By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Nintendo Discussion - You aren't a privileged Nintendo consumer because you own a Wii U

zorg1000 said:
oniyide said:

 

a good chunk of the games you mentioned had follow ups on 3DS, they didnt do too good, so what were they suppossed to do? Keep making games in the series that clearly people didnt care for too much anymore? What would have been the excuse then? I will say that marketing and price hurt it more than anything. Whats interesting and what people want to ignore is that those games were NEVER going to sustain those kinds of numbers. You can even look at the WIi games for proof by the 3rd iteration of a game the numbers drop drastically. Zumba, Carnival Games, Deca Sports all of them dropped more and more despite Wii user base getting bigger and bigger. 

As for the RnD thats on Ninty for underestimating cell phones and tablets, but we will see what they do now.

 

I went into a bit more detail in my response to Soundwave.

On DS, Nintendogs, Mario Kart, Animal Crossing, Brain Age, NSMB, all released back to back to back within an 8-9 months span. None of these games individually would have done a ton for DS but having them all release one right after another like they did from August 2005-May 2006 caused a huge increase in casual interest and Nintendo & 3rd parties continued to provide strong support for this market for the next few years.

This never happened on 3DS, Nintendogs+Cats released at launch in March 2011 but that one game can only do so much by itself, games like Style Savvy, Art Academy, Brain Age all released in late 2012/early 2013, which is 1.5-2 years later. There wasnt realy any notable casual software released between March 2011 & September 2012. 3D Land/Mario Kart are casual-core and they released 8-9 months after Nintendogs and NSMB2 released another 8-9 months after that.

This same thing applies to Wii/Wii U. Wii had big casual games right out of the gate and these type of games really never stopped coming for the first few years. Wii U on the other hand had the big NSMBU+Nintendo Land combo but pretty much nothing else for a year when a few released during holiday 2013, another case of too little, too late.

Software output isn't the only problem, 3DS/Wii U both cost $100 more than DS/Wii at launch, both had consumer confusion issues, 3DS was thought to be a DS revision with a 3D screen, Wii U was thought to be a tablet accessory for Wii, when retailers have to make signs telling consumers that these are in fact new devices than u know u fucked up the design & marketing.

Software output+poor hardware design+poor marketing+high price for what device offers is what killed the casual market on Nintendo devices. Of course mobile contributed greatly and a decline likely would have happened regardless but Nintendo could have had a much better showing without making so many mistakes.

It's not necessarily that Nintendo underestimated mobile, it's more like there simply wasn't a big mobile presence when R&D for 3DS/Wii U was happening. iOS released in 2007 along with Android in 2008 and the gaming scene on both took awhile to take off. I think 2010 was the year mobile gaming really started to get bug and by that point 3DS was just about to be released and Wii U about to be unveiled so by that point it was too late to react and adapt.

 

the software sales for those types of games were actually gettng WORSE before 3ds and Wii U even came out, so again was Ninty and others supposed to keep making those kinds of games? People never wanna answer that question. Not saying that the other points arent true.



Around the Network
Pavolink said:
bigtakilla said:
Pavolink said:

I mean you are defending the delay when in fact it was that (and being so quite) what caused all this mess.



 

Only if it was delayed for good reasons. Confidence for the game's delay justification would fall more on the development team than Nintendo in general.

Or if they delay a full year to release on the next system, like what happened with TP, it will be Nintendo's failure and not only the team.

Exactly, but then Nintendo would have had to make that choice. Eiji doesn't make that decision. He could make the decision to delay the game do to it not being ready, but then he needs to show why it got delayed. Following?





oniyide said:
zorg1000 said:

 

I went into a bit more detail in my response to Soundwave.

On DS, Nintendogs, Mario Kart, Animal Crossing, Brain Age, NSMB, all released back to back to back within an 8-9 months span. None of these games individually would have done a ton for DS but having them all release one right after another like they did from August 2005-May 2006 caused a huge increase in casual interest and Nintendo & 3rd parties continued to provide strong support for this market for the next few years.

This never happened on 3DS, Nintendogs+Cats released at launch in March 2011 but that one game can only do so much by itself, games like Style Savvy, Art Academy, Brain Age all released in late 2012/early 2013, which is 1.5-2 years later. There wasnt realy any notable casual software released between March 2011 & September 2012. 3D Land/Mario Kart are casual-core and they released 8-9 months after Nintendogs and NSMB2 released another 8-9 months after that.

This same thing applies to Wii/Wii U. Wii had big casual games right out of the gate and these type of games really never stopped coming for the first few years. Wii U on the other hand had the big NSMBU+Nintendo Land combo but pretty much nothing else for a year when a few released during holiday 2013, another case of too little, too late.

Software output isn't the only problem, 3DS/Wii U both cost $100 more than DS/Wii at launch, both had consumer confusion issues, 3DS was thought to be a DS revision with a 3D screen, Wii U was thought to be a tablet accessory for Wii, when retailers have to make signs telling consumers that these are in fact new devices than u know u fucked up the design & marketing.

Software output+poor hardware design+poor marketing+high price for what device offers is what killed the casual market on Nintendo devices. Of course mobile contributed greatly and a decline likely would have happened regardless but Nintendo could have had a much better showing without making so many mistakes.

It's not necessarily that Nintendo underestimated mobile, it's more like there simply wasn't a big mobile presence when R&D for 3DS/Wii U was happening. iOS released in 2007 along with Android in 2008 and the gaming scene on both took awhile to take off. I think 2010 was the year mobile gaming really started to get bug and by that point 3DS was just about to be released and Wii U about to be unveiled so by that point it was too late to react and adapt.

 

the software sales for those types of games were actually gettng WORSE before 3ds and Wii U even came out, so again was Ninty and others supposed to keep making those kinds of games? People never wanna answer that question. Not saying that the other points arent true.

 

Certain series showed declines but overall annual software sales were pretty consistent in 2008-2010 and didn't show any really notable declines until 2011.

2007

DS-110m, Wii-75m, total-185m

2008

DS-155m, Wii-177m, total-332m

2009

DS-144m, Wii-182m, total-326m

2010

DS-121m, Wii-182m, total-303m

2011

DS-81m, Wii-135m, total-216m

Perhaps it comes down to most casuals on DS/Wii didn't want or need more than 1-2 entries of each franchise or had enough games in that particular genre. If somebody owned Wii Sports, Wii Play, Carnival Games, Mario Party 8, Deca Sports, Mario & Sonic Olympics, maybe that's enough mini game compilations for them for a few years. Or if somebody owned Wii Fit, Wii Fit Plus, Zumba Fitness, 2-3 Just Dance games than they are probably set on fitness/dance games for awhile.

We kinda see this on mobile as well, Angry Birds & Candy Crush Saga sequels & spinoffs have not been downloaded nearly as much as the originals despite being free. Just because Call of Duty & sports games get annual releases and don't see a major decline doesn't mean that formula works for other games. There is probably a reason why Nintendo only releases 1-2 entries of any franchise per generation.

We saw a lot of 3rd parties use the "let's milk this for all its worth before it dries up!!!" mentality by pumping out shit game after shit game on Wii & DS, that could be another reason as well. Just because someone is a casual gamer doesn't mean they don't enjoy quality games.



When the herd loses its way, the shepard must kill the bull that leads them astray.

zorg1000 said:
oniyide said:
zorg1000 said:

 

I went into a bit more detail in my response to Soundwave.

On DS, Nintendogs, Mario Kart, Animal Crossing, Brain Age, NSMB, all released back to back to back within an 8-9 months span. None of these games individually would have done a ton for DS but having them all release one right after another like they did from August 2005-May 2006 caused a huge increase in casual interest and Nintendo & 3rd parties continued to provide strong support for this market for the next few years.

This never happened on 3DS, Nintendogs+Cats released at launch in March 2011 but that one game can only do so much by itself, games like Style Savvy, Art Academy, Brain Age all released in late 2012/early 2013, which is 1.5-2 years later. There wasnt realy any notable casual software released between March 2011 & September 2012. 3D Land/Mario Kart are casual-core and they released 8-9 months after Nintendogs and NSMB2 released another 8-9 months after that.

This same thing applies to Wii/Wii U. Wii had big casual games right out of the gate and these type of games really never stopped coming for the first few years. Wii U on the other hand had the big NSMBU+Nintendo Land combo but pretty much nothing else for a year when a few released during holiday 2013, another case of too little, too late.

Software output isn't the only problem, 3DS/Wii U both cost $100 more than DS/Wii at launch, both had consumer confusion issues, 3DS was thought to be a DS revision with a 3D screen, Wii U was thought to be a tablet accessory for Wii, when retailers have to make signs telling consumers that these are in fact new devices than u know u fucked up the design & marketing.

Software output+poor hardware design+poor marketing+high price for what device offers is what killed the casual market on Nintendo devices. Of course mobile contributed greatly and a decline likely would have happened regardless but Nintendo could have had a much better showing without making so many mistakes.

It's not necessarily that Nintendo underestimated mobile, it's more like there simply wasn't a big mobile presence when R&D for 3DS/Wii U was happening. iOS released in 2007 along with Android in 2008 and the gaming scene on both took awhile to take off. I think 2010 was the year mobile gaming really started to get bug and by that point 3DS was just about to be released and Wii U about to be unveiled so by that point it was too late to react and adapt.

 

the software sales for those types of games were actually gettng WORSE before 3ds and Wii U even came out, so again was Ninty and others supposed to keep making those kinds of games? People never wanna answer that question. Not saying that the other points arent true.

 

Certain series showed declines but overall annual software sales were pretty consistent in 2008-2010 and didn't show any really notable declines until 2011.

2007

DS-110m, Wii-75m, total-185m

2008

DS-155m, Wii-177m, total-332m

2009

DS-144m, Wii-182m, total-326m

2010

DS-121m, Wii-182m, total-303m

2011

DS-81m, Wii-135m, total-216m

Perhaps it comes down to most casuals on DS/Wii didn't want or need more than 1-2 entries of each franchise or had enough games in that particular genre. If somebody owned Wii Sports, Wii Play, Carnival Games, Mario Party 8, Deca Sports, Mario & Sonic Olympics, maybe that's enough mini game compilations for them for a few years. Or if somebody owned Wii Fit, Wii Fit Plus, Zumba Fitness, 2-3 Just Dance games than they are probably set on fitness/dance games for awhile.

We kinda see this on mobile as well, Angry Birds & Candy Crush Saga sequels & spinoffs have not been downloaded nearly as much as the originals despite being free. Just because Call of Duty & sports games get annual releases and don't see a major decline doesn't mean that formula works for other games. There is probably a reason why Nintendo only releases 1-2 entries of any franchise per generation.

We saw a lot of 3rd parties use the "let's milk this for all its worth before it dries up!!!" mentality by pumping out shit game after shit game on Wii & DS, that could be another reason as well. Just because someone is a casual gamer doesn't mean they don't enjoy quality games.

 

Thank you for acknowledging the latter point though. Casual gaming is its own market with its own quirks to it. But that point also illustrates why it's very hard for Nintendo to keep casuals. 

Just because they made Wii Sports and Wii Fit didn't mean anything to casuals once they get tired of that type of game. It's all about what do you have today and repeating on casual success is very difficult. Nintendo could not do it with Wii Music and Nintendo Land. 

And yes absolutely we see this continue on mobile too, makers of blockbusters like Angry Birds and Candy Crush are having trouble finding that next big hit. 

The casual market is like the pop music market ... just because you have a pop music hit, doesn't mean the audience is going to like that same song or artist forever, the audience is fickle in what they like. 

Hardcore gamers are different (I'm not saying better, just different) in the sense that once they like something they tend to like it for a looooooong ass time. Franchises like GTA, Zelda, Street Fighter, Call of Duty, Mario, Madden, Pokemon, have fanbases that now span multiple decades. 



zorg1000 said:
oniyide said:
zorg1000 said:

 

I went into a bit more detail in my response to Soundwave.

On DS, Nintendogs, Mario Kart, Animal Crossing, Brain Age, NSMB, all released back to back to back within an 8-9 months span. None of these games individually would have done a ton for DS but having them all release one right after another like they did from August 2005-May 2006 caused a huge increase in casual interest and Nintendo & 3rd parties continued to provide strong support for this market for the next few years.

This never happened on 3DS, Nintendogs+Cats released at launch in March 2011 but that one game can only do so much by itself, games like Style Savvy, Art Academy, Brain Age all released in late 2012/early 2013, which is 1.5-2 years later. There wasnt realy any notable casual software released between March 2011 & September 2012. 3D Land/Mario Kart are casual-core and they released 8-9 months after Nintendogs and NSMB2 released another 8-9 months after that.

This same thing applies to Wii/Wii U. Wii had big casual games right out of the gate and these type of games really never stopped coming for the first few years. Wii U on the other hand had the big NSMBU+Nintendo Land combo but pretty much nothing else for a year when a few released during holiday 2013, another case of too little, too late.

Software output isn't the only problem, 3DS/Wii U both cost $100 more than DS/Wii at launch, both had consumer confusion issues, 3DS was thought to be a DS revision with a 3D screen, Wii U was thought to be a tablet accessory for Wii, when retailers have to make signs telling consumers that these are in fact new devices than u know u fucked up the design & marketing.

Software output+poor hardware design+poor marketing+high price for what device offers is what killed the casual market on Nintendo devices. Of course mobile contributed greatly and a decline likely would have happened regardless but Nintendo could have had a much better showing without making so many mistakes.

It's not necessarily that Nintendo underestimated mobile, it's more like there simply wasn't a big mobile presence when R&D for 3DS/Wii U was happening. iOS released in 2007 along with Android in 2008 and the gaming scene on both took awhile to take off. I think 2010 was the year mobile gaming really started to get bug and by that point 3DS was just about to be released and Wii U about to be unveiled so by that point it was too late to react and adapt.

 

the software sales for those types of games were actually gettng WORSE before 3ds and Wii U even came out, so again was Ninty and others supposed to keep making those kinds of games? People never wanna answer that question. Not saying that the other points arent true.

 

Certain series showed declines but overall annual software sales were pretty consistent in 2008-2010 and didn't show any really notable declines until 2011.

2007

DS-110m, Wii-75m, total-185m

2008

DS-155m, Wii-177m, total-332m

2009

DS-144m, Wii-182m, total-326m

2010

DS-121m, Wii-182m, total-303m

2011

DS-81m, Wii-135m, total-216m

Perhaps it comes down to most casuals on DS/Wii didn't want or need more than 1-2 entries of each franchise or had enough games in that particular genre. If somebody owned Wii Sports, Wii Play, Carnival Games, Mario Party 8, Deca Sports, Mario & Sonic Olympics, maybe that's enough mini game compilations for them for a few years. Or if somebody owned Wii Fit, Wii Fit Plus, Zumba Fitness, 2-3 Just Dance games than they are probably set on fitness/dance games for awhile.

We kinda see this on mobile as well, Angry Birds & Candy Crush Saga sequels & spinoffs have not been downloaded nearly as much as the originals despite being free. Just because Call of Duty & sports games get annual releases and don't see a major decline doesn't mean that formula works for other games. There is probably a reason why Nintendo only releases 1-2 entries of any franchise per generation.

We saw a lot of 3rd parties use the "let's milk this for all its worth before it dries up!!!" mentality by pumping out shit game after shit game on Wii & DS, that could be another reason as well. Just because someone is a casual gamer doesn't mean they don't enjoy quality games.

 

Those numbers dont give us an accurate breakdown of the KIND of games that actual sold. Here let me help

Zumba went from 6mil plus to 2mil plus to .26mil

Jillian Micheals went from 1.27 mil to .56 to .17

Carnival games went from 4 mil to .60

Deca Sports went from 2 and half mil to .82 to .24

Ea sports 3.91 mil to 1.28

My fitness coach 2.34 to .20

Raving Rabbids went from 1.40 mil to 1.80 to a little over 2 mil its the only casual series that actually had growth as far as i know and thats including Ninty titles. Most series dont have large drops like that. Not even annual ones. 

You're the formula doesnt work for all types of games. You're also right that Ninty only releases two entries per console. But see now i am a bit confused, your original argument was that the reason why casuals left because they werent being catered too, which is false because they were and now you say maybe they didnt want to play that much games in the first place? Which one is it? Were they not getting enough games or were they getting TOO much games?

Funny enough those shit games did very well intially then they stopped so either they were really shit games which is why they didnt return or B they were quite satisfied with what they initally got and were never interested in getting more anyway. 



Around the Network
Soundwave said:
zorg1000 said:
oniyide said:
zorg1000 said:

 

Thank you for acknowledging the latter point though. Casual gaming is its own market with its own quirks to it. But that point also illustrates why it's very hard for Nintendo to keep casuals. 

Just because they made Wii Sports and Wii Fit didn't mean anything to casuals once they get tired of that type of game. It's all about what do you have today and repeating on casual success is very difficult. Nintendo could not do it with Wii Music and Nintendo Land. 

And yes absolutely we see this continue on mobile too, makers of blockbusters like Angry Birds and Candy Crush are having trouble finding that next big hit. 

The casual market is like the pop music market ... just because you have a pop music hit, doesn't mean the audience is going to like that same song or artist forever, the audience is fickle in what they like. 

Hardcore gamers are different (I'm not saying better, just different) in the sense that once they like something they tend to like it for a looooooong ass time. Franchises like GTA, Zelda, Street Fighter, Call of Duty, Mario, Madden, Pokemon, have fanbases that now span multiple decades. 

 

the whole "they werent catered too argument falls apart" 



oniyide said:
zorg1000 said:
oniyide said:
zorg1000 said:

 

I went into a bit more detail in my response to Soundwave.

On DS, Nintendogs, Mario Kart, Animal Crossing, Brain Age, NSMB, all released back to back to back within an 8-9 months span. None of these games individually would have done a ton for DS but having them all release one right after another like they did from August 2005-May 2006 caused a huge increase in casual interest and Nintendo & 3rd parties continued to provide strong support for this market for the next few years.

This never happened on 3DS, Nintendogs+Cats released at launch in March 2011 but that one game can only do so much by itself, games like Style Savvy, Art Academy, Brain Age all released in late 2012/early 2013, which is 1.5-2 years later. There wasnt realy any notable casual software released between March 2011 & September 2012. 3D Land/Mario Kart are casual-core and they released 8-9 months after Nintendogs and NSMB2 released another 8-9 months after that.

This same thing applies to Wii/Wii U. Wii had big casual games right out of the gate and these type of games really never stopped coming for the first few years. Wii U on the other hand had the big NSMBU+Nintendo Land combo but pretty much nothing else for a year when a few released during holiday 2013, another case of too little, too late.

Software output isn't the only problem, 3DS/Wii U both cost $100 more than DS/Wii at launch, both had consumer confusion issues, 3DS was thought to be a DS revision with a 3D screen, Wii U was thought to be a tablet accessory for Wii, when retailers have to make signs telling consumers that these are in fact new devices than u know u fucked up the design & marketing.

Software output+poor hardware design+poor marketing+high price for what device offers is what killed the casual market on Nintendo devices. Of course mobile contributed greatly and a decline likely would have happened regardless but Nintendo could have had a much better showing without making so many mistakes.

It's not necessarily that Nintendo underestimated mobile, it's more like there simply wasn't a big mobile presence when R&D for 3DS/Wii U was happening. iOS released in 2007 along with Android in 2008 and the gaming scene on both took awhile to take off. I think 2010 was the year mobile gaming really started to get bug and by that point 3DS was just about to be released and Wii U about to be unveiled so by that point it was too late to react and adapt.

 

the software sales for those types of games were actually gettng WORSE before 3ds and Wii U even came out, so again was Ninty and others supposed to keep making those kinds of games? People never wanna answer that question. Not saying that the other points arent true.

 

Certain series showed declines but overall annual software sales were pretty consistent in 2008-2010 and didn't show any really notable declines until 2011.

2007

DS-110m, Wii-75m, total-185m

2008

DS-155m, Wii-177m, total-332m

2009

DS-144m, Wii-182m, total-326m

2010

DS-121m, Wii-182m, total-303m

2011

DS-81m, Wii-135m, total-216m

Perhaps it comes down to most casuals on DS/Wii didn't want or need more than 1-2 entries of each franchise or had enough games in that particular genre. If somebody owned Wii Sports, Wii Play, Carnival Games, Mario Party 8, Deca Sports, Mario & Sonic Olympics, maybe that's enough mini game compilations for them for a few years. Or if somebody owned Wii Fit, Wii Fit Plus, Zumba Fitness, 2-3 Just Dance games than they are probably set on fitness/dance games for awhile.

We kinda see this on mobile as well, Angry Birds & Candy Crush Saga sequels & spinoffs have not been downloaded nearly as much as the originals despite being free. Just because Call of Duty & sports games get annual releases and don't see a major decline doesn't mean that formula works for other games. There is probably a reason why Nintendo only releases 1-2 entries of any franchise per generation.

We saw a lot of 3rd parties use the "let's milk this for all its worth before it dries up!!!" mentality by pumping out shit game after shit game on Wii & DS, that could be another reason as well. Just because someone is a casual gamer doesn't mean they don't enjoy quality games.

 

Those numbers dont give us an accurate breakdown of the KIND of games that actual sold. Here let me help

Zumba went from 6mil plus to 2mil plus to .26mil

Jillian Micheals went from 1.27 mil to .56 to .17

Carnival games went from 4 mil to .60

Deca Sports went from 2 and half mil to .82 to .24

Ea sports 3.91 mil to 1.28

My fitness coach 2.34 to .20

Raving Rabbids went from 1.40 mil to 1.80 to a little over 2 mil its the only casual series that actually had growth as far as i know and thats including Ninty titles. Most series dont have large drops like that. Not even annual ones. 

You're the formula doesnt work for all types of games. You're also right that Ninty only releases two entries per console. But see now i am a bit confused, your original argument was that the reason why casuals left because they werent being catered too, which is false because they were and now you say maybe they didnt want to play that much games in the first place? Which one is it? Were they not getting enough games or were they getting TOO much games?

Funny enough those shit games did very well intially then they stopped so either they were really shit games which is why they didnt return or B they were quite satisfied with what they initally got and were never interested in getting more anyway. 

Exactly. Guitar Hero/Rock Band would be other examples too. Brain Training collapsed hillariously too, like from 20 million to 90,000. 

It's not bad to admit casual gaming is largely driven by fads ... there's nothing wrong with that. Fads are fun for their time. I bumped the hell out of Gangam Style that one summer, but would I don't have much interest in hearing that song again or buying a new Psy album or any kind of Korean pop. 

Casual gamers are a different breed, they like something, they play the hell out of it for a while, then they get bored of it and want something completely different. 

Think about which casual franchise has had any longevity? Wii Sports? Nope. Wii Fit? Nope. Guitar Hero? Nope. Brain Age? Nope. Nintendogs? Nope. Kinect Sports? Nope. Even on mobile ... Angry Birds? Nope. Clash of Clans and Candy Crush are going strong now but will fizzle out eventually. Just Dance does well but it's way down too (10 million a few years ago, down to 2 million, which is actually quite impressive but still a massive fall off). 



Soundwave said:
oniyide said:
zorg1000 said:
oniyide said:

Exactly. Guitar Hero/Rock Band would be other examples too. Brain Training collapsed hillariously too, like from 20 million to 90,000. 

It's not bad to admit casual gaming is largely driven by fads ... there's nothing wrong with that. Fads are fun for their time. I bumped the hell out of Gangam Style that one summer, but would I don't have much interest in hearing that song again or buying a new Psy album or any kind of Korean pop. 

Casual gamers are a different breed, they like something, they play the hell out of it for a while, then they get bored of it and want something completely different. 

Think about which casual franchise has had any longevity? Wii Sports? Nope. Wii Fit? Nope. Guitar Hero? Nope. Brain Age? Nope. Nintendogs? Nope. Kinect Sports? Nope. Even on mobile ... Angry Birds? Nope. Clash of Clans and Candy Crush are going strong now but will fizzle out eventually. Just Dance does well but it's way down too (10 million a few years ago, down to 2 million, which is actually quite impressive but still a massive fall off). 

I never understood why some fans want to push the whole "Ninty didnt cater to casuals and thats why they left"" Especially on this site where we have actual software numbers and we can watch them collapse real time.  Anyone with common sense knew it would always turn out this way, people werent going to keep buying fitness game number 248. I think some people believe deep that Ninty cant really mess with the other two when it comes to red ocean type so they were hoping that the blue or casuals would help them out, but that is not even how that would work.





On a similar note, Rovio, the Angry Birds maker is in big trouble with predictably collapsing profits:

http://www.businessinsider.com/r-angry-birds-maker-rovio-says-profit-fell-73-percent-in-2014-2015-3

Casual market is fine, the problem is though no singular publisher can even think they have a hold of casual gamers. No matter how big your casual hit, eventually it will fade out after a few years and then you are back to square zero, no one gives a shit what you did 3-4 years. No casual gamer is looking at Rovio saying "but I'm a Rovio fan! I'm going to buy whatever they make next!". 



Soundwave said:
On a similar note, Rovio, the Angry Birds maker is in big trouble with predictably collapsing profits:

http://www.businessinsider.com/r-angry-birds-maker-rovio-says-profit-fell-73-percent-in-2014-2015-3

 


well there you go!