HoloDust said:
RolStoppable said:
Each publisher is making their own decisions whether to use game-key cards. As such, it's the responsibility of the respective publisher and never Nintendo's. The same logic holds true for code-in-a-box packaging. Your suggestion is to replace glorified digital with glorified digital. Either way you quickly run into the need to purchase a large micro SD express card when one of the important points of physical games is that that isn't necessary. |
Not following your logic here. Or you're claiming that BD games on PS5 are not physical? |
Like game-key cards, they sit somewhere inbetween physical and digital. They constitute only a slight improvement over game-key cards, namely that no internet connection is required to get the game on the internal memory.
Technical specifics aside, what matters in the end is how consumers see it. People who want physical games want game cards. Any proposed compromise is not good enough, especially because there's no good reason to have a compromise in the first place.
Nintendo uses game cards. CD Projekt Red did the same, so did the small publisher Marvelous. When Marvelous can do it, then what exactly is the barrier? Nobody has ever dared to give an answer to this question on VGC, so maybe you'll be the first one.
...
Now for an overview that is no direct response to you.
On Switch 1 up until its replacement, the physical to digital ratio for games where both formats were available was roughly 70:30. Third parties are incredibly optimistic when they believe that gamers will switch to digital on a whim. Perhaps they can get 10 percent points of the physical buyers to switch and another 10 percent points to go with a game-key card, but that still cuts their game's sales in half and reduces their profits.
Example for a $70 game:
300k copies sold digitally, publisher keeps $49 because of a 30% royalty fee = revenue of $14.7m.
700k copies sold physically, publisher keeps $30 ($16 for the game card, $14 for Nintendo because royalty fees for physical games have always been lower than for digital where console manufacturers picked up the 30% rate that was charged on Steam, iOS and Android already, $10 retailer cut) = revenue of $21m.
Total revenue for the publisher: $35.7m.
Same game foregoes to have a physical version:
400k copies sold digitally, because some would-be physical buyers go digital = $19.6m.
100k copies sold as game-key cards, publisher keeps $38 ($1 for the game-key card, $21 for Nintendo because Capcom has gone on record that Capcom counts game-key cards like digital games and that would be why, $10 retailer cut) = $3.8m.
Total revenue for the publisher: $23.4m.
The reason why I type this out is because I have the impression that a lot of gamers believe that physical games do not generate profits. But the only thing that is true is that physical games have a lower margin, yet this is offset by the much higher volume of copies that are being sold when a physical version is offered. And in Nintendo's ecosystem it's still the case that physical is greatly prefered - CD Projekt Red confirmed that ~75% of Cyberpunk 2077 copies sold were physical - so this matters to the bottom line.
firebush03 said:
IcaroRibeiro said:
Nintendo uses a expensive media because it needs to be fast enough to be read and processed in console. It also only comes in 64 GB There are unexpensive micro SD storage solutions. I can buy a 64GB one for 4 USD, and this is already factoring things like retailers getting their profit margins. Smaller SSD cards of 8GB or 16 GB would probably have only marginal costs |
I think I see why Nintendo is in a position where they kinda need to raise their game prices…they shot themselves in the foot for the sake of making sure their products are as high quality as possible. Would be very nice if they at least offered a GKC version of their games at a $10USD price cut. |
There's a misunderstanding here. Game prices would have gone up with Switch 2 regardless of the physical storage medium, because game development costs keep increasing.