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Nintendo Guru Shigeru Miyamoto bashes greedy game developers.
Posted: Posted September 11th
Edited September 12th by I killed Mufasa


https://www.bloomberg.com/news/articles/2018-08-22/super-mario-creator-warns-gaming-industry-don-t-be-too-greedy
The legendary video-game designer who created Super Mario and Donkey Kong has a word of advice for today’s industry: stop nickel-and-diming users.

Shigeru Miyamoto, 65, said Nintendo Co. is exploring different ways of charging people for games, shunning the free-to-play model that’s become a moneymaker in the $140 billion gaming sector. Instead, he called on his peers to deliver titles at fixed prices without over-charging players, which will create more sustainable businesses over the long term.

“We’re lucky to have such a giant market, so our thinking is, if we can deliver games at reasonable prices to as many people as possible, we will see big profits,” Miyamoto said at the Computer Entertainment Developers Conference (CEDEC) on Wednesday in Yokohama, Japan.

Miyamoto’s criticism comes as the free-to-play model — including loot boxes and microtransactions — drives record profits. Instead of charging an up-front one-time fee, publishers are increasingly giving games away or selling them at discounted prices, and then nudging players to continually buy in-game products such as virtual outfits or encouraging them to bet money on winning rare items. The revenue model is especially common among mobile and personal-computer games.

Proponents of the free-to-play model say that it increases the longevity of individual titles and creates more predictable businesses, which attracts investors and boosts employment. But opponents say it stunts creativity in game making and promotes gambling-like behavior, which resulted in lawmakers in Belgium and Netherlands banning loot boxes this year.

“I can’t say that our fixed-cost model has really been a success,” the usually candid Miyamoto said. “But we’re going to continue pushing it forward until it becomes entrenched. That way everyone can develop games in a comfortable environment. By focusing on bringing games to the widest range of people possible, we can continue boosting our mobile game business.”

The comments come almost two years after Nintendo unveiled Super Mario Run, the first smartphone game it developed in-house. The title charged a flat fee, which many users criticized as being too expensive for the amount of content provided. The company then switched to free-to-play for the next two titles. One of the games, Animal Crossing: Pocket Camp, has received criticism for being too focused on profits over fun gameplay.

Miyamoto also said game developers should heed lessons from the music industry, which is still struggling to recover after consumers learned to consume music for free through MP3 file sharing, as well as YouTube and streaming services. He said subscription-style services should play a bigger role in games, but said the key is to develop a culture of paying for good software.

“It’s necessary for developers to learn to get along with” subscription-style services, Miyamoto said. “When seeking a partner for this, it’s important to find someone who understands the value of your software. Then customers will feel the value in your apps and software and develop a habit of paying money for them.”

Nintendo will soon roll out two more mobile games. Dragalia Lost is slated to debut soon and is being co-developed with CyberAgent Inc., a publisher that’s been criticized for using aggressive tactics in monetizing games. The second title, Mario Kart Tour, will be released by March.

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There are 2 Replies

Don't fuck over your customers? Miyamoto is a visionary.

Posted September 12th by Axem Great Water

If only EA could take some notes.

I wonder how Anthem is going to do after the abysmal couple of years they've had. Surely their brand has loyalty right now.

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You could be excused if you’d forgotten, or didn’t even realise, but BioWare – creators of Mass Effect and Dragon Age – are releasing a giant, Destiny-esque, online multiplayer game in just six months’ time. Anthem was announced at E3 2017 and was then never seen in public again until this June. It was playable, technically, but not at E3’s own pre-show event and despite being one of the best-looking upcoming games it failed to make the impression we’re now convinced it deserves. If there’s some grand masterplan behind the game’s marketing it’s not very obvious so far, especially as the playable demo at Gamescom is exactly the same as the one at E3. We were able to get a lot of new information out of game director Jon Warner though, as well as some loose-lipped EA employees at Stanstead airport. We discussed with Warner the initial inspiration for the game, the question of how it’s been impacted by the blacklash to Star Was: Battlefront II, and how it copes with the inherent repetition of the genre. We even got him to admit BioWare aren’t working on a new Star Wars game of their own. But the biggest revelation to us was just how fun the game is, especially when it comes to flying.

Read more: https://metro.co.uk/2018/08/22/anthem-hands-on-preview-and-interview-its-going-to-be-a-big-game-7868613/?ito=cbshare

Twitter: https://twitter.com/MetroUK | Facebook: https://www.facebook.com/MetroUK/



Before playing Anthem we were under the impression that it’s basically Destiny but with mech suits, one of which looks like a bit like a Hulk Buster, one of which looks like Iron Man, and another of which is perilously close to being a Destiny Warlock (the fourth class type wasn’t playable at Gamescom – and we weren’t allowed to look at the user interface for the Warlock-like class, as the developer playing it had to sit facing away from us – like a kid that hasn’t done their homework). Instead we got a go on the all-rounder Iron Man type who can use machineguns, has a kinetic style melee attack, a freeze grenade, and a chargeable energy blast. All that worked perfectly fine but what is by far the most interesting mechanic in the game is the ability to fly and hover. As we pointed out to Warner in our interview, flying without restriction in a 3D space is extremely rare in modern video games and we’re very surprised to see it in a game from a major publisher aimed at a wide audience. But it works perfectly, with instantly accessible controls and a hugely satisfying sense of motion and precision movement.

Read more: https://metro.co.uk/2018/08/22/anthem-hands-on-preview-and-interview-its-going-to-be-a-big-game-7868613/?ito=cbshare

Twitter: https://twitter.com/MetroUK | Facebook: https://www.facebook.com/MetroUK/

You can only fly for a short time at first but apparently this can be extended as you customise your robot (called a javelin) and human pilot, although even at the start you can transition instantly from flying in the air to diving and swimming underwater. It looks and works great, and although the demo was very short we thoroughly enjoyed just flying around; never mind getting on with the job of clearing out some facehugger style monsters and chasing around a giant egg-laying monstrosity. We didn’t get a clear look at the role-playing systems underpinning the games but giving the explosion of numbers that appear on screen every time you hit an enemy they’re clearly quite integral to the experience. We’d like to say just try it yourself and see what you think, but unfortunately there’s still no sign of a beta date – although Warner promises one is coming. We’re not sure Anthem’s slow reveal is helping it very much but hopefully it won’t harm its chances too much when it is released, because in terms of mechanics alone it’s one of the most exciting new shooters we’ve seen in a long time.

Read more: https://metro.co.uk/2018/08/22/anthem-hands-on-preview-and-interview-its-going-to-be-a-big-game-7868613/?ito=cbshare

Twitter: https://twitter.com/MetroUK | Facebook: https://www.facebook.com/MetroUK/



Edited September 12th by I killed Mufasa
I killed Mufasa
long live the king
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