until either the console gets through a rough patch or is confirmed to be a dud because of a lack of games, created in part by devs refusing to make games in the first place), and consumers are pop flyin' or don't care because there is no pressure to buy now because the console is in stock.
And keep in mind, despite pre-orders selling out really fast, the same thing happened to the Wii U and yet plenty of stock was left on store shelves. Until launch day comes we cannot guess how bad the stock is going to be. But given past trends in the industry, what lasting benefits exist to a gaming company to outstrip or even perfectly satisfy demand with console stock? As shitty as it is to the consumers, the best benefits to the company that ensures a good launch is to make less supply than demand in order to create artificial scarcity and drive demand up for better sales. And I can guarantee that Sony and Microsoft are playing at the same game. The only people in the industry who benefit from ample supply are the people making games, because the majority of a game's sales occur in the first month of release. Consoles need to sell throughout their whole lifetime.
It sucks, but ultimately, why should Nintendo meet demand at launch if it could hurt them in the long run? That's how they see it.
D-vid wrote:
PSN is like that too, no? You have access to the games as long as you're subscribed. Kinda like Netflix.
PSN gives you the games to add to a digital library that you can access as long as you have a membership. What Nintendo is proposing is that if I were to get Super Mario Bros. my first month of paid online, when the second month started, it would be taken away. The only way to keep Mario indefinitely would be to either buy the game myself, meaning I would keep it regardless of if I was subscribed to the paid online, or I would have to check it out again the second month like a library book. PS+ would give you two games a month to add to your library meaning you get 24 games a year (provided you didn't already own a game given to you). What Nintendo is providing would give you access to just one game at a time, meaning if I wanted to keep a game I'd have just one game at the end of the year. And for a company sitting on over 700 titles already in the Virtual Console system, it feels pretty miserly like that this is the least possible thing they could do to say "at least we gave you value".