fleischr said:
The CNN cost breakdown amounts to $228 for the parts, yet there's still a loss on the console at launch. It's not just the retail markup -- it's other manufacturing costs. When you simplify the manufacturing process there's the 'bullwhip' affect. The product requires less warehouse space and labor to manufacture, it costs less to package and ship. The savings from all these other costs allow you to cut the price by about $50. In the 'Anatomy of a Retail Game' - $4 goes to cost of goods sold and $7 is allocated for returns. Those same costs are incurred regardless of the price point for a retail disc. Those costs practically vanish with digital. Since the retailer doesn't actually have inventory with digital download codes, they can be more open about cutting their % royalty from about 25% probably to just under 20%. In financial accounting, lower inventory is associated with generally better financial standing. So to Nintendo and it's publishers, there's roughly almost $15 in new revenue per full retail game that you can either forgo to offer more competitive pricing or to make up the loss originally incurred by the hardware sale. |
So you are saying... The retailer is going to sell codes for a higher price than what is available on the eshop. Would you go to a store to purchase a game code for a game at a higher price point than purchasing it off the eshop, or buying eshop cards to purchase the game off the eshop. Again. There is NOTHING for the retailer to benefit from, so they will just stop carrying the Wii U unless Nintendo rents shelf space.
It is a single piece of equipment and these machines are put together by machines. It's removing one part of it. It's not some magical cost saving initiative. As I mentioned earlier, the OS is designed for the SSD, so change that to a larger HD or SSD or have a hybrid of them still doesn't save any money.
Gotta figure out how to set these up lol.







