Nintendo’s Battle for a Dedicated Gaming Platform: Throw In the Towel for Mobile?

Nintendo has been facing an incredible amount of pressure from existing and new entrants to the gaming space that has led to a decline of its market share. With only so much time in one day to consume media, consumers have a choice between “core” gaming, by way of consoles and PCs, and a more casual experience via browser and on mobile devices; Nintendo has found itself at the service of neither audience.

With the impending launch of Wii U, the company has taken a public stance in support of the core gamer, but is faced with overcoming the challenge of offering a superior online experience to the established leader in the space, Microsoft and its Xbox 360. Its track record with Wii Shop leaves many of us doubtful that it can rebound in this sense. Meanwhile, the mainstream audience that helped propel Nintendo to success in the last decade with the Wii is being abandoned in favor of more costly hardware and complicated controls of the Wii U.

Clearly, Nintendo’s platform is at risk of failure, and investors and Mario fans alike are clamoring for a shift in strategy. Most notable among the call for action lies with the leader and renowned innovator in software and hardware – Apple.  Prior to iOS, we had terrible interfaces that were counterintuitive to driving engagement of content and considered a 5% market penetration of games as a success. Since the debut of iOS and the App Store, we’ve seen the market expand to over 600,000 applications and indie developers rising to fame, claiming thousands in revenue, and in some cases millions. Google Play trails closely behind with over 500,000 applications available, although the platform faces piracy issues that leave it second to iOS in terms of developer support.

The new market opportunity is in mobile gaming, as Apple and Google continue to seed global audiences with smartphone devices that spur user engagement with various forms of content, most notably games. Should Nintendo bow to market pressures and take Mario, Zelda and Metroid to mobile devices? Certainly not now, without sacrificing its entire platform and affecting its remaining grip on the game enthusiast market. Let’s analyze the implications of what can be seen as a rash decision in several ways.

Shifts in Revenue

Nintendo’s revenues have taken a hard hit as a result of our shift to mobile platforms. Wii owners are largely content with Wii Sports, and those mainstream consumers have hardly converted into purchasers of additional software, resulting in decreased developer support. The 3DS launched to a cold welcome, but has since slashed prices and achieved moderate success among a stagnant core gaming audience.

The company recorded its first operating loss of $460 million for fiscal year ending March 31st, much of which can be attributed to the struggling Wii console, DS and 3DS, all falling short of sales expectations and incorporating price cuts in response to increased competitive pressures. We can also assume that much of the capital was allocated to continued support for game developers on each platform and R&D towards Wii U.

Meanwhile, Rovio released its 2011 earnings statement, highlighting $67.6 million in profit on $106.3 million in revenues that can be largely attributed to its Angry Birds property, 30% of which came from merchandising and licensing. Based on these numbers, we can estimate that around $70 million was generated by downloads of Angry Birds. Impressive numbers indeed and deserving of praise for the company’s immense success across the various platforms on which Angry Birds can be found.

Yet, Angry Birds is at the top of the food chain, and few (if any) can come close to matching the success that Angry Birds has seen. And in comparison to Nintendo’s current business, it fails to match the numbers of its own game platform business.

For fiscal year beginning April 1, 2012, Nintendo is expected to achieve $500 million in operating profit according to a forecast estimate compiled through a survey of 20 analysts by Thomson Reuters I/B/E/S. The company controls its own fully integrated platform specifically tailored to gaming, similar to Apple’s hardware/software strategy that spans personal computers and mobile devices, not to mention the impending launch of the rumored iTV. Nintendo sells the hardware and controls the pipeline of software making its way to consumers, consisting of its own popular IP and an ecosystem of developers from which it generates additional revenues with every game purchase.

Let’s take a look at another example, one that would be on the lower end of Nintendo’s sales figures on a platform that is largely characterized as “struggling” – Mario Kart 7 on the 3DS. The title has so far achieved global sales of nearly 5.5 million units, running at $39.99 a pop. That’s nearly $220 million in revenues, over double Rovio’s business. Now, the margin on packaged goods isn’t really as significant, but even if we’re looking at a 20% profit margin, we’re talking about approximately $44 million in profit from a single title that has been on the market for only 6 months and on hardware that isn’t even considered a mainstream success. Looking forward, it’s not a stretch for Nintendo’s hardware to go strictly digital as industry trends indicate and eliminating the packaged goods channel, increasing margins and generating even greater profits (considering a premium price point maintained through “deeper” gaming experiences of Nintendo hardware). Also, this is just for one title – consider all the other games moving through the 3DS, controlled 100% by Nintendo and generating even greater revenues from both 1st and 3rd party games.

For Nintendo to trash its own closed gaming platform for Apple’s in pursuit of revenues that have not publicly achieved the scale that Nintendo currently maintains just doesn’t add up. It’s also understandable that Nintendo derides the thought of having to pay Apple the 30% cut, which would make it an even greater challenge to achieve success on the scale of its current games business. A counter argument to this is that Nintendo can offer games on each platform, which doesn’t come without merit, but let’s take a look at this audience.

Can Mario Wear Different Hats?

For Nintendo to reach the scale of success on Apple’s platform that it currently achieves within the confines of its own closed platform, let’s assume two scenarios: 1) that the game experience is rich enough to sell on the level of Angry Birds (that’s 1 billion downloads!), or 2) that Nintendo sells at a premium with less market penetration. Both situations would have to involve the creation of new games based on its popular IP, rather than a direct port of old games which would only have a minimal impact on Nintendo’s bottom line, not to mention potential disappointment in the controls for some of our most favorite classics that were built for console controls.

The first scenario would be largely targeted at the expanded mainstream audience, one that Nintendo did a great job of penetrating with the Wii and DS. Yet, we have to ask ourselves if the casual gamer of an older demographic and one that skews female would be willing to purchase a Nintendo device if Mario could be had on an iPhone, iPod touch or iPad. Facing limited time in one’s day, chances are that this gamer would skip the purchase of a game-dedicated device and invest $0.99 on a more casual Mario experience. Asking my wife and her 21 year old sister if they’d purchase a new Mario for Wii if they had Super Mario World on their mobile device, they both confidently answered “no way, the app would be good enough”. This would affect the purchasing decision of millions of consumers and cannibalize Nintendo’s gaming platform at a much more significant loss than what it can possibly recover in $0.99 downloads. This isn’t a risk that Nintendo can afford to make, at least not right now.

The second scenario involves a very challenging balancing act of pricing games at a premium, say $9.99, and selling through enough downloads to generate a return on development costs. This would carry an even greater risk of cannibalizing Nintendo’s own platform as these premium games would also come with a deeper and richer gaming experience that could potentially directly compete with Wii U, DS and 3DS game quality. If I have a great Mario title on my mobile devices at $9.99, chances are that I’ll skip the dedicated hardware and $50 price tag for the game.

Additionally, either decision would send a very negative signal to the remaining developers who still believe in Nintendo’s gaming platform, causing additional speculation about those consoles’ impending demise, an even further loss of support in game development, and all but hammering the final nail in the coffin of Nintendo’s platform.

Finally, do we really want an innovator in the gaming space to drop what it does to hop on the iOS bandwagon and solely rely on a touchscreen interface? Is the future of gaming really only about the touchscreen, perhaps with gesture and voice recognition integrated within? Imagine where gaming would be now if Nintendo bowed down to economic pressures back when the GameCube was being labeled as a failure and the Wii and DS never happened. All those Wine, Cheese and Wii parties would have never happened, and one could fairly assume that the Kinect and Move gaming experiences may not have been inspired into market release, perhaps confined to TV integration and never having impacted the games we play.

“Tiiiime Is On My Side, Yes It Is”

Mick Jagger’s voice resonates in my head as I read that Nintendo is sitting on a pile of cash amounting to $14 billion. Not only is Nintendo expected to turn a profit for fiscal year 2012/13, but it has a war chest to conceive and define the “next generation of gaming” through a fully integrated hardware and software platform, one that’s made exclusively for gamers and consumers seeking a good time. Even though the new Wii U doesn’t spur much hope with industry analysts and other market players, such efforts would be completely lost if confined solely to the hardware and interface design choices of Apple, a company whose business is far greater than the games sector to justify a focus on giving us new ways to experience video games.

But how much time does Nintendo really have to make a decision? Even with $14 billion to cover years of operating costs, Nintendo can’t afford to sit around forever. A fair guess at the amount of time that Nintendo has to evaluate the marketplace and give a shot at maintaining a unique gaming experience lies perhaps in the 5-10 year range. Most everyone will understandably argue that this is too much time, but Mario, Zelda and Metroid aren’t going anywhere, and if Nintendo’s own platform faces a demise there will always be an audience ready to pounce on these titles when made available on iOS, Android or any other platform outside the company’s own walls.

Atari, who is celebrating its 40th anniversary this year, has hit a milestone of 10 million downloads just a year after releasing a number of classic and new games based on its renowned IP. Even decades after spending my hard earned weekly allowance in the arcades on Missile Command, Asteroids and Super Breakout, I can count myself among the millions that are downloading these games on iOS and Android (disclaimer: Atari is a TriplePoint client). You can bet that team Mario will have a lasting impact on consumers and maintain brand recognition that results in downloads 5-10 years down the road.

Losing Share to Angry Birds

Kids everywhere are wearing Angry Birds shirts and socks, while plushies continue to fill the rooms of children around the world. The ~$30 million merchandising/licensing business around this IP is a strong indicator that the property is capturing the mindshare of consumers, certainly at a loss for Mario. This perhaps is the greatest challenge facing Nintendo the longer it waits to nail down and execute a strategy for distribution on iOS and Android. Yet, the company has a history of bringing fans of its various 1st party IP a reason to buy back into the franchises, and the continued power of those brands will no doubt ensure that it continues to sell hardware and games, and that the expanded audiences take notice as well, even if these casual audiences may no longer be willing to purchase a Nintendo gaming device.

When all is said and done, nothing can sway Nintendo from sitting on its bankroll to continue attempts at innovating gaming fun as we know it, not as long as the market opportunities in mobile fall short of the rewards of maintaining its own closed gaming platform. A company that has over 120 years of history shouldn’t be swayed so easily by market pressures to ditch its game-focused platform for a new market that has been hot during the past 4 years (App Store launched in 2008). A survivor of the turbulent gaming market in the 90s and one that has stood up to Microsoft and Sony, we should be cheering on Nintendo to come up with a fresh gaming experience that takes us beyond a simple touchscreen interface dominated by a company that (understandably) deprioritizes gaming among all forms of digital media. Mario and team may one day land on our mobile devices, but considerations for its existing business should be taken into account, and we’ll always be ready to download Nintendo’s games years down the road.

 

NY Videogame Critics Invade NY Gaming Meetup, GotY Still at Large

Last night, over one hundred video game players, journalists and scholars braved freezing temperatures to convene in downtown Manhattan and discuss their hobby of choice. December’s NY Gaming Meetup hosted the NY Videogame Critics Circle, a group of journalists committed to establishing an East Coast presence on the global gaming map. Moderated by industry veteran (and group leader) Harold Goldberg, the critics waxed philosophical on the highs, lows, and gooey centers of the 2010 year in gaming. Rising above the ranks of petty fanboyism, the critics touched on a wide range of topics:

  • While 2010 was a good year for gaming, it may not have qualified as a “great” one. With an abundance of sequels, many developers played it safe. Blame the struggling economy for the dearth of new IP’s.
  • The battle between indies and majors rages on. AAA titles like Call of Duty are reliable earners, but rarely grab the attention of this particular crowd, who often favor smaller games with shoestring budgets, games that have not been “developed by a focus group.” One glowing exception was Mass Effect 2, a blockbuster which is sure to get a lot of attention in the annual Game of the Year debates.
  • Some independent games like Super Meat Boy and TriplePoint client LIMBO got love from the critics, illustrating the fact that the burden of proof differs greatly between indie games and titles from major studios. This also scraped the surface of the “rigidity in video game pricing” debate, a complex topic that deserves its own post.
  • Red Dead Redemption was a great game, no contest. It was also responsible for Alan Wake’s disappointing sales. Chock this up to a marketing failure; for future reference, literally no other games should be pitted against a release from Rockstar Games.
  • Red Dead was also a sterling example of the ways that DLC can not only bolster a game’s staying power, but also explore an entirely unique timeline or reality. Undead Nightmare was far more than just a bandwagon-inspired cash-in. Mass Effect 2 was similarly praised for giving players a complete disk-based experience, with DLC that provided a unique spin on familiar characters and settings. If nothing else, 2010 was the year that cemented downloadable content as an unavoidable part of a game’s development and marketing lifecycle.
  • Borrowing the microtransaction model wasn’t the only way that 2010’s console releases were inspired by their social brethren. Players are becoming just as accustomed to in-game payments as they are to maintaining and upgrading virtual real estate. Assassin’s Creed: Brotherhood offered gamers a chance to rebuild Rome, just as they’d expand an online farm or browser-based pet shop. Expect to see even more cross-promotional games like Gunslingers, the free (hype-generating) Facebook game that lead up to Red Dead’s proper release.
  • Minecraft was considered the year’s Cinderella story. The baffling title came out of left field to build a userbase over 2 million strong. More importantly, over a quarter of those gamers actually paid $13 to play a game that’s still in its alpha stage infancy.

That was the year in games, summed up (and hotly debated) in 90 minutes. Let’s hope that 2011 delivers even more unique gaming experiences and spreads them out across the entire twelve month calendar.

To keep up with the motley crew of Gaming Critics, follow them on Twitter.

Harold Goldberg –  Russ FrushtickEvan NarcisseTracey JohnAndrew Yoon – Not pictured: Stu Horvath Host: Brad Hargreaves

Wii-Hab: Gaming’s Contribution to Treating Parkinson’s Disease

With every move you make, a chemical called dopamine sends a message to your brain to tell your muscles to function. When the dopamine supply is seriously depleted, messages cannot be transmitted efficiently, and the body cannot respond as easily. Imagine having your supply of dopamine cut down by eighty percent. That’s Parkinson’s disease (PD). With a bevy of medications available to deal with both physical and cognitive symptoms, the real challenge is finding non-pharmaceutical forms of relief.

Fortunately, good doctors prescribe exercise as seriously as they do drugs. A study at the University of Pittsburgh found that an exercise regimen slowed down the degeneration of nerve cells in rats with PD. Research is now occurring to find concrete evidence that this benefit also applies to humans.

Recently, a forward-thinking man named Dr. Ben Herz garnered a $45,000 grant from the National Parkinson’s Foundation to perform a study of his own. At the Medical College of Georgia, Dr. Herz determined that the Nintendo Wii may help treat symptoms of Parkinson’s disease, including impaired motor skills and depression. Dr. Herz, director of the School of Allied Health Sciences Department of Occupational Therapy, presented his preliminary findings at the 2009 Games for Health Conference in Boston.

He theorized that the Wii, which simulates sports and activities, could aid in improving coordination, reflexes and fine motor-skills. Patients can use Wii as an occupational therapy tool on their own, administering a sense of autonomy and control.

In the eight-week pilot study, twenty Parkinson’s patients spent an hour playing the Wii three times a week for a month. These patients played two games each of bowling and tennis, as well as a game of boxing. These games were chosen because they require balance, a quick pace, and exercise.

Participants showed notable improvements in rigidity, movement, fine motor skills, energy and depression. Since depression afflicts an estimated forty-five percent of patients, this aspect of the study is particularly inspiring. Studies show that both video games and exercise can enhance the brain’s ability to produce dopamine. Dr. Herz believes that is why the Wii’s exercise aspect has such a positive effect on patients.

Although Dr. Herz doesn’t claim to have found an alternative to medicine, he is certain that game systems are truly the future of rehabilitation. It seems fairly obvious that these effects should be explored further – for PD as well as other neurological and degenerative disorders.

British physiotherapist Rebecca Redmond has created a website (wiihabilitation.co.uk) and online community for people who use the Wii as a form of rehabilitation. The site has a place for both professionals and the public to learn and discuss the benefits of Wii. Redmond also posts articles and findings on her Twitter feed: @Wii_Hab.

After the Wii study concluded, about sixty percent of the participants chose to purchase their own consoles. As with any ailment, finding a remedy that offers relief is a welcome gift. Parkinson’s disease is on the forefront of stem cell research, with a cure truly possible in the near future. Until then, therapies like Wii should be used in conjunction with pharmaceutical drugs to slow the disease’s progression and enhance a patient’s quality of life.

N Squared: Netflix & Nintendo’s Wii Team Up

Netflix and Nintendo recently announced plans to bring a little more joy into the world. To the delight of twenty-six million US Wii owners, Netflix’s online streaming video service will soon be available through Nintendo’s Wii gaming console. Netflix, based in the Bay Area, boasts eleven million subscribers to its DVD-by-mail business. Fifty percent of those users are also viewing movies and shows online – an enormous growth from the twenty percent that used the service when it was first offered. Netflix attributes its dramatic growth to the streaming media technology.  It’s a no-brainer that adding Wii to the mix will contribute to a steady growth in the service.

If you’re not hip to the Netflix jive, here’s how it works:  On Netflix, internet video streaming, notated as “Watch Instantly” on the site, is available free with regular subscription service. This functionality enables viewers to watch movies directly on a PC or TV. Videos can also be viewed on Blu-ray players, Roku set-top boxes, and gaming consoles.  Wii, the gaming industry’s most popular console, will be the third console to offer the service.

To utilize the service with no extra fees, Wii owners need to have a broadband Internet connection and an unlimited Netflix subscription plan. These plans start at $8.99 per month. There is a free software disc that Wii owners must pop into their console when they want to watch a movie. These discs can easily be requested on the Netflix website now for free shipment when they become available this spring.

Two competing consoles, the Sony PlayStation 3 and Microsoft’s Xbox 360, already offer the Netflix service. Netflix’s streaming catalog can also be accessed by LG and Samsung Blu-ray players, TiVo, a set-top box from Roku, and even some TVs. In order to compete with the PS3 and Xbox’s high-definition streaming video power, it might behoove Nintendo to develop an HD version for the Wii.  Although there had been some speculation about it, Nintendo confirmed that they will not be releasing Wii in HD. The company maintains that their focus is on the gameplay experience, not visuals.

Currently, Netflix’s streaming service features more than 17,000 movies and recorded television shows. At a time when Americans are forced trim down expenses, Netflix’s choice to capitalize on the streaming media is improving their staying power. The service is cost effective and provides the viewer with a greater depth of service. This value has the potential to encourage subscribers to keep Netflix in queue, if you will.

Karate Kid Wins Wiimbledon – Real Winners are the Kids

While tennis pros battled it out in London this past weekend, the real athletes could be found at Wiimbledon 2009 on Saturday at Barcade in Williamsburg, Brooklyn.

Competition was fierce at the 3rd annual Wiimbledon, the world’s largest competitive Wii tennis tournament, where over 100 Wii-athletes and spectators came to compete on the virtual courts of Wii tennis.

This entrant, pictured below, not only won the overall tournament, but also took home the prize of “Best Costume”.

Tournament Champion/Best Dressed
Tournament Champion/Best Dressed

The real winners are the children served by Child’s Play, a unique charitable organization that improves the quality of life for sick and terminally-ill children in hospitals by providing them with entertainment, such as toys, games, and books.

The event, co-sponsored by Nyko Technologies, was a gritty field test for their new Wii controller, the Nyko Wand, which was dubbed “The Official Racket of Wiimbledon”. Needless to say, the Wand “aced” the test.

This year’s tournament was co-organized by the gentlemen at Crunchgear.

To view an album of photos from the event, click here.

Wiimbledon 2009 Competitors