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

Forums - Nintendo - Nintendo tells developers not to share digital sales numbers

Zlejedi said:
Nsanity said:
He doesn't see it as surprising, however, because Nintendo doesn't allow developers to change their prices or offer demos or promotions either, which are all tactics that Microsoft, Sony, and other digital publishers have used to pick up lots of digital sales before.

Seriously ?

I always knew they are most hostile anti-consumer company among big three but I never expected it to this extenct.


where have you been?? Its always been like that on WiiWare, hell i remember when they were charging for a web browser, they dont anymore fortunately



Around the Network
HappySqurriel said:
Zlejedi said:
Nsanity said:
He doesn't see it as surprising, however, because Nintendo doesn't allow developers to change their prices or offer demos or promotions either, which are all tactics that Microsoft, Sony, and other digital publishers have used to pick up lots of digital sales before.

Seriously ?

I always knew they are most hostile anti-consumer company among big three but I never expected it to this extenct.


Yeah, because Sony installing malware on everyone who was foolish enough to buy CDs from their artists was really good for consumers ...

I believe it was Epic who was saying that Microsoft forced them to charge a fee for a map pack they would have normally offered for free on the PC in order to create a market for paid digital content, and I suspect what Nintendo is doing is very similar. When you look at how (most) people react to paid content on the Android/iTunes market, the readily available free content really does erase any willingness for consumers to pay anything for similar content.

While you may see this as "anti-consumer", ensuring that a company can actually turn a profit on the content they produce is good for consumers because it ensures that people will actually produce content.


Thats funny, cause i sure as hell dont see any content on WiiWare, at least none thats worth a damn. The last good thing was MDK2, IMHO



Zlejedi said:
HappySqurriel said:
Zlejedi said:
Nsanity said:
He doesn't see it as surprising, however, because Nintendo doesn't allow developers to change their prices or offer demos or promotions either, which are all tactics that Microsoft, Sony, and other digital publishers have used to pick up lots of digital sales before.

Seriously ?

I always knew they are most hostile anti-consumer company among big three but I never expected it to this extenct.


Yeah, because Sony installing malware on everyone who was foolish enough to buy CDs from their artists was really good for consumers ...

I believe it was Epic who was saying that Microsoft forced them to charge a fee for a map pack they would have normally offered for free on the PC in order to create a market for paid digital content, and I suspect what Nintendo is doing is very similar. When you look at how (most) people react to paid content on the Android/iTunes market, the readily available free content really does erase any willingness for consumers to pay anything for similar content.

While you may see this as "anti-consumer", ensuring that a company can actually turn a profit on the content they produce is good for consumers because it ensures that people will actually produce content.

How about we compare system with well protected value of games (wii) with system most "abusing" sales and plenty of free stuff (Steam) in regards to content ?

LOL. ZING from the present.

Let's see what new strange comparison squirrel can make to get himself out of this one! Take it away squirrel!



Edit.



e=mc^2

Gaming on: PS4 Pro, Switch, SNES Mini, Wii U, PC (i5-7400, GTX 1060)

Zlejedi said:

How about we compare system with well protected value of games (wii) with system most "abusing" sales and plenty of free stuff (Steam) in regards to content ?


First off, Steam started out as a very abusive/hated service and it was only after about 5 years that people actually started to see it as a positive ...

With that said, I think you are working really hard not to see my point. Regardless of which approach you prefer, or which approach actually works out better, there are (generally) two incompatible approaches a service can take when it comes to the pricing of digital distributed content; you can set and protect a price level which tends to focus on high margin low sales, or you can allow companies to price however they want which tends to devolve into a low margin high sales model.

Much like Apple did with the iTunes music store (which was highly successful) Nintendo has choosen to set and protect a price level for their content. Regardless of whether they have achieved this, the approach is taken to ensure that a game can sell for a high enough value that the company turns a profit; hopefully resulting in increased content creation in the future.

In contrast, the approach of allowing prices to be set by anyone is usually taken to create high enough demand to compensate for low per-unit sales.

 

 

Now, Nintendo's "Failure" and Steams "Success" has almost nothing to do with pricing strategy ...

While Valve agressively worked to drive both consumers and publishers to their platform, Nintendo has neglected these services because they did not see a greater value in them. Realistically, if you switched their approaches to how games were priced Wiiware would still struggle to find content or consumers and Steam would still be the highly popular service it is.



Around the Network
theprof00 said:
Zlejedi said:
HappySqurriel said:
Zlejedi said:
Nsanity said:
He doesn't see it as surprising, however, because Nintendo doesn't allow developers to change their prices or offer demos or promotions either, which are all tactics that Microsoft, Sony, and other digital publishers have used to pick up lots of digital sales before.

Seriously ?

I always knew they are most hostile anti-consumer company among big three but I never expected it to this extenct.


Yeah, because Sony installing malware on everyone who was foolish enough to buy CDs from their artists was really good for consumers ...

I believe it was Epic who was saying that Microsoft forced them to charge a fee for a map pack they would have normally offered for free on the PC in order to create a market for paid digital content, and I suspect what Nintendo is doing is very similar. When you look at how (most) people react to paid content on the Android/iTunes market, the readily available free content really does erase any willingness for consumers to pay anything for similar content.

While you may see this as "anti-consumer", ensuring that a company can actually turn a profit on the content they produce is good for consumers because it ensures that people will actually produce content.

How about we compare system with well protected value of games (wii) with system most "abusing" sales and plenty of free stuff (Steam) in regards to content ?

LOL. ZING from the present.

Let's see what new strange comparison squirrel can make to get himself out of this one! Take it away squirrel!


Present Zing: How is completely ignoring the privacy and security of your users, letting their information be stolen, and then creating terms and services that prevent users from suing you for your incompetence "pro-consumer"?



HappySqurriel said:
Zlejedi said:

How about we compare system with well protected value of games (wii) with system most "abusing" sales and plenty of free stuff (Steam) in regards to content ?


First off, Steam started out as a very abusive/hated service and it was only after about 5 years that people actually started to see it as a positive ...

With that said, I think you are working really hard not to see my point. Regardless of which approach you prefer, or which approach actually works out better, there are (generally) two incompatible approaches a service can take when it comes to the pricing of digital distributed content; you can set and protect a price level which tends to focus on high margin low sales, or you can allow companies to price however they want which tends to devolve into a low margin high sales model.

Much like Apple did with the iTunes music store (which was highly successful) Nintendo has choosen to set and protect a price level for their content. Regardless of whether they have achieved this, the approach is taken to ensure that a game can sell for a high enough value that the company turns a profit; hopefully resulting in increased content creation in the future.

In contrast, the approach of allowing prices to be set by anyone is usually taken to create high enough demand to compensate for low per-unit sales.

 

 

Now, Nintendo's "Failure" and Steams "Success" has almost nothing to do with pricing strategy ...

While Valve agressively worked to drive both consumers and publishers to their platform, Nintendo has neglected these services because they did not see a greater value in them. Realistically, if you switched their approaches to how games were priced Wiiware would still struggle to find content or consumers and Steam would still be the highly popular service it is.

Oh I agree Nintendo aproach has it merits- for company.

But i can't understand how can anyone defend the "entertainment always for full price" stance as benefitting consumers when it clearly doesn't work in real world (but theory behind it sounds cool).

iTunes are wholly different since they charge 1$ per song and as such offer much better deal than classic cds.



PROUD MEMBER OF THE PSP RPG FAN CLUB

These guys have no right to complain, they released four games in the service and all of them sold more than 10,000 units for a price ranging from 5 to 8 dollars/euros; it was only their high spectations on an Arkanoid clone that sold poorly (and didn't get any revenue) that nearly tanked their company.

It is that same game that is inflaiting their sales number in the other platforms by giving it away for free. You can't compare oranges and apples and then complain. If they are bitter and prefer apples fine, just don't rub your left over orange juices all over the place. Get over it.



@Twitter | Switch | Steam

You say tomato, I say tomato 

"¡Viva la Ñ!"

"I think so far we've made about $500 on iOS."

Interesting. That's reality vs iOS hyperbole based on Rovio success.

As for Nintendo, it's a bit off saying 'they obviously don't want to reveal bad sales' when it's their quarterly charts that cause the biggest adjustments on this site, and they aren't normally in Nintendo's favour. They don't have to release those either, but they do.



VGChartz

milkyjoe said:
"I think so far we've made about $500 on iOS."

Interesting. That's reality vs iOS hyperbole based on Rovio success.

A guy I graduated from Universiy with joined a local small "casual" game developer immediately after graduation. When he started there, the company was making games similar to games you see on mobile phones/tablets today for the PC and selling them on their website (and through other services) for about $20 a peice, and they were turning a small profit.  I hadn't seen him in a couple years and we got together for beers last night after work and he had a few interesting things to say.

Back in 2009 (or so) they moved from PC based casual game development to ios (and recently adopted Android) because of the massive interest from investors for companies producing games for mobile phones. Since then their company has trippled in size, their average game is being played by far more people, and they're making about half as much revenue as they once did.

 

From what I have been told by several sources, and what I have seen myself, development for the mobile platforms is similar to the dot com bubble. While there will eventally be a viable business model that emerges from this, the vast majority of development is being driven by speculative investment into companies that are bleeding money; driven by an irrational belief that these companies will (eventually) be able to produce a game that has been bought millions of times at $1 to $5, when most of them struggle to get anywhere near that level giving their game away for free.