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Messages - BlackGriffen

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26
Nintendo Gaming / On Emulation on the Rev
« on: May 21, 2005, 10:58:39 AM »
I don't know how much the audience knows about the emulation, but it's not necessarily just a matter of drawing the game on the screen. Modern hardware has enough power to, in spite of all the overhead of emulation, actually improve the quality of the sprites and bitmaps using a lot of different smoothing techniques. A good example is HQ2X, a filter for scaling an image up by double. Another example would be adding anti-aliasing to all N64 games.

Do you suppose Nintendo will implement this sort of thing? If they do, will they make them optional?

BlackGriffen

27
Nintendo Gaming / RE:Miyamoto interview on IGN
« on: May 20, 2005, 04:55:35 PM »
There's an awful lot of hysteria over the assumed lack of power of the Rev. Let's look at the facts, now, shall we:

Nintendo and MS are going to the exact same company for the graphics chips (ATI)
Nintendo, MS, and Sony are all going to the exact same company for the CPUs (IBM)

Without getting too much into the nitty gritty details of the arch of the systems I will say that there's a good reason Sony turned to Nvidia for a graphics chip instead of just using the Cell (like I believe they'd originally planned): the graphics chip will be the most critical component determining how much graphical power the devs will use. All that raw horsepower the Cell has is really nifty on paper but actually utilizing it is no mean feet. Given that difficulty, in terms of how much CPU power devs will actually utilize, I would be genuinely surprised if the three systems didn't come out to be pretty comparable.

In terms of the graphics chips, it's more interesting. Rev is launching later, so it should, in theory, have a better chip than XBox360 (Nintendo may opt for a roughly comparable one that is cheaper, though). In fact, I wouldn't be surprised if Nintendo opts for a very similar chip to the one in the XBox 360. What makes me say that? Well, we know that NEC is licensing MoSys's 1T-SRAM for use in the Rev (according to MoSys). We also know that NEC is actually manufacturing a part of the graphics chip being using the the XBox360 that gives it full screen MSAA (anti-aliasing) and a number of other things "for free" (ie with no impact on the main chip core). This part is a bunch of memory surrounded by some logic for doing that stuff. If it turns out that this part of the graphics chip uses 1T-SRAM, then I would be genuinely surprised if it doesn't get used in the Rev.

Nvidia, on the other hand, is behind Sony's chip, so what it boils down to is: who will have the better graphics chip, ATI or Nvidia? Given the current situation of the graphics chip market, I'd be surprised if either was a break out leader.

Long story short: it would be surprising if the Rev is significantly underpowered.

BlackGriffen

28
Nintendo Gaming / RE: So, list of Games you'd download?
« on: May 17, 2005, 04:50:56 PM »
Also important is which third parties they can get to re-release their stuff. That is, unless the license third parties had to sign is still good for letting Nintendo distribute the games.

I'd like to add that it looks like the original Playstation's use of CD's is finally a disadvantage for Sony - Sony can't offer anything like this at anywhere near the convenience no matter how much they like to brag about the number of games the PS3 could play.

BlackGriffen

29
Nintendo Gaming / RE:The Long Tail and Nintendo's Future
« on: May 17, 2005, 03:34:44 PM »
Agreed, Ian, though I think that it looks like Nintendo will be going the "more than one API" route that I advocated. Devs will be more likely to go that route, IMHO, than coding for an obsolete console API.

I should point out at least one thing that I'm almost certain I missed on: it doesn't look like Nintendo will make any of the Gameboy libraries available on the N5. I'm unsure why, but they may have other plans for them *shrug*.

BlackGriffen

30
Nintendo Gaming / RE: The Long Tail and Nintendo's Future
« on: May 17, 2005, 01:49:33 PM »
I'm not batting a thousand (as far as I know), but I'm pleasantly surprised:
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[...]
The secret weapon: The console also will have downloadable access to 20 years of fan-favorite titles originally released for Nintendo 64, the Super Nintendo Entertainment System (SNES) and even the Nintendo Entertainment System (NES).
[...]
Freedom of design: A dynamic development architecture equally accommodates both big-budget, high-profile game “masterpieces” as well as indie games conceived by individual developers equipped with only a big idea.

Let's hope Nintendo can capitalize on this. Microsoft looks to have something similar in the works, but has only mentioned the sale of "extras" in a game using "micropayments" (essentially the same "pay in advance, here's your tokens" idea as arcades used) and I haven't heard of Sony planning anything similar.

The 512 MB internal flash is an excellent idea. That's big enough to fit several of even the biggest N64 games. The SD expansion slot opens up a potential piracy avenue, but I think I know how Nintendo will manage it. First, and foremost, encryption of the files. Next, at least a small (say 256 KB to 1 MB) but essential portion of every game will reside in the built in flash memory. This has many of the benefits of the chunk on the server scheme, without torquing people over having to contact Nintendo servers on every launch.

Nintendo's business plan looks sound going in. Now we just have to wait and see if Nintendo can get the rest of the pieces in place: tech specs, marketing, third parties, and the games.

BlackGriffen

Edit: fix quote tags

31
Nintendo Gaming / RE:specs (unoffical)
« on: May 12, 2005, 05:54:31 PM »
Yes, Nintendo could have 4 cores. Nintendo could probably have 8 cores if they really wanted.

The problem is this: just exactly what kind of cores are we talking about?

The rumor mentioned G5 cores. The XBox does not have G5 (aka PPC970) cores. What is far more likely is that XBox has what a modified version of what are called PPE cores. Sony will actually have one PPE core in the PS3, along with 8 SPEs (think of them as being about like the vector units on the PS2 on steroids).

Now, getting to Nintendo. I could potentially see Nintendo using 4 PPE cores. That is a completely different beast from 4 PPC970s, though. See, a PPC970 has a part of the chip which rearranges code on the fly to keep itself busy while some instructions stall (say, waiting for some data from main memory), increasing performance, especially on poorly optimized code. Intel's and AMD's Pentiums and Athlons, respectively, also have similar hardware. The PPE does not have this. It is what is called an in order processor. In order processors are considerably less complicated than out of order ones, thus smaller, cheaper, and with a faster clock. The tradeoff is that certain types of code, like a lot of AI, will run very poorly. For predictable code like graphics and physics, though, it works great.

Point is, we will not see 4 G5s in any console any time soon at anywhere near the stated speed. Just as I wouldn't expect to see 4 Pentium4s, Pentium Ms, or Athlon64s. 4 PPEs, maybe. I'm a big proponent of going asymmetric: one complex out of order core for doing what it's good at, and a mess of in order cores for doing what they're good at. I doubt we'll see anything like this, though.

BlackGriffen

32
Quote

Originally posted by: Savior
If Rare can somehow pull a miracle in 6 months id be shocked...  

unless they delay it... which wouldnt suprise me, but it would mean the 360 would loose its only launch killer App...

this 2005 thing will bite them

Hah! How can Rare not delay? Remember that the games from them that were mentioned, Kameo and PD0, were supposed to come out for GameCube at or near launch.

I wouldn't be surprised, frankly, to see them bumped back to Microsoft's next console: XBox sqrt(-1).

BG

33
I'm underwhelmed.

RickPowers, you called it!

BG

34
Nintendo Gaming / RE: Silicon Knights still working on games for GC
« on: May 12, 2005, 12:39:43 PM »
So, it seems to be pretty official, then: SK wanted to expand, Nintendo balked, both parties went their separate ways. SK would, naturally, want to chalk it up to philosophical differences. Knowing how hard nosed Nintendo is, though, it's more likely that Nintendo was not satisfied enough with SK's performance to bankroll and expansion.

Possibly a little of both, even.

BlackGriffen

35
TalkBack / RE:Telegames Updates Release Schedules
« on: May 12, 2005, 12:37:11 PM »
Online? All these games absolutely beg for online, after all.

BG

36
Nintendo Gaming / RE:specs (unoffical)
« on: May 10, 2005, 01:03:02 PM »
Bogus!

If IBM could crank out PPC970s (the model # of the G5) anywhere near price, power, and engineering constraints facing a console, Apple computer would already be all over it. As it is, we'll be lucky if we see 4 core workstations from Apple between now and then, let alone 4 cores produced cheaply enough and running cool enough to be in a console.

I'm not saying it's impossible, mind, but in order to do it I'd bet Nintendo would have to absorb losses that would make Microsoft blush.

BlackGriffen

37
Nintendo Gaming / Could iPod Compatibility Help the Rev?
« on: May 08, 2005, 04:33:05 PM »
No, I honestly don't think anything like this is in the works. I would be surprised if it were, quite frankly. That said, do you think that iPod compatibility could help the Rev?

Some ideas for how they could work together:

*Let you play your own music while you play.
*External super massive memory card.
*Use the Rev as a Juke box w/ visualizations.

Frankly, for the most part it would be gimmicky. It should, at least, provide positive press for Nintendo, and God knows they do need that.

BlackGriffen

38
Nintendo Gaming / RE:Resident Evil 5
« on: May 03, 2005, 06:31:31 AM »
Quote

Originally posted by: KDR_11k
The POWER4/5 and PPC970 chips are quite different from earlier PPC chips (including the GC's chip). No way assembly would stay the same and even the similar API won't allow zero-effort ports, I think.

I'd forget about RE5, I doubt Capcom would OK that and they have the last word on that issue. If Nintendo got Mikami to make a game for them that's not based on an existing franchise (Capcom makes a lot of non-franchised games these days) the suits would be much more likely to agree.

You think wrong. PPC 970 is binary compatible with G3 and G4 chips. That's even better than assembly compatibility because that means you don't even have to recompile. The only thing Ninty and IBM would need to take account of is the fused floating point instructions added to the Gecko - and that's an easy tweak to the PPC 970.

I know wayyy more than I should about the arch of the PPC 970, trust me. I can probably even describe for you how they could implement the fused instructions.

BG

39
Nintendo Gaming / RE:No Revolution at E3?
« on: April 23, 2005, 07:13:48 AM »
Quote

Originally posted by: Ian Sane
"Actually, Perrin gave the perfect example of a non-answer and nobody anywhere's any the wiser about anything for it."

True and she is the master of that but why give a non-answer?  Fans are anxious about the Rev so if they're planning on showing something substantial it would be in their best interest to let us know everything's cool and we have nothing to worry about.  The non-answer to me suggest two possibilities.  They either haven't decided what to do yet and don't want to promise anything or they aren't planning on showing much and a non-answer is a little better than "you're right, we're so going to disappoint you."

It's kind of funny, but I reached the exact opposite conclusion. If the news is bad, they want to get it out there and done with now. Otherwise, it will cast a pall over everything else they're showing. Therefore, I have three guesses about what is going on: it's still in the air (as you suggested), they're going to show something and reveal some more specs, or they'll go playable demos. I find the second to be most likely, given Nintendo's penchant for secrecy. The last is also possible for the following reason: even if the revolutionary feature is the controller, backward compatibility with the GameCube means that Rev games can be made that, at least for the length of a demo, are playable with GameCube controllers. Now, there's still the open question of if the Rev achieves that playability by also being backward compatible with the GC controllers. If true, then I can see a lot of ports requiring the GC controllers, which is a pain, so let's just hope it's not.

That said, realistically this is about what I expect: a few more tech specs, a Spaceworld 2000 style demo video that may or may not include some non-revolutionary feature revealing game-play, a final name, and a picture of the console itself - even if the controllers are kept under wraps. More than that would be gravy. Less would be insulting. Even if Nintendo is paranoid about keeping the new feature(s) under wraps, as Reggie said, "Graphics are the price of entry." So Nintendo needs to at least prove that their system will be able to go toe-to-toe in that department (demo vid and specs), and it can do so without revealing what's so revolutionary about it. The bare all that includes game-play demos will likely happen at TGS.

I'd be willing to go further and say that less would be very damaging for Nintendo.

BlackGriffen

Edit to add: If you want lessons on how a secretive company that likes to wow people is run, look no further than Apple computer. Steve Jobs, Apple's CEO, never delivers bad news in his "Steve-note" presentations. The bad news always comes out in advance to prevent people's expectations from becoming too high. That way, Apple's stock price doesn't fall when Apple fails to live up to the hype. If Nintendo has any brains, they should run things the same way. It's tough to judge, however, because Nintendo only has to do this stuff once per generation (~5 years) whilst Apple has to do it far more often, making it easier to put together a pattern of behavior.

40
Nintendo Gaming / RE:No Revolution at E3?
« on: April 19, 2005, 08:56:24 PM »
The only way a tactic like this would work for Nintendo is if the N5 were truly revolutionary, and obviously so.

Somehow, I doubt it.

Somebody needs to knock some heads together and take away the kool-aid over at NCL, because they've become the Howard Hughs of the gaming industry: once great, but now just whacky and paranoid.

BG  

41
Nintendo Gaming / RE:The Long Tail and Nintendo's Future
« on: April 17, 2005, 08:11:32 PM »
There's the cost, and the fact that distributing burning machines would be suicide. I apologize if I've been less than clear in my descriptions, but when I envision burn on demand, I see one of two possibilities:
One: the public places orders with retailers (online and otherwise) who then pass the order on to Nintendo to fill.
Two: the public submits their orders directly to Nintendo (online, using the N5 or PC).

Under no circumstance should any outside party be permitted to burn games for a console. That's just begging for large scale commercial piracy - the kind where the pirates make money and Nintendo doesn't.

That makes the system somewhat less on demand than many would like, I'm sure, but it's far more secure for Nintendo that way.

BG

42
Nintendo Gaming / RE:The Long Tail and Nintendo's Future
« on: April 16, 2005, 06:41:28 PM »
Quote

Originally posted by: Galford
Back in March the GDC had a round table discussion of subject similar to this...
It's kinda interesting...

http://crystaltips.typepad.com/wonderland/2005/03/burn_the_house_.html

Also Black Griffen, your welcome...

Again, thank you! That's an excellent read, and I'm glad that I'm not alone. Hell, I'm glad that I'm Johnny Come Lately on this because it means that it actually has a chance of happening.

BG

43
Nintendo Gaming / RE:The Long Tail and Nintendo's Future
« on: April 16, 2005, 06:06:40 PM »
Quote

Originally posted by: zakkiel
I'll rephrase my point to make it a bit clearer: you cannot make a profit off of new 2G games now. The discepancy between value and cost is too big. Game companies trying to locate a favorable cost/return will be forced to one of the two ends of the spectrum. That means that you get Gen 1 and Gen 3 or better. The middle is untenable for companies.

Not familiar with Escape Velocity, but didn't it come out in the era of garage gaming companies, when you could make cutting edge for cheap? And thus EV was way closer to the top of the curve than similar games today.

Which am I supposed to believe - you, or my own eyes? The newest addition to the EV series came out 3/18/2002 and wasn't anywhere near cutting edge on release. Neither were Pillard of Garendall nor Deimo Rising in 2001. Uplink, released 5/27/2003, could have been considered cutting edge if it were released in 1995, but it's still a fun game.

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Um, yes. I adopted a different system for better differentiating games. It's a distinction with clear relevance to the market. You can't pretend it doesn't exist. And now I'm asking you to define what you mean by tier-2 in terms of that system, because it makes a difference in whether it can succeed or not, for the reasons I've put up three times now.

Sorry for being vague - what I was referring to was your admission that it was ludicrous to expect someone in a PGC forum to have solid numbers. Then, just a few paragraphs later, you ask for numbers again. You're right that your naming system better classifies the types of games available, but it is divorced from the realities that developers would face. They would face, essentially, first tier and second tier distribution channels, and would make their games appropriately for making profits in those channels. If I claimed that devs would make a profit making games of all quality levels, I was mistaken. Having multiple channels would increase the range of qualities for which new games are being made, but it would not guarantee that new games of all ranges would be made.

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I have an obsesssion with grounding quantitative arguments in quantitative facts. Unless you can do that - unless you can demonstrate that the costs of creating and marketing a pay-per-burn or massive download system and creating piracy protection would be outweighed by what you admit is a marginal source of revenue - then your argument is useless. Netflix doesn't have to invest anything to distribute the nonhits, because it already has an appropriate distribution system for the hits. Nintendo does not. You can't tell me we can ignore the cost of building and especially marketing this system, nor that we can blithely skip over any question of who, if anyone, would use it.

You make the mistake of assuming it would need to be advertised. You also make the mistake of thinking that you're worth the effort on my part to get some concrete numbers. I also only admitted that the revenue would be marginal for the game makers - Nintendo gets to amortize the costs across lots of different marginal revenue streams. It is by combining lots of marginal revenue streams that you get a significant one. After all, even the tier one channel is comprised of nothing but the revenue from millions of individual sales.

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I missed your security system. Can you point me to it?

For the really small games - NES - encrypt them in transit and don't permit the gamer to save them to a memory card. For the slightly larger ones, let the player save most of the game, encrypted, to a memory card. I say most because a small but crucial portion of the ROM will be excised from the saved version. That portion, a few KB, is to be supplied by Nintendo servers whenever the gamer wants to play.

It is more important, however, to sell the games for cheap enough that the effort to find a free ROM and get it into the N5 for playing or getting around the copy protection systems just isn't worth the hassle. Pirated games are only free, after all, if your time is worthless.

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In terms of old games, the limit is first the terrible press that rereleases tend to generate. It makes Nintendo look desperate, cheap, and staid, committed to gathering the low-hanging fruit rather than making something new.
It all depends on how you spin it. If you spin it like a rerelease, yeah it'll be problematic. If you spin it as an opening up of the old library all at once, it makes it harder to complain. The sheer number of titles would also insulate them from criticism. Most importantly, just make it a low key release - if Ninty doesn't try to brag about it, but just lets the word get around, then there's less reason for anyone to criticize.

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Second, the viability of multi-platform rereleases; if it's on gameboy, why would people bother with a home console version?
Because games fore the original GB and GBC are harder to come by now because it's all after-market.

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Third, the size of the game libraries themselves. If you have a navigation system, that system will by nature punish bad games so what would be the point of releasing them?
Because it would cost Nintendo more to figure out which games are bad than the miniscule server space they would take up.

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And Nintendo has already rereleased a lot of its classics in a form that will be playable this gen and next. Which brings me to the fourth limitation: backwards compatibility makes rereleases rather pointless. If everything after N64 is already playable, and old games are going to plummet to rock-bottom prices, what's the point of rereleasing them?
The point is that the cost is virutally nil - no need for development, marketing, or even manufacturing beyond what Nintendo has to have anyway. Also, as I mentioned, the cost of making the backward compatibility is measured in, at most, quadruple digits because the emulators already exist.
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The success of things like the OoT pack-in lies in the impossibility of playing them on the Cube. Backwards compatability isn't a terribly useful feature from a business perspective (Microsoft wasn't going to have it but feared the press backlash), but I think that shows the general lack of interest in having lots of old games available. No one's demonstrated that there is any market interest in rereleases except among old fans or on handhelds.
I never claimed it was more than a niche market. The profit margins are still absurdly high, though.

I also completely disagree about the usefulness of backward compatibility. In fact, for Nintendo, Rev backward compatibility with GC was critical for the GC. By extension, the perception of Nintendo in the market, and thus the Revolution as well. I actually started another thread on that very topic a few months back ("The Case for Rev Backward Compatibility" IIRC). For Sony and MS, it's less critical, but still useful. If nothing else, it reassures potential customers who don't already own the old system to have access to a large library from the beginning.

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Nintendo is trying to architect hit games with broad appeal. I see no evidence that they're thinking in any terms but hits.
It certainly seems to me like they're talking about niche games which are, by definition, not hits. Nintendo needs to make hits, but not every game needs to be a hit. The truely important measure of whether to make and distribute a game should be profitability, not whether it will be a hit or not.

BlackGriffen

44
Nintendo Gaming / RE:The Long Tail and Nintendo's Future
« on: April 15, 2005, 11:19:55 PM »
Quote

Originally posted by: zakkiel
But people generally expect flash games to be free (except for the hits, which exist in flash as well). Also, there has to be a fairly significant return for Nintendo to recoup the cost of setting up the system.

Flash is just an example of a 2D API that would be dirt cheap to implement and easy for developers to take advantage of. Dirt cheap to implement because Nintendo can just partner with Macromedia to deliver the players, and Macromedia will do it to sell more of its dev kits. Easy to take advantage of because it's already familiar to so many coders. Nintendo could, of course, choose another API, but the API details are irrelevant to the points I'm making.

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Depends on where you draw the line on "second tier." Perhaps we should just use a loose generation system. Make Gen 1 2d games, Gen 2 roughly N64, Gen 3 Gamecube, cutting edge... well, self-explanatory.

The cost of making games of a given generation isn't falling very much. On the other hand, gamers expect graphics in a 3d game. As a result, the they place Gen 2 games much closer to Gen 1 in terms of value than to Gen 3. Gen 2 games, as a result, have a plummeting value and almost no capacity to generate market hype but still fairly high production costs. The equation doesn't look good for them.

On the other hand, Gen 1 games present challenges of their own. First, I think you simply can't make them work with home consoles. They're time-wasters now, things you do when you're taking a break from a paper for a few minutes or whatnot. I think most people simply don't see them as something you fire up a console for. As well, in order to make money off them you would have to rely on mass appeal, and it's true, these games reach people that wouldn't touch a hit game, but these aren't the people who buy consoles.

I also think controlling distribution and avoiding piracy on games that size would be a nightmare. And, as I said, gamers know how low-cost these games are to produce and therefore tend to expect them to be not merely cheap but free.

Actually, the tier concept didn't refer to any specific quality of game, but the distribution method and licensing fees involved. The way I look at it, the quality and cost of the game is a variable under the control of the developer that any sane dev will set in such a way to maximize profit from a given distribution channel. Thus, the quality of the games likely to come out of such second tier channels is the relevant question, not whether any particular game would be profitable in it. If I had to hazard a guess at the answer, my guess would be games of a similar quality as shareware game companies make now - and they're not all just time killers. Check out Ambrosia Software's Escape Velocity series, for starters. Then check out the results of their collaborations:  Coldstone (RPG making software that I believe they used to make Pillars of Garendal), Uplink, etc. Certainly, there will be money losers, people making low budget games in their spare time hoping to make a few bucks, and the whole gamut. As long the gamers have a decent referral system to help navigate the mess, it'll be fine.

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You're right. I should have said Netflix. But note: he doesn't give any numbers at all about how documentaries do on Netflix in comparison to current and past hits. In fact, he spends enough time working around the omission that it becomes highly suspicious (thus, he talks about a particular documentary doing really well - in the documentary category).

I don't see it as an omission. You have an obsession with having all the concrete numbers. To me, these are the salient points: first, the non-hits, documentaries included, are doing better on NetFlix than in the wider market; second, the non-hits amount to a significant source of revenue for NetFlix. So, what I did was apply that lesson to Nintendo: using a similar distribution model, Nintendo could make the non-hits sell better (please note that sales of the non must-have titles [Nintendo hits and a select few others] on the GC is one of the main things third parties complained about publicly), and thus greatly increase and diversify it's own revenue.

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This is why I excepted movies from the bandwidth issue. You have a point about game distribution, though, which would actually appeal more to the less tech-savvy. I concede the bandwidth point, but point out again that this system will require a lot of investment to start up and market.

I doubt it. Certainly it would require investment, but I don't think it would take enough to be called a lot compared to the potential gains in revenue. This is especially true if Nintendo doesn't open up the ordering system to the public but requires them to go through a retailer of some kind.

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What is the second tier here? And what is the revenue involved for these companies?

Second tier is just any distribution channel that is less than the all or nothing proposition of today that has lower costs, lower fees, and hopefully lower prices. *looks up at the top of zakkiel's post, shakes head* Do you not remember what you just wrote at the beginning of this post? I can give you reasonable upper and lower bounds, but that's about it: fewer sales than the biggest hits get now, but more than 5,000, probably. Of course a game can be unexpectedly good and break the upper bound or dismally bad and not break a few hundred curious buyers with money to spend. The rest depends on marketing, game price, licensing fees, etc. Supply your own reasonable guesstimates for those.

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My comment was specifically about rereleasing games. There are obvious limits to what you can do with that, and I think Nintendo has done what it can. It uses these games as promotional material, it puts them in handhelds, it sends 'em out to China, and it's now entering the backwards-compatibility phase.

I would love nothing more than to go to a gamestore and have them burn me a CD of my choice five or six great Gen 2 games for $30. But I wouldn't be willing to pay too much more, and I have a suspicion that developers can't afford to go near that low.

What obvious limits? I'll grant that Nintendo may not make a fortune or a marketing bonanza off of it, but the sheer profitability of even modest sales would compel Nintendo to act on it, I think. Just put the things up for sale for cheap and let the profits trickle in. I've already described a fairly secure way of handling your Gen 1 games using electronic distribution - and by selling for $1 or $2 getting around the system to pirate the ROMs just isn't worth it. N64 games would actually be the most difficult to manage - I don't know of any good PowerPC emulators to build off of in the wild, so Nintendo would probably just omit those - at least for a while. Gamecube games will already be compatible, so it's a question of making them available through online retailers. No active promotion, no nothing - just let users buy the software as they stumble across it for various reasons. I felt it worth noting that in my vision of a burn on demand system, you're just buying the disc - no pretty packaging, no manual - just a labeled disc in a generic case of some kind. That way Nintendo keeps the costs managable.

Galford, thanks for the info. I'm almost totally clueless about the details of what MS and Sony are doing aside from likely tech specs for their next consoles. It's interesting to hear that MS is headed at least roughly in the direction I describe already.

It looks like Nintendo may already be headed in the same general direction, too (from IGN's Nintendo Minute):
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This week's question: With recent games like WarioWare: Touched! and Nintendogs, the Big N seems to be focused on making intuitive, easily accessible software. Will this trend continue in the future? And what does that mean for big-budget, complex games like The Legend of Zelda?

George Harrison, senior vice President of marketing, Nintendo of America: As the video game industry continues to grow, the demographic of its audience is also expanding. In the past, nearly all gamers were young males -- guys like you who are very enthusiastic about playing games, driven to master them, and passionate about keeping up with the latest products.

Today, the video game industry's annual revenue surpasses even other traditionally monstrous entertainment fields such as movies and music. Gaming has now clearly reached the mainstream tipping point, and entirely new markets of gamers are becoming receptive to the idea of purchasing a game for themselves. As such, Nintendo is doing its best to service the loyal and hardcore fans who've made video games their number one entertainment choice but also to expand the industry past it's traditional boundaries.
[...]

BlackGriffen

45
Nintendo Gaming / RE:The Long Tail and Nintendo's Future
« on: April 14, 2005, 08:44:54 PM »
Quote

Originally posted by: zakkiel
There's nothing remotely difficult (or particularly revolutionary) in that Wired article, which I did just reread for your benefit. I don't disagree with most of it, just with your uncritical dumping of into the game industry without paying any attention to the realities of the business. The burden is on you to demonstrate that an alternative model will work. You haven't.

Prove? You expect me to prove? I wish I could, but I don't have access to solid numbers, and it's pretty ludicrous to expect anyone posting on the PGC boards to have them. From what I understand, however, art is the largest cost for making games today. The art cost is also largely under the developer's control - the only thing pushing up art costs is the hit centric business model. By making, for instance, flash available as an API, companies should be able to make games that are fun and that are rather cheap to produce. Hobbyists make flash games in their spare time, for crying out loud; it can't cost that much. I say that it makes the most sense to leave the option open and then let the developers figure out how much effort is worth putting into a game of what quality - because ultimately the devs do have some control over how much effort they put into a game, and that is what controls the cost. As long as Nintendo makes a decent 2D API available, and a suitable distribution channel with accompanying licensing fees, developers will use it.

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Here's the limit of the article: it devotes no space to considering production costs. All the products it examines in detail are low-cost, low-bandwidth. There are two exceptions. The first is videos, the second video games. In the case of videos we have no reason to assume that those non-hit videos that earn Blockbuster money aren't mostly just old hits. In the case of video games, we have the old hits explicitly described as such, and the article gives no numbers whatsoever on rising demand. (This is a general problem with it: a periodic absence of numbers in some vital areas, at least for our purposes - how much gaming revenue comes from non-hit games?). The "growing popularity" it describes could very easily be a brief surge in nostalgia among the Ian Sanes of the world. But possibly re-releasing old titles could be profitable up to a point, and Nintendo is doing just that. Too much, if you ask me, but it is.

Actually, the author talks about NetFlix. Blockbuster is used for illustrative purposes when talking about NetFlix. And in the NetFlix data he specifically mentions documentaries and Bollywood films. You can't seriously contend that those are "old hits." The only documentary to ever reach hit proportions, AFAIK, was Fahrenheit 911, and he gives numbers on how poor Bollywood flicks in the traditional channels do in the U.S. The point isn't that these things become hits, the point is that they do better under this distribution model.

He is, admittedly, a little vague on his Rhapsody numbers, but that's not the point. The point is that the expectation is that the new hits will sell really well, and most everything else isn't worth distributing. In a model where you had to take up shelf space in physical displays in geographically disparate locations, that is true. Just change the distribution model a little, however, and it's suddenly no longer true.

Low bandwidth? How much higher bandwidth can you get than movies (again: NetFlix)? I'll grant that downloading GameCube games, or even honestly N64 games, to a console isn't really practical, but that's where the "burn on demand" bit comes in. Even if it isn't really burn on demand, but just an online/mail order retailer only channel, it'll handle any amount of data you could realistically choose to throw at it.

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But when it comes to creating new low-caliber games, you still refuse to deal with production costs which I explicitly said were the problem. You can babble about distribution all you want, until you solve that problem it makes no difference.

I didn't refuse to answer. I explained to you that the rising costs bit is a fiction - costs are falling but the cutting edge is moving up faster than costs are falling, so the cost of cutting edge games is rising. I tried formulating the answer for second tier games several times, but it always boiled down to, "It depends on what kind of game the devs want to make, and how much effort they want to put into it." Once they figure those things out, then they can make the game. The reason I bring up distribution is because the number of sales a developer can expect determines their expected revenue. Their expected revenue determines their development budget. It is then up to the developer to figure out how to make the game as good as possible within the confines of that budget. At least, that's how any sane business operates. I had just assumed that this was common sense, though, so I didn't bother to explain it to you. I just gave you real world examples of developers who already work that way as a proof of concept. Without the benefits of Amazon style user recommendations, shareware game companies are producing games of a similar quality and at a similar price to what I would expect for the second tier. I assumed you would figure it out for yourself.

Just remember this equation is what determines "worth it" for a business: profit = revenue - costs. You're focusing heavily on the costs term. I'm focusing on how to increase the revenue term because I know that developers have a fair amount of freedom to adjust the costs to fit the revenue. Even the cutting edge game makers of today eventually declare the game good enough, stop dumping money into the art department, and ship. Once you open up alternate distribution channels with different revenue expectations, developers will figure out where the quality sweet spot is just like they do now on the GBA.

Now I have explained both how revenues would increase and costs are controllable, so I would think that the matter is settled.

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Oh please. There's a reason shareware developers aren't in the Big 4. There are lots of reasons the Wonderswan lost. And there's a reason Warcraft II Battle.net Edition brought in a tiny amount of revenue compared to Warcraft III and WoW. But yes, I already acknowledged that retro-releases can be profitable up to a point. They just represent very little profit compared to the hits in the video game industry, ports excepted.

So what? I never claimed that a company making a second tier game would make anywhere near as much as a hit. I went so far as to say that Nintendo abandoning hits altogether would be suicide. The point is that the games would be cheap and fast to make, and profitable (again, depending on design decisions made by the developer). Because they are profitable, there is someone who would be willing to make them. More importantly for Nintendo is that a lot of profitable non-hits can generate a lot of revenue. It also helps to fill increase the size of the library. It doesn't hurt at all that the steps to get such a second tier market going are essentially the same as the ones Nintendo needs to take to attract third party studios that make cutting edge games.

Putting the old games into the second tier channel is just common sense - all of the production costs are out of the way and advertising and promotion is unnecessary, so they only have to cover the marginal costs of distribution. Those are between tiny and miniscule, depending on which method is used. In other words, every retro game sold would be nearly pure profit even if they sold for $2-5 (+ S&H, if necessary). There are already good emulators that run on PowerPC and OpenGL, the GameCube CPU and API, respectively, so Nintendo would just have to license that code. Most of them are open source, to boot. In fact, as a side note, Sony already owns a PSOne emulator that runs on PowerPC (Connectix Virtual GameStation), though Sony bought it for different reasons .

BlackGriffen

Edit: "So I could close with "you're wrong." But what would the point of that be except to aggravate you? Better, I think, to keep the discussion to the substantive points. "
Point well taken. I was wrong to say it - naturally, you think I'm wrong and I think you're wrong, so it was at best pointless to say it. Thank you for being big about it.  

46
Nintendo Gaming / RE:The Long Tail and Nintendo's Future
« on: April 14, 2005, 07:00:24 PM »
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Originally posted by: wandering_nintendo_fan
edit: I made this post before you made your second one. I agree with you regarding the advantages of a proprietary, top-down industry. And I feel like small improvements could be made in this upcomming generation to allow Nintendo to release more obscure titles. And, I changed my mind somewhat, I feel like big change could happen even with the industry staying the way it is.... but not until the generation after next. Okay, back to the original post:
/edit

don't we already have distribution channels not limited by geography? We already have amazon, gamefly, import stores, and other online retailers. Not to mention regular game stores where I'm sure you can speacial-order games.
I guess if Nintendo created their own online store...and tied it in with on-demand game burning....then that might convine Nintendo to support more obscure titles. Or if they pursued some of the other stratagies listed here....like games that are burned in-store, rental-only games, etc....these things might help....
But...I don't think a strategy to fully take advantage of the 'long tail' and create a market filled with obscure games will be entirely viable until games can be downloaded directly to your game system. Then there'd be almost no overhead, and no distribution worries for Nintendo. But I don't think something like that will be viable until at least the generation after the one coming up. (which is sort of nice, because by then, games really will be photo-realistic, and people really will stop caring about graphics).

You bring up an excellent point - that Amazon already does this sort of thing. The only response I can give is that Nintendo can play the role of coordinator better than Amazon, assuming the next console will be online, that is. Nintendo is also the only one who can reduce their licensing fees and offer fees that are tailored to alternative channels. Nintendo is also the only one who can open up its old library. In other words, Nintendo is holding all of the levers. So, Amazon could no more serve the role that Nintendo can than Amazon could do it for the music industry. You could almost break the strategy down into three parts: bring in third parties - all of them, make the classic library available and playable - all of it, and help the gamers sort through the resulting flood of titles. The point of the first is to get as many new titles as possible. The point of the second is that Nintendo and the third parties that have been around for a while can basically make money nearly for free that way. The point of the third is to prevent a crash like what happened to Atari (buying games was a crap shoot). Nintendo has to do the first, to some extent, and has already made it public that it will do the second, to a limited degree. So, it's just a question of degree, really, and how to handle it.

Also, the systems for downloading and burn on demand are complimentary - downloading should really only be for titles of SNES size or smaller (up to a couple MB) and the rest is for a burn on demand service and or the available through rental and online distribution only channel. The size limit for downloading will mainly be set by what can be fit on a N5 memory card. Of course, in the future this may change if Nintendo includes a hard drive, but network speed would still limit things as a practical matter.

BlackGriffen

47
Nintendo Gaming / RE:The Long Tail and Nintendo's Future
« on: April 14, 2005, 03:52:33 PM »
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Originally posted by: wandering_nintendo_fan
[...]
On another note, the proprietary nature of current game consoles really hurts. I don't know if you could fully take advantage of the 'long tail' in a Netflix/itunes music store manner unless a standard is reached and game systems act like VCRs/CD players: where all game systems can play all games. And where anybody can make and release a game without getting approval or being charged a licensing fee.

Ah! Excellent comment. I wish I could give you a definitive answer either way on that. You're right that the proprietary nature of the hardware would hurt the ability of a tails style system to succeed. It is that same closed, proprietary, and very uniform nature that makes it possible for games to be made to take as much advantage of the consoles as they do, though. Just compare the PC gaming market with the console one. In the former, devs have to make their games with the "lowest common denominator" in mind - made to work on 3 year old hardware and whatnot. In the consoles, the only limitation to how thoroughly a dev can exploit the hardware is time, skill, and money.

It's a difficult tradeoff between making as much money off of the old software as possible and making the current console a success by giving it the edge of your past libraries - and thus aiding the new big hits. I would suspect that, especially in the beginning of such a model, the balance will favor keeping past libraries to your own console. After that it gets fuzzy. Console makers may find a balance of opening up everything older than 2 generations back, one generation back, or even select parts of the old library.

Thank you for bringing that up.

BlackGriffen

48
Nintendo Gaming / RE:The Long Tail and Nintendo's Future
« on: April 14, 2005, 03:36:48 PM »
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Originally posted by: zakkiel
Which is what I meant, hyperbolically, when I said bakcgammon. But actually the middle market doesn't seem to exist. Either players don't care about graphics at all, or they want them cutting edge. You have Bejewled or HL2, and never the twain shall meet.
[...]
SM64 was, I'm thinking, a fairly expensive game in it's day, and it was hit. Something similar for consoles today would most definitely not be a hit. So now the question is: has the price of making games of that level fallen enough to justify the incredible drop in revenue a game of that level could generate today? I don't think so. Not even close. The market is WAY too polarized for that, and there's a sharp limit on how much industry standardization can make the cost of development fall.

I really don't think Nintendo can spit into the wind on graphics. Reggie's right: graphics are the price of entry. They aren't all, or even most, but no one's managed a successful alternative business model.

There's no gentle way to put this, so I'll be blunt: you're wrong. You take the current industry model, say "That's the way it's always been, so that's the way it'll always be," and run with it. Read that Wired article. Now read it again.  Make sure you actually understand it's implications this time.

Go ahead, I'll wait.

Now, I'll try to answer your question more directly: Would a SM64 caliber game be a hit? Most likely not, but stranger things have happened. Would a SM64 caliber game be profitable (aka a commercial success)? With the present distribution model, definitely not. With a different model, it would certainly make more revenue than it would now. The reason it's not profitable to make a SM64 caliber game now probably has more to do with the fact that reaching the audience that would buy it using old distribution channels would cost too much for it to be worth it. Change your distribution model, and suddenly reaching that audience is dirt cheap. Then it definitely become worthwhile to publish all of the old games - you know, the massive libraries of games that have already been developed - for cheap. It also increases the profitability of mid to low level games. Hobbyists, shareware development houses, and even the development powerhouses of today will all expand to fill in that middle ground.

All it takes is: opening up a new distribution channel or two that isn't limited by geography, and intelligent use of user reviews to help gamers cut through the morass to find the games they'll find fun.

Let me sum up by saying that if you were right, Alien Hominid would not exist. Shareware developers (example) would not exist. Roms and emulators would not exist. Classic game compilations for any system would not exist. Warcraft II Battle.net Edition would not exist, and people wouldn't still be playing WC2 now. FreeCiv would not exist, and certainly wouldn't be under active development. The Gameboy would have lost to the Wonderswan Color. The list just goes on and on because nothing fundamental about people has changed since video games came on the scene. The only difference is that there is now a niche of hardcore gamers who need more complicated games to be challenged. You just have to consider the fundamental economic principle: people expect to pay less, probably far less, for games that that were obviously cheaper to make than other ones available on the market at the same time.

BlackGriffen

P.S. Those who suggest selling compilations - in this kind of distribution model that's about the worst thing you could do. Bundling games together and selling the bundle for the total price you would sell the games for individually makes it so that the only people who buy the bundle are the folks who either: A) want some sub set of those games bad enough to pay for all of them or B) would have bought them all anyway. I can't think of a single situation where a bundle will make more money than a suitably priced a la carte system. Bundles should always be about value (they cost less than the parts - encourages people to buy games they wouldn't normally because of the perceived value) and should always be optional.  

49
Nintendo Gaming / RE:The Long Tail and Nintendo's Future
« on: April 13, 2005, 08:44:12 PM »
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Originally posted by: zakkiel
"As a result Nintendo's lineup keeps getting more homogenous, predictable, and dull. The franchises are becoming less interesting." Not so. It's simply that the interesting or innovative games get very little attention.

Hardcore gamers are a niche. There are many others.

I'm personally highly skpetical of niche games for consoles as the final answer. Much greater variety is absolutely necessary, true. But the cost of making games is rising so high that the only games you can afford not to be pretty successful are backgammon and the like. I mean, you can cut corners on other games, but then you just wind up with a fairly crappy game. And people don't buy backgammon and chess for consoles; they get these things as add-ons for other appliances like phones and PDAs. Finally, I don't know how representative I am, but when I look at my game library they're all hits. When I talk to people, the games they mention are the hits.

Focusing on hits doesn't preclude variety. SSBM is designed as a hit game (which it is) but it's completely unique.

You know, that's a very popular misconception. The idea that game production costs are mysteriously increasing, that is. The cost to produce a game of similar caliber of SM64 is the same now as it's ever been - if anything it would cost far less now to make it because you could use standard APIs and such instead of having to code it in assembly. In other words, the cost of making any individual game is actually going down. What's going up is the capacity of the machines for handling complexity, art, and detail. Thus, the cost of cutting edge games is going up, not the cost of games in general. The real problem with the industry is that the economic model it's based on requires developers to make all of their games cutting edge. Nintendo can shift the industry model somewhat away from that by taking advantage of the tail of demand. The need for cutting edge hits will never go away, but by making it so that developers can make less expensive games and sell them for cheap, for a profit, the companies can afford to spend more on their cutting edge games than they could otherwise.

I thought I should also add that Nintendo does not necessarily have to become the direct distributer. The service that Nintendo needs to provide is helping gamers figure out what games they might like, and making sure that they have an easy way of obtaining that game. Literally speaking, Nintendo could provide referrals wherever the gamer could obtain the game - be it an online store (with or without electronic distribution), a rental service like GameFly, a local brick and mortar store, or maybe even eBay. The best part is that it provides a potential advertising revenue stream for Nintendo. Even with a burn on demand system where Nintendo is holding the levers, so to speak, they can make the service only available to retailers. That way Nintendo can even make it transparent to the consumer - the games will be on "special order" or just have a ship date that's farther out.

BlackGriffen

50
Nintendo Gaming / RE:The Long Tail and Nintendo's Future
« on: April 13, 2005, 10:51:45 AM »
Hah! To hear you describe it, Nintendo couldn't even shoo Madden away if they tried.

BG

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