Comments 933

Re: Switch and Nintendo Systems Dominated US Hardware Sales in October

JamesR

I must say that 2017 has been my favourite gaming year as a long term Nintendo fan (since the NES days). I was always going to get a Switch but I have truly been impressed by the hardware and the games lineup. I have around 50 games on my home screen and always chuckle when people claim it has no games.

In my close circle of family, friends and colleagues at work I used to be alone owning a Wii U. I know of eleven other Switch owners in the same group.

Personally I see the mid-30s, professionals as a huge market for the Switch. Many of us want to play games but life, work, kids etc... make it too difficult to stay in front of the TV for hours. I say this as someone currently on a commute train with a copy of Doom as I head home; less enlighten commuters appear to be playing CandyCrush. Oh well..

Re: Sonic Forces Struggles in Japan as Super Mario Odyssey and Switch Lead Charts

JamesR

I'm gonna call it... the Switch is going to do fine in Japan.

In all seriousness, these are very good numbers. I'm mainly impressed by the long tail of Nintendo IPs (Splatoon 2 and Mario Kart 8 in the top 5 half a year in). Also, Zelda and Pokken still in the top 20. I suppose those 80k new Switch owners need something to play alongside Mario.

Re: Nintendo "Spending A Lot Of Time" Considering YouTube Livestream Monetisation

JamesR

@elkrebso well I think this comes down to what the "content" is. The musical instrument isn't the content, nor is the TV nor games console nor controller. It would argue that the content here is the game itself. I don't see much in the act of the person playing the game which transforms the game content into something he/she should have copyright on. This is different to someone picking up a guitar and composing new music. (Hell, a musical can't even release a song that's deemed too close to another song either musically or lyrically).

Of course some YouTube videos do transform the content (for example: reviews, educational videos eSports, channels like GameTheory...) and I don't have any problem with them keeping all their ad revenue.

But there are many legal minds who, no doubt, are better versed in these matters.

Re: RiME Devs Explain The Difficulty Of Porting The Game To Switch

JamesR

As a professional software developer, the game is clearly bloated and not well optimised. I'm sure they tried their best but it doesn't take a genius to noticed that others have managed to get much more out of the system (Doom, Splatoon 2, Zelda, Mario Odyssey, etc...). And this isn't just a Switch issue - RiME has performance issues across the board.

As an aside, does Unreal have problems on the Switch? This (at 7.5GB) and Snake Pass (I think close to 5GB) seem very bloated.

Re: Sonic Forces on Switch Has Solid UK Launch as DOOM Moves Up the Charts

JamesR

@SLIGEACH_EIRE @SBandy I did the maths with Nintendo's latest results. They seem to be between 10-15% of figures for retail games.

I'm sure there's variation. For example, I believe Splatoon 2 has a higher percentage of downloads.

I suspect Doom did better than others on download based on: the position on the eShop, the pre-loaded feature, the fact that the cart would need a download for multilayer and the 18 certificate rules the game being bough for children.

Re: Talking Point: Nintendo Has Embraced DLC, But Must Resist The Worst Industry Norms

JamesR

@Ziggy93 I hate microtransactions because I think there's a chance that they may destroy the gaming industry. An industry that, in my opinion, is as diverse and culturally important as music or film.

There are problems on many fronts. There's no upper bound on what people can spend, rarely a clear indication as what they buying and they are often required to properly experience the game in a 'fair' way. And this is before we get into gambling addiction. The industry has also been unwilling to introduce any kind of self-regulation on this front (especially on maximum spends).

I think it's only a matter of time before either gamers boycott or government regulators step in. Unfortunately, I think the latter is more likely as we can't seem to stop buying loot boxes. At this point, developers will have become too reliant on the revenue and the re-adjustment will be very painful for the industry.

Re: Talking Point: Nintendo Has Embraced DLC, But Must Resist The Worst Industry Norms

JamesR

@SLIGEACH_EIRE I'm not sure that I agree. I think the size and scope of Xenoblade 2 is much more aligned to what was able to be done to hit a December launch. I also think this applies to Zelda (which didn't go gold until very close to its release date).

Your point about the cost of DLC is a valid one but easy to explain. A game will sell, say, x millions copies. By definition, the DLC will always sell fewer copies. If they wish to make the same return on investment (which all companies do) they will need to charge more per unit of their work for the DLC.

I think a reality that the industry is dodging is that "AAA" games cannot be sold at $60/£50/€60 and make an adequate profit. They need additional revenue streams. Personally I would rather pay twice the upfront cost of the game than have the industry fall into a reliance on loot crates. But that's just me.