Author Topic: How can handhelds adapt to compete with mobile devices?  (Read 6285 times)

0 Members and 1 Guest are viewing this topic.

Offline tendoboy1984

  • KyTim 2: The KyTimening
  • Score: -42
    • View Profile
How can handhelds adapt to compete with mobile devices?
« on: December 10, 2012, 05:28:49 PM »
People said the PC would kill game consoles. "Why would I buy a game console when a PC is much more powerful? "

Yet despite these claims (which still go on today), home consoles have adapted to keep up with market changes. What was once just a game console is now becoming an all-in-one media box (the Xbox 360 is proof of this). In this way, consoles have successfully differentiated themselves from PC's.

Can handhelds do something similar to better compete with mobile devices (smartphones and tablets)? Mobile devices are now the equivalent of what an Xbox 360 is today (an all-in-one media device). So how can handhelds adapt and differentiate themselves the way consoles adapted to their changing market?
« Last Edit: December 10, 2012, 05:40:54 PM by tendoboy1984 »
Nintendo Network: tendoboy1984
PSN: PS_man1984
3DS: 2294-5830-5931

Offline BeautifulShy

  • Shifting my body across the galaxy
  • Score: 79
    • View Profile
Re: How can handhelds adapt to compete with mobile devices?
« Reply #1 on: December 10, 2012, 05:39:40 PM »
I am off the opinion that handhelds are not really in that much trouble from smartphones and tablets but for the sake of the topic I will say this.

I think that smart phones can do a lot of things well and that is its niche and handhelds can focus more on games as its focus with a little bit extras on the side. They are yin and yang of each other if you think about it they compliment each other.
Maxi is dead. I killed him and took his posts and changed genders.
Alexis, she/her/Miss

Quote by Khushrenada in Safe Words 15.
Quote
I'm happy with thinking pokepal148 is just eating a stick of butter. It seems about right for him. I don't need no stinking facts.

Offline ShyGuy

  • Fight Me!
  • *
  • Score: -9660
    • View Profile
Re: How can handhelds adapt to compete with mobile devices?
« Reply #2 on: December 10, 2012, 05:40:09 PM »
Handhelds have to shift from smartphone size to tablet size.

Offline Ian Sane

  • Champion for Urban Champion
  • Score: 1
    • View Profile
Re: How can handhelds adapt to compete with mobile devices?
« Reply #3 on: December 10, 2012, 06:46:26 PM »
I think handhelds have always been merely a compromise of convenience.  You deal with a less featured console for the purposes of portability.  Nobody wanted black & white scaled down NES games on the Game Boy.  They tolerated it merely because that was the limitations of the time and having gaming on the go was worth it.  The "on the go" nature also made handheld games more disposable than consoles.  A good proof of that are in Western handhelds games.  How many truly great handheld games are not Japanese?  Companies like EA and Activision just treat handhelds games as some half-assed product to provide a mindless distraction for the bus rider during his commute.

I think for that disposable time-waster market, the smartphones have won.  Yeah they're not that great for games but that doesn't matter.  This isn't about games in the way dedicated hardcore games see them but in the way a casual mainstream user sees them.  Complaining that the iPhone is not for real games is like complaining that the crossword is not literature - it isn't supposed to be.

But what about the market of dedicated gamers that played console-quality games like Link's Awakening on their Game Boy and are looking forward to Fire Emblem on their 3DS?  That is still a valid market but is not the huge market that ate up the DS.  A big reason why handhelds and consoles were different systems with incompatible games was because of technological limitations.  Nintendo couldn't make a handheld that could play NES cartridges and make it affordable and have decent battery life (and those big NES cartridges didn't help) so they came up with a seperate format.  But without any technological restriction why would these be different formats?  This is why the PSP and Vita are jokes.  So you get console-comparible games on a handheld.  Sounds good, except that why isn't the PS Vita just a portable PS3?  Why are the games different?  It isn't like this with other media.  I can watch the same movies on a portable DVD player that I can at home.  I can listen to the same music on my iPod as I do on my stereo at home.  That's what people want and it's what makes sense.  The only reasons to not have this is because it isn't technologically feasible or because of outright corporate greed.

So the future is that there is no difference between handheld and console games.  They're just videogames and you can choose to have a handheld or console model that plays them, like how in the past you chose to buy a Discman or a standalone CD player and though both played the same albums.  Console generations are getting longer as the obvious benefits of hardware improvements are less noticable to the consumer and thus less marketable.  In that time such hardware could become cheap enough and energy efficient enough to put in a portable model, no differently than today's computer hardware being in tomorrow's laptops.  The move to digital distribution also removes the need to have pocket sized media.

The future of handhelds is that you have your handheld and your console and they can both access the same cloud were you keep your games and saves and you play games in whatever manner best suits your lifestyle.  There is no differentiation.  We just have "videogame systems".

Though I also think we might lose the dedicated videogame market outright, not because there are not enough gamers to buy such games.  No, the problem will be that the mainstream casual market will be so lucrative that less companies will bother to make core games.  They'll want the big mainstream dollars and will go for that and only a small amount of dedicated companies will go after the enthusiasts (think like hobby companies that make model trains and such), and that will have the avalanche effect of making core gaming more and more niche until it is not profitable for anyone.  Hopefully it does not get to that point but if it did, then we wouldn't see any dedicated videogame systems.

Offline Shaymin

  • Not my circus, not my monkeys
  • NWR Staff
  • Score: 71
    • View Profile
    • You're on it
Re: How can handhelds adapt to compete with mobile devices?
« Reply #4 on: December 10, 2012, 09:36:36 PM »
Anyone who wants to develop a "serious" game for iOS or heaven forfend, Android/WP8 is going to run into this:

Quote from: @JoolsWatsham
Wow, we receive emails from people who "can't afford" to spend $1 to buy Mudds on the App Store and want it free. Amazing. iPhone = $200. :)
https://twitter.com/JoolsWatsham/status/277855682659774465
Donald Theriault - News Editor, Nintendo World Report / 2016 Nintendo World Champion
Tutorial box out.

Offline nickmitch

  • You can edit these yourself now?!
  • Score: 82
    • View Profile
    • FACEBOOK!
Re: How can handhelds adapt to compete with mobile devices?
« Reply #5 on: December 10, 2012, 10:26:48 PM »
Yeah, I feel like in a market where you have to compete with free, it's gotta be tough to make an actual sale.
TVman is dead. I killed him and took his posts.

Offline shingi_70

  • Google shill
  • Score: -88
    • View Profile
Re: How can handhelds adapt to compete with mobile devices?
« Reply #6 on: December 10, 2012, 10:52:59 PM »
Become more than gaming devices and be sold at low prices. Other than that they are DOA in my book.
3DS friendcode: 3093-7342-3454
xbl gamertag : Shingi the 70

Offline NWR_insanolord

  • Rocket Fuel Malt Liquor....DAMN!
  • NWR Staff Pro
  • Score: -18986
    • View Profile
Re: How can handhelds adapt to compete with mobile devices?
« Reply #7 on: December 11, 2012, 07:09:17 AM »
$1 being the expected price of a game isn't sustainable for anything beyond the simplest of concepts. The bubble's going to burst for iPhone games well before dedicated gaming handhelds go away.
Insanolord is a terrible moderator.

J.P. Corbran
NWR Community Manager and Soccer Correspondent

Offline tendoboy1984

  • KyTim 2: The KyTimening
  • Score: -42
    • View Profile
Re: How can handhelds adapt to compete with mobile devices?
« Reply #8 on: December 11, 2012, 11:11:36 AM »
How can $1 work for music but not games? Doesn't $1 ruin the perceived value of music as well? I know digital music doesn't have anything to compete against, but surely the record companies want more control over their prices.
Nintendo Network: tendoboy1984
PSN: PS_man1984
3DS: 2294-5830-5931

Offline lolmonade

  • I wanna ride dolphins with you in the moonlight until the staff at Sea World kicks us out
  • *
  • Score: 29
    • View Profile
Re: How can handhelds adapt to compete with mobile devices?
« Reply #9 on: December 11, 2012, 11:50:33 AM »
How can $1 work for music but not games? Doesn't $1 ruin the perceived value of music as well? I know digital music doesn't have anything to compete against, but surely the record companies want more control over their prices.

Think about it this way:
 
Before MP3 purchases were prevalent, you would usually be liable to spend $15+ on a CD for 10 songs, 15-20 if the CD was packed full of music.
 
Selling one song at $1 isn't diminishing the value of the product much considering that you'd spend approximately that much per song by paying $15 for the CD.  You could argue that it might diminish sales from some groups of people who would buy the $15 CD for that one "hit song" that can now spend $1 for the one song they want, but the $1 price point is reasonable.
 
 
Comparing $1 iOS games to $40+ retail handheld games is not analogous to comparing $1 MP3s to $15 CDs that have 10-15 songs on average.

Offline NWR_insanolord

  • Rocket Fuel Malt Liquor....DAMN!
  • NWR Staff Pro
  • Score: -18986
    • View Profile
Re: How can handhelds adapt to compete with mobile devices?
« Reply #10 on: December 11, 2012, 12:13:51 PM »
Making a game, at least one of any real substance, requires a lot more capital than recording an album does. That's the main reason Music albums are $10-15 and retail console games are $40-60. The $1 price point is a lot more creatively limiting for gaming than it is for music, because of the greater resources required.
Insanolord is a terrible moderator.

J.P. Corbran
NWR Community Manager and Soccer Correspondent

Offline lolmonade

  • I wanna ride dolphins with you in the moonlight until the staff at Sea World kicks us out
  • *
  • Score: 29
    • View Profile
Re: How can handhelds adapt to compete with mobile devices?
« Reply #11 on: December 11, 2012, 12:21:25 PM »
Making a game, at least one of any real substance, requires a lot more capital than recording an album does. That's the main reason Music albums are $10-15 and retail console games are $40-60. The $1 price point is a lot more creatively limiting for gaming than it is for music, because of the greater resources required.

True, all I was trying to outline is that a $1 song investment compared to a $15 CD is a much reasonable value proposition (little to no value depreciation) than having to charge $1 on iOS for something you may have tried to charge at least $5-$10 dollars for.
 
I honestly think if this was at the height of the DS's run, we would have seen Angry Birds for sale on the DS for $20-$35.  One of the best selling games for the Nintendo DS was Brain Age, which I think I picked up for $20.  No one thinks they can sell that type of game for anything more than $5 anymore.
 
You can make an argument that those games were overvalued before, but I think most people can agree that this "$1 or bust" model will/is making iOS an undesirable platform to sell on.
« Last Edit: December 11, 2012, 12:23:43 PM by lolmonade »

Offline tendoboy1984

  • KyTim 2: The KyTimening
  • Score: -42
    • View Profile
Re: How can handhelds adapt to compete with mobile devices?
« Reply #12 on: December 11, 2012, 09:59:06 PM »
What about the huge budgets of most movies? They cost millions of dollars to make, yet tickets and DVD's only cost $8 - $20. Digital releases (iTunes, Amazon, Google Play) are even cheaper than that.


Does this diminish the value of movies? I don't think so.
Nintendo Network: tendoboy1984
PSN: PS_man1984
3DS: 2294-5830-5931

Offline TJ Spyke

  • Ass
  • Score: -1350
    • View Profile
    • Spyke Shop
Re: How can handhelds adapt to compete with mobile devices?
« Reply #13 on: December 11, 2012, 10:08:22 PM »
Ticket prices have gone up, and movie theatres make up for the ticket prices by charging $8 for popcorn and $6 for a freaking bottle of WATER.
Help out a poor college student, buy video games and Blu-ray Discs at: http://astore.amazon.com/spyke-20

Offline lolmonade

  • I wanna ride dolphins with you in the moonlight until the staff at Sea World kicks us out
  • *
  • Score: 29
    • View Profile
Re: How can handhelds adapt to compete with mobile devices?
« Reply #14 on: December 11, 2012, 10:21:09 PM »
What about the huge budgets of most movies? They cost millions of dollars to make, yet tickets and DVD's only cost $8 - $20. Digital releases (iTunes, Amazon, Google Play) are even cheaper than that.


Does this diminish the value of movies? I don't think so.

I would wager that movies generally have a wider expected audience than video games, so they are able to bring the price down to a much more competitive price point.

Offline ThePerm

  • predicted it first.
  • Score: 64
    • View Profile
Re: How can handhelds adapt to compete with mobile devices?
« Reply #15 on: December 11, 2012, 11:09:16 PM »
i think new handhelds need to be somewhere between an iphone and the original gameboy

NWR has permission to use any tentative mockup/artwork I post

Offline azeke

  • He's ruining Splatfest for the rest of us
  • Score: 11
    • View Profile
Re: How can handhelds adapt to compete with mobile devices?
« Reply #16 on: December 12, 2012, 12:31:59 AM »
Games.
Winners don't hate and W101 rocks

Offline ymeegod

  • Score: -9
    • View Profile
Re: How can handhelds adapt to compete with mobile devices?
« Reply #17 on: December 12, 2012, 01:52:37 AM »
Phone Service.  In american kids tweet just about everything so they need a device that has that function.  Most teens/adults WISH to only carry around one device so having an handheld with phone option is a must for people like me.


Offline nickmitch

  • You can edit these yourself now?!
  • Score: 82
    • View Profile
    • FACEBOOK!
Re: How can handhelds adapt to compete with mobile devices?
« Reply #18 on: December 12, 2012, 01:28:24 PM »
What about the huge budgets of most movies? They cost millions of dollars to make, yet tickets and DVD's only cost $8 - $20. Digital releases (iTunes, Amazon, Google Play) are even cheaper than that.


Does this diminish the value of movies? I don't think so.

Like Spyke said, ticket prices have gone up. Also, studios tend to take larger percentages of ticket sales (upwards to and including all of the percentage), so theatres have to do what Spyke again said (raise prices on concessions). Plus, you can just look at the numbers and see how well films are doing.

As for music, most artists get more money from touring anyway. Album sales mostly go to pay people who work on them (song writers, producers, engineers, etc). The little bit that's leftover trickles up and accumulates to profits for the studio from the sheer volume.
TVman is dead. I killed him and took his posts.

Offline Ian Sane

  • Champion for Urban Champion
  • Score: 1
    • View Profile
Re: How can handhelds adapt to compete with mobile devices?
« Reply #19 on: December 12, 2012, 02:38:13 PM »
"Perceived value" doesn't mean anything.  It's about what you can make a profit on.  A big multi-million dollar movie can make a profit with today's ticket prices.  Recorded songs can make a profit on $1.  You are very limited on how much work can be put into a videogame and still make a profit on a $1 price point.  No, you can never make a full on Zelda or Call of Duty and sell it at that price point.  So either the price goes up or those games don't get made.

Videogames are way more complicated to create than any video or audio recording.  I've made movies and recorded music with my friends.  While not everyone can make a good movie or song, you can easily make one that works.  You just point the camera or stand in front of the mic.  A videogame requires a fair bit of complicated work to even get something that RUNS.  You've seen bad movies but have you ever seen one that crashed the fucking projector at the movies?  It doesn't happen.  There are no bugs in movies or songs.  Any poor quality in those mediums is merely poor execution or lousy ideas.