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Feroz El Mejor escribió:davidDVD escribió:Feroz El Mejor escribió:
Pues me da a mi que ya te puedes comprar la PS5, porque si lo que buscas en Switch 2 son graficos que no sean de hace 10 años vas mal.
¿Por qué no iba a poder mover un Tegra actual juegos actuales? ¿Que tienen que ser juegos/gráficos de hace 10 años por fuerza?
¿La Tegra esa es magica o como funciona? Lo digo porque Switch es similar a Wii U la cual era algo mas potente que una PS3.
Asumiendo eso, imagino que la sucesora de Switch sera como una PS4 portatil o una PS4 Pro (que tampoco se como de potente es una PS4 Pro respecto a la original y demas) y tampoco se como es de grande la diferencia entre PS4 y PS5, pero digo yo, que una PS5 portatil ni de coña, ¿no?
No tendria ningun sentido que Sony haya sacado el PS5 GamePad a lo Wii U a ese precio tan elevado y con la necesidad de tener una PS5 si se pudieran jugar los juegos de PS5 de forma portatil con esos graficos y potencia.
sahaquielz escribió:ER_PERE escribió:Acabo de leer una noticia en la que dice que el presidente de Nintendo ha dicho a sus accionistas que Nintendo Switch seguirá siendo el bastión económico de la compañía en el año fiscal 2014. ¿Cómo?
O retrasan Switch 2 para el siguiente año fiscal 2025 o simplemente lo ha dicho refiriéndose a la nueva Switch como "Switch" en general.
No pongo enlace por no hacer publicidad...
El BASTIÓN ??? Que épico!!!
Se refiere al año fiscal. Que acaba en marzo. Vamos que queda muy poco.
LoganDark_84 escribió:@Hide_to y a mí me sorprende que alguien no vea que las thirds son importantes ya no solo en Switch sino en Nintendo,porque sin apoyo third no habría tenido tanto apoyo y no habríamos tenido esos ports imposibles.
Con lo cual si,es importante hacer buenos ports ya no solo por tener un catálogo rico y variado,y sobretodo tener buenos ports y no estar limitados por la potencia de la consola,porque hay ports que podrían haber salido mucho mejor sino fuese porque la Switch no da para más.
Don_Boqueronnn escribió:Jajajajaja ambos tenéis razón
Perdón, me ha hecho mucha gracia, es que uno es 2023-2024 y otro es 2024-2025.
La trama se complica
davidDVD escribió:Si es como me espero, lanzamiento para finales de 2024, obviamente tendrían que centrarse en Switch en 2024, no va a ser en el LABO... las estimaciones extraoficiales cuentan 10M de unidades vendidas de lo próximo desde el lanzamiento hasta marzo 2025.
La gente sacando conclusiones sin ni siquiera tener el Q&A (suele tardar 24/48h en estar disponible) y aún así no van a decir nada revelador hasta que sea el propio anuncio. Nintendo ya hizo algo parecido anteriormente según leí, "no tenemos nada que anunciar" y a los días anuncio.
davidDVD escribió:Feroz El Mejor escribió:¿La Tegra esa es magica o como funciona? Lo digo porque Switch es similar a Wii U la cual era algo mas potente que una PS3.
Asumiendo eso, imagino que la sucesora de Switch sera como una PS4 portatil o una PS4 Pro (que tampoco se como de potente es una PS4 Pro respecto a la original y demas) y tampoco se como es de grande la diferencia entre PS4 y PS5, pero digo yo, que una PS5 portatil ni de coña, ¿no?
No tendria ningun sentido que Sony haya sacado el PS5 GamePad a lo Wii U a ese precio tan elevado y con la necesidad de tener una PS5 si se pudieran jugar los juegos de PS5 de forma portatil con esos graficos y potencia.
Sí, es magia... (y permíteme tirar un poco de ironía) así como lo es el Tegra X1 que equipa Switch y que no le permitió mover juegos actuales a su época.
Según indicas –para expresar lo próximo– solo podría mover cosas de hace 10 años, y yo lo llevo al terreno de Switch, desde que salió ¿nunca pudo mover TW3 de 2015, Doom de 2016 y otros tantos? –Switch salió en 2017, aunque el chip oficialmente se lanzó en 2015–.
En resumen, no tiene nada que ver que sea un SoC para una tablet o para una torre... ajustas el videojuego a donde lo quieras llevar; en unos casos será viable en otros no tanto.
LoganDark_84 escribió:Feroz El Mejor escribió:davidDVD escribió:¿Por qué no iba a poder mover un Tegra actual juegos actuales? ¿Que tienen que ser juegos/gráficos de hace 10 años por fuerza?
¿La Tegra esa es magica o como funciona? Lo digo porque Switch es similar a Wii U la cual era algo mas potente que una PS3.
Asumiendo eso, imagino que la sucesora de Switch sera como una PS4 portatil o una PS4 Pro (que tampoco se como de potente es una PS4 Pro respecto a la original y demas) y tampoco se como es de grande la diferencia entre PS4 y PS5, pero digo yo, que una PS5 portatil ni de coña, ¿no?
No tendria ningun sentido que Sony haya sacado el PS5 GamePad a lo Wii U a ese precio tan elevado y con la necesidad de tener una PS5 si se pudieran jugar los juegos de PS5 de forma portatil con esos graficos y potencia.
Switch se ha dicho siempre que en modo portátil era como una WiiU y que en dock era casi el doble,que pasa con eso??que al ser un tegra dedicado y ser un hardware más moderno que una ps3 por ejemplo se podían hacer cosas que en una ps3 o WiiU no se podia hacer.
Con Switch 2 pasará lo mismo,aunque de potencia sea similar a una ps4/pro tendrá una arquitectura totalmente diferente al ser algo mas actual,empezando por el DLSS eso va a suponer una diferencia grande y si viene acompañado de una SSD aún mayor,con lo cual se llegarian a ver ports de juegos de Ps5.
LoganDark_84 escribió:@Feroz El Mejor Era algo que para mí estaba mal dicho,Switch base es el doble de potente que WiiU,solo que cuando está en portatil simplemente para que no te estalle en la mano xD recortan recursos para que la batería aguante más,tenga una mejor optimización,etc...
No no,el salto de ps4 a ps5 es muy tocho,sobretodo en lo que se refiere pasar de disco mecánico a SSD eso ya de por si es muy tocho,pero en cuanto a gráfico también,por ponerte un ejemplo Horizon Zero Dawn es de mitad de generación(más o menos),Horizon Forbidden West es de principios de la actual,ya no solo mira la diferencia que hay entre ps4 y ps5 sino que hay que tener en cuenta que es un juego que se hizo multi.
Lo que se comenta es que la arquitectura actual no es la misma que la de hace 10 años,y que cosas que no se podían hacer hace 10 años,si se pueden hacer hoy aunque la potencia sea la misma.
sahaquielz escribió:Habéis visto el state de final fantasy 7???
Ponía exclusivo por lo menos hasta el 29-5-2024.
Que fecha rara es esa?
Yo tengo la sospecha de que los remakes de ff7 van a salir en switch 2.
El 29 del 5 presentación de switch 2. Ahí anunciarán eso.
oskuro. escribió:sahaquielz escribió:Habéis visto el state de final fantasy 7???
Ponía exclusivo por lo menos hasta el 29-5-2024.
Que fecha rara es esa?
Yo tengo la sospecha de que los remakes de ff7 van a salir en switch 2.
El 29 del 5 presentación de switch 2. Ahí anunciarán eso.
Sale el 29 de febrero, 3 meses justos, no veo nada raro excepto que es una exclusividad muy corta.
oskuro. escribió:sahaquielz escribió:Habéis visto el state de final fantasy 7???
Ponía exclusivo por lo menos hasta el 29-5-2024.
Que fecha rara es esa?
Yo tengo la sospecha de que los remakes de ff7 van a salir en switch 2.
El 29 del 5 presentación de switch 2. Ahí anunciarán eso.
Sale el 29 de febrero, 3 meses justos, no veo nada raro excepto que es una exclusividad muy corta.
LoganDark_84 escribió:volvagias escribió:Todopc-WII escribió:Switch 2 tiene que llegar este año si o si, la Switch actual ya no puede sostenerse.
Los números dicen lo contrario...
Que por muy bien que se venda sigue siendo necesaria,se va a quedar muy atrás para poder portear futuros juegos thirds,cuanto más tarde peor.Si de las ventas dependiese seguiríamos jugando hoy en día a muchísimas consolas de hace años que seguían teniendo buenas ventas a pesar de haber salido su sucesora,un ejemplo de ello es la ps2.
888 escribió:Yo si fuera Nintendo, no sacaria una suitch 2 como la actual mejorada, sacaria algo para competir con playstation 5.
Feroz El Mejor escribió:davidDVD escribió:Sí, es magia... (y permíteme tirar un poco de ironía) así como lo es el Tegra X1 que equipa Switch y que no le permitió mover juegos actuales a su época.
Según indicas –para expresar lo próximo– solo podría mover cosas de hace 10 años, y yo lo llevo al terreno de Switch, desde que salió ¿nunca pudo mover TW3 de 2015, Doom de 2016 y otros tantos? –Switch salió en 2017, aunque el chip oficialmente se lanzó en 2015–.
En resumen, no tiene nada que ver que sea un SoC para una tablet o para una torre... ajustas el videojuego a donde lo quieras llevar; en unos casos será viable en otros no tanto.
Es decir, si te he entendido bien, seguiremos con los graficos de hace 10 años tal y como habia comentado, pero que los juegos que no pidan tanta potencia grafica llegaran como ha pasado en Switch siempre y cuando los desarrolladores pongan de su parte.
Hide_to escribió:LoganDark_84 escribió:volvagias escribió:
Los números dicen lo contrario...
Que por muy bien que se venda sigue siendo necesaria,se va a quedar muy atrás para poder portear futuros juegos thirds,cuanto más tarde peor.Si de las ventas dependiese seguiríamos jugando hoy en día a muchísimas consolas de hace años que seguían teniendo buenas ventas a pesar de haber salido su sucesora,un ejemplo de ello es la ps2.
Lo que me sorprende es que alguien a estas alturas siga pensando que poder portear mejor o peor juegos third a la consola de Nintendo preocupe lo más mínimo a los de Kyoto o siquiera afecte a las ventas.
Diría que las dos consolas que han partido mejor para recibir juegos third de las últimas dos décadas de Nintendo han sido Cube y Wii U y ha sido con diferencia las que han vendido peor.
Ese barco ya zarpó. Ellos lanzarán su máquina, quizá tengan un poco en cuenta la opinión de algún estudio japonés, y muy de pasada, y los demás si quieren publicar bien, si no, es su problema.
Hide_to escribió:Por otro lado, tengo claro que el chip que va a llevar la Switch 2 lleva tiempo decidido, probablemente lleva tiempo en fabricación, y a más tarde en salir la máquina más se van a quejar los que miran números y cuentan polígonos y fotogramas.
Vamos, que estoy seguro de que debe ser un chip que ya era viable en 2023 y probablemente en 2022; como esperen hasta 2025 o finales de este año a lanzarla, que ya estaremos hablando de versiones PRO de las actuales máquinas para adultos muy masculinos, las críticas serán con extra de cebolla.
PD: El tegra de Switch si no recuerdo mal fue presentado en 2015 y era un chip fantástico, en 2017 cuando se lanzó la consola, pese no haber nada en el mercado mucho mejor, el hate fue desmesurado.
Meta Knight escribió:Hide_to escribió:Por otro lado, tengo claro que el chip que va a llevar la Switch 2 lleva tiempo decidido, probablemente lleva tiempo en fabricación, y a más tarde en salir la máquina más se van a quejar los que miran números y cuentan polígonos y fotogramas.
Vamos, que estoy seguro de que debe ser un chip que ya era viable en 2023 y probablemente en 2022; como esperen hasta 2025 o finales de este año a lanzarla, que ya estaremos hablando de versiones PRO de las actuales máquinas para adultos muy masculinos, las críticas serán con extra de cebolla.
PD: El tegra de Switch si no recuerdo mal fue presentado en 2015 y era un chip fantástico, en 2017 cuando se lanzó la consola, pese no haber nada en el mercado mucho mejor, el hate fue desmesurado.
Año 2026: "los thirds AAA no estan saliendo en Switch 2 por culpa de Nintendo que le ha puesto una potencia tan lamentable, es necesaria y urgente Switch 2 Pro!!!"
Hide_to escribió:Meta Knight escribió:Hide_to escribió:Por otro lado, tengo claro que el chip que va a llevar la Switch 2 lleva tiempo decidido, probablemente lleva tiempo en fabricación, y a más tarde en salir la máquina más se van a quejar los que miran números y cuentan polígonos y fotogramas.
Vamos, que estoy seguro de que debe ser un chip que ya era viable en 2023 y probablemente en 2022; como esperen hasta 2025 o finales de este año a lanzarla, que ya estaremos hablando de versiones PRO de las actuales máquinas para adultos muy masculinos, las críticas serán con extra de cebolla.
PD: El tegra de Switch si no recuerdo mal fue presentado en 2015 y era un chip fantástico, en 2017 cuando se lanzó la consola, pese no haber nada en el mercado mucho mejor, el hate fue desmesurado.
Año 2026: "los thirds AAA no estan saliendo en Switch 2 por culpa de Nintendo que le ha puesto una potencia tan lamentable, es necesaria y urgente Switch 2 Pro!!!"
El día de la marmota. Quieren que Switch tenga lo de sus queridas consolas para seguir comprando sus queridas consolas y decir que Nintendo es para crios.
BeSalmorejo escribió:Hide_to escribió:Meta Knight escribió:Año 2026: "los thirds AAA no estan saliendo en Switch 2 por culpa de Nintendo que le ha puesto una potencia tan lamentable, es necesaria y urgente Switch 2 Pro!!!"
El día de la marmota. Quieren que Switch tenga lo de sus queridas consolas para seguir comprando sus queridas consolas y decir que Nintendo es para crios.
No, quiero una switch2 potente, para que el Zelda no petardee, para que pueda jugar al Hogwars Legacy sin que me sangren los ojos, o poder jugar al fifa de turno y no a una versión legacy... ¿Tan dificil es de entender?
Todo lo que he dicho, priorizando que sea hibrida/portatil, que es la GRAN DIFERENCIA que hace que me decante por ella para jugar en lugar de otras plataformas.
Hide_to escribió:BeSalmorejo escribió:Hide_to escribió:
El día de la marmota. Quieren que Switch tenga lo de sus queridas consolas para seguir comprando sus queridas consolas y decir que Nintendo es para crios.
No, quiero una switch2 potente, para que el Zelda no petardee, para que pueda jugar al Hogwars Legacy sin que me sangren los ojos, o poder jugar al fifa de turno y no a una versión legacy... ¿Tan dificil es de entender?
Todo lo que he dicho, priorizando que sea hibrida/portatil, que es la GRAN DIFERENCIA que hace que me decante por ella para jugar en lugar de otras plataformas.
De eso ya hemos hablado y de hecho hasta te cite para secundar un post en el que decías algo similar quizá mejor estructurado y menos a la defensiva.
No tiene sentido que te sientas aludido cada vez que se habla de haters. Vamos, creo yo.
BeSalmorejo escribió:Hide_to escribió:BeSalmorejo escribió:No, quiero una switch2 potente, para que el Zelda no petardee, para que pueda jugar al Hogwars Legacy sin que me sangren los ojos, o poder jugar al fifa de turno y no a una versión legacy... ¿Tan dificil es de entender?
Todo lo que he dicho, priorizando que sea hibrida/portatil, que es la GRAN DIFERENCIA que hace que me decante por ella para jugar en lugar de otras plataformas.
De eso ya hemos hablado y de hecho hasta te cite para secundar un post en el que decías algo similar quizá mejor estructurado y menos a la defensiva.
No tiene sentido que te sientas aludido cada vez que se habla de haters. Vamos, creo yo.
Ah ¿pero has hablado de haters? yo he leido cosas de que algunos criticarán la potencia de la nueva.
Y he dicho que algo mas de potencia si debería de tener, y lo he justificado poniendo ejemplos.
Es que si va a ser igual que la que ya tengo, me quedo con la que tengo ¿no crees?
Si a una nueva consola que sale 7 años después de la que va a suceder no se le exige algo mas... apaga y vámonos.
Que salgan los thirds o no en la nueva, pues depende de numerosos factores, de los acuerdos con los que nintendo llegue con las thirds, si les da facilidades, o les pone trabas. Si a las thirds les interesa gastarse mas dinero en hacer una versión y van a obtener beneficios (porque haya un parque de consolas muy alto o no), etc...
Que tenga algo mas de potencia va a facilitar la labor de desarrolladores, pero ya hemos visto que no va a ser el factor limitante para que salga o no un juego en ella.
Hide_to escribió:BeSalmorejo escribió:Hide_to escribió:
De eso ya hemos hablado y de hecho hasta te cite para secundar un post en el que decías algo similar quizá mejor estructurado y menos a la defensiva.
No tiene sentido que te sientas aludido cada vez que se habla de haters. Vamos, creo yo.
Ah ¿pero has hablado de haters? yo he leido cosas de que algunos criticarán la potencia de la nueva.
Y he dicho que algo mas de potencia si debería de tener, y lo he justificado poniendo ejemplos.
Es que si va a ser igual que la que ya tengo, me quedo con la que tengo ¿no crees?
Si a una nueva consola que sale 7 años después de la que va a suceder no se le exige algo mas... apaga y vámonos.
Que salgan los thirds o no en la nueva, pues depende de numerosos factores, de los acuerdos con los que nintendo llegue con las thirds, si les da facilidades, o les pone trabas. Si a las thirds les interesa gastarse mas dinero en hacer una versión y van a obtener beneficios (porque haya un parque de consolas muy alto o no), etc...
Que tenga algo mas de potencia va a facilitar la labor de desarrolladores, pero ya hemos visto que no va a ser el factor limitante para que salga o no un juego en ella.
En lo que dices en el primer parágrafo partimos de puntos un poco distintos.
Al menos yo, no actualizo la consola para tener más o menos potencia, de hecho ese fue el caso de Wii U a Switch, sino que la actualizas para poder jugar a lo nuevo que lancen. Claro que les pido una máquina que permita que juegos como el Zelda se vean algo mejor, y especialmente puedan tener más cosas en pantalla, más distancia de visionado y sobretodo menos niebla.
Especialmente en videojuegos, literatura y cine, acostumbro a comprar lo nuevo de esa empresa/creador valorando más de donde vienen que hacia donde van. Y en este caso tengo claro que compraré y probaré lo próximo que presenten, de la misma forma que tengo claro que hay todo un sector tóxico al rededor de estos foros que presenten lo que presenten lo valoraran como poco potente, malo y/o infantil.
Y es que en el fondo yo, soy hombre de blancos o negros, y cuando un equipo creativo o un director me ha dado cientos de horas de disfrute o entretenimiento o un estímulo brutal, me convierte en su seguidor y cliente habitual. Compre en edición coleccionista absolutamente todo lo que lanzo Blizzard desde Diablo 2 hasta Overwatch, llegado a ese punto, cruz y nunca nada, y me pueden contar milongas, si la empresa no cambia por completo y hay un proceso de penitencia.
Vamos, que considero el hardware un peaje para acceder a ese contenido, y por el que por cojones voy a tener que pasar tarde o temprano. Ha habido excepciones parciales, la presentación de Wii U me dejo superfrío, y el catálogo de lanzamiento no me pareció interesante, así que viendo que además era cara y no estaba yo en un buen momento económico decidí posponerla y aproveche en su segundo año cuando las tiendas liquidaban el exceso de stock para pillar una mejor de precio. Finalmente, me pareció una consola más que digna, un mando más que cómodo, y un catálogo que acabo siendo muy decente y que si no se hubiera relanzado por completo en Switch valoraríamos algo más.
BeSalmorejo escribió:Hide_to escribió:BeSalmorejo escribió:Ah ¿pero has hablado de haters? yo he leido cosas de que algunos criticarán la potencia de la nueva.
Y he dicho que algo mas de potencia si debería de tener, y lo he justificado poniendo ejemplos.
Es que si va a ser igual que la que ya tengo, me quedo con la que tengo ¿no crees?
Si a una nueva consola que sale 7 años después de la que va a suceder no se le exige algo mas... apaga y vámonos.
Que salgan los thirds o no en la nueva, pues depende de numerosos factores, de los acuerdos con los que nintendo llegue con las thirds, si les da facilidades, o les pone trabas. Si a las thirds les interesa gastarse mas dinero en hacer una versión y van a obtener beneficios (porque haya un parque de consolas muy alto o no), etc...
Que tenga algo mas de potencia va a facilitar la labor de desarrolladores, pero ya hemos visto que no va a ser el factor limitante para que salga o no un juego en ella.
En lo que dices en el primer parágrafo partimos de puntos un poco distintos.
Al menos yo, no actualizo la consola para tener más o menos potencia, de hecho ese fue el caso de Wii U a Switch, sino que la actualizas para poder jugar a lo nuevo que lancen. Claro que les pido una máquina que permita que juegos como el Zelda se vean algo mejor, y especialmente puedan tener más cosas en pantalla, más distancia de visionado y sobretodo menos niebla.
Especialmente en videojuegos, literatura y cine, acostumbro a comprar lo nuevo de esa empresa/creador valorando más de donde vienen que hacia donde van. Y en este caso tengo claro que compraré y probaré lo próximo que presenten, de la misma forma que tengo claro que hay todo un sector tóxico al rededor de estos foros que presenten lo que presenten lo valoraran como poco potente, malo y/o infantil.
Y es que en el fondo yo, soy hombre de blancos o negros, y cuando un equipo creativo o un director me ha dado cientos de horas de disfrute o entretenimiento o un estímulo brutal, me convierte en su seguidor y cliente habitual. Compre en edición coleccionista absolutamente todo lo que lanzo Blizzard desde Diablo 2 hasta Overwatch, llegado a ese punto, cruz y nunca nada, y me pueden contar milongas, si la empresa no cambia por completo y hay un proceso de penitencia.
Vamos, que considero el hardware un peaje para acceder a ese contenido, y por el que por cojones voy a tener que pasar tarde o temprano. Ha habido excepciones parciales, la presentación de Wii U me dejo superfrío, y el catálogo de lanzamiento no me pareció interesante, así que viendo que además era cara y no estaba yo en un buen momento económico decidí posponerla y aproveche en su segundo año cuando las tiendas liquidaban el exceso de stock para pillar una mejor de precio. Finalmente, me pareció una consola más que digna, un mando más que cómodo, y un catálogo que acabo siendo muy decente y que si no se hubiera relanzado por completo en Switch valoraríamos algo más.
Me has contado tu vida y me parece perfecto, pero yo solo hablo de la futura consola de nintendo.
Lo que yo haya hecho a lo largo de los años creo que a poca gente le interesa, por eso yo no te lo voy a contar.
Te doy la razón que si compras una consola es porque quieres jugar a los juegos de ella, en eso estoy 100% de acuerdo contigo. Yo razono que si el hardware es mejor, los juegos también serán mejores. Por eso pido algo mas de potencia, no por otra cosa. Luego siempre va a haber compañias que se toquen los huevos a dos manos y no expriman esa potencia (en ps5 estamos hartos de verlo).
Por suerte me encantan los exclusivos de nintendo (Zelda, Mario, etc) y se que ellos si van a aprovechar el hardware al 100% como han hecho siempre, por eso se que si la consola tiene potencia, vamos a ver maravillas en ella.
Yo al contrario que tu, no soy fan de ninguna marca o compañía, ni compro absolutamente todo, solo lo que me gusta y me interesa, tanto de una como de otra. Esto no es un partido político o club de futbol, es un hobby y juego o me informo de lo que me gusta.
Hide_to escribió:BeSalmorejo escribió:Hide_to escribió:
En lo que dices en el primer parágrafo partimos de puntos un poco distintos.
Al menos yo, no actualizo la consola para tener más o menos potencia, de hecho ese fue el caso de Wii U a Switch, sino que la actualizas para poder jugar a lo nuevo que lancen. Claro que les pido una máquina que permita que juegos como el Zelda se vean algo mejor, y especialmente puedan tener más cosas en pantalla, más distancia de visionado y sobretodo menos niebla.
Especialmente en videojuegos, literatura y cine, acostumbro a comprar lo nuevo de esa empresa/creador valorando más de donde vienen que hacia donde van. Y en este caso tengo claro que compraré y probaré lo próximo que presenten, de la misma forma que tengo claro que hay todo un sector tóxico al rededor de estos foros que presenten lo que presenten lo valoraran como poco potente, malo y/o infantil.
Y es que en el fondo yo, soy hombre de blancos o negros, y cuando un equipo creativo o un director me ha dado cientos de horas de disfrute o entretenimiento o un estímulo brutal, me convierte en su seguidor y cliente habitual. Compre en edición coleccionista absolutamente todo lo que lanzo Blizzard desde Diablo 2 hasta Overwatch, llegado a ese punto, cruz y nunca nada, y me pueden contar milongas, si la empresa no cambia por completo y hay un proceso de penitencia.
Vamos, que considero el hardware un peaje para acceder a ese contenido, y por el que por cojones voy a tener que pasar tarde o temprano. Ha habido excepciones parciales, la presentación de Wii U me dejo superfrío, y el catálogo de lanzamiento no me pareció interesante, así que viendo que además era cara y no estaba yo en un buen momento económico decidí posponerla y aproveche en su segundo año cuando las tiendas liquidaban el exceso de stock para pillar una mejor de precio. Finalmente, me pareció una consola más que digna, un mando más que cómodo, y un catálogo que acabo siendo muy decente y que si no se hubiera relanzado por completo en Switch valoraríamos algo más.
Me has contado tu vida y me parece perfecto, pero yo solo hablo de la futura consola de nintendo.
Lo que yo haya hecho a lo largo de los años creo que a poca gente le interesa, por eso yo no te lo voy a contar.
Te doy la razón que si compras una consola es porque quieres jugar a los juegos de ella, en eso estoy 100% de acuerdo contigo. Yo razono que si el hardware es mejor, los juegos también serán mejores. Por eso pido algo mas de potencia, no por otra cosa. Luego siempre va a haber compañias que se toquen los huevos a dos manos y no expriman esa potencia (en ps5 estamos hartos de verlo).
Por suerte me encantan los exclusivos de nintendo (Zelda, Mario, etc) y se que ellos si van a aprovechar el hardware al 100% como han hecho siempre, por eso se que si la consola tiene potencia, vamos a ver maravillas en ella.
Yo al contrario que tu, no soy fan de ninguna marca o compañía, ni compro absolutamente todo, solo lo que me gusta y me interesa, tanto de una como de otra. Esto no es un partido político o club de futbol, es un hobby y juego o me informo de lo que me gusta.
No he pretendido contarte mi vida, más bien explicarte por qué actuó como lo hago con ejemplos, y he partido de tu frase al decirme que si tenía la misma potencia te quedabas con la que tenías (cosa que no me ha parecido lógica, y menos si luego me dices que la compras por los juegos).
El tema es que cuando te acostumbras a la forma de trabajar de un equipo creativo, probando cosas, géneros o títulos que se salen de tu zona de confort o que de entrada no te llamarían la atención, muchas veces te llevas la gran sorpresa. Me paso por ejemplo con Splatoon y me ha pasado con Pikmin 4, y eso es algo que es mucho más fácil de hacer si tienes confianza con el que produce ese producto.
Tampoco te compro la comparación con partidos políticos, pues no entiendo la gente que se compromete con uno muchas veces sin ni siquiera leer su programa electoral, ni tener en cuenta que parte ha cumplido y cuanto ha mentido y ya no entro en el futbol porque no entiendo el seguidismo a un equipo.
sahaquielz escribió:Pero si está claro que switch 2 va a ser más potente que switch1. Entonces ¿por qué discutimos?
Arquero escribió:sahaquielz escribió:Pero si está claro que switch 2 va a ser más potente que switch1. Entonces ¿por qué discutimos?
Y si Nintendo no mete la pata con cualquier tontería como el formato físico de los juegos o con cualquier otra cosa, volverá a ser la mejor consola de la generación como lo es Switch ahora.
Y para evitar malos entendidos, Switch no es mejor por que ha vendido más. Aunque Switch solo hubiera vendido 80 millones de consolas, sería la mejor consola de esta generación igualmente.
segrexarcanus escribió:Palabras de Shuntaro Furukawa en la junta de accionistas: “Switch seguirá siendo el negocio principal de la compañía en 2024”. Hay Switch para rato…
Arquero escribió:sahaquielz escribió:Pero si está claro que switch 2 va a ser más potente que switch1. Entonces ¿por qué discutimos?
Y si Nintendo no mete la pata con cualquier tontería como el formato físico de los juegos o con cualquier otra cosa, volverá a ser la mejor consola de la generación como lo es Switch ahora.
Y para evitar malos entendidos, Switch no es mejor por que ha vendido más. Aunque Switch solo hubiera vendido 80 millones de consolas, sería la mejor consola de esta generación igualmente.
[Traducido automáticamente del JAP al ENG]
The main questions and answers at the financial results briefing (online) are as follows. In addition, some of the contents have been added and modified to make it easier to understand. When quoting a part of the text, please be sure to specify the source of the quotation or link to this file.※
Q1: It has been previously explained that the Nintendo Switch has entered "uncharted territory" in its seventh year of release, but looking back on the year-end sales season, please tell us your assessment of the Nintendo Switch business in the current fiscal year. Also, I would like to know if the strong Nintendo Switch business will affect the timing of the release of new hardware.
A1, President & CEO Shuntaro Furukawa: Last year, when Nintendo Switch celebrated its seventh year of release, in the history of our dedicated game console business, we achieved 15 million units of hardware in the seventh year. We explained that we had entered "uncharted territory" because we had never expected to sell 180 million pieces of software. Against this backdrop, looking back at the sales situation for the fiscal year under review, we believe that hardware sales have been steady since the first half of the fiscal year, and that we were able to achieve some results during the year-end sales season. As a platform that has been on the market for seven years, it has become difficult to increase the number of new customers, but we have explained that we want to continue the momentum of our business by creating a good balance between new demand and multi-unit demand. During this year-end shopping season, there were many new customers, especially those who picked up the Nintendo Switch, which is a good idea for the future Nintendo Switch We see it as a positive factor for business as well. In terms of software, although overall sales were slightly lower than in the same period of the previous year, the company's representative IPs such as "The Legend of Zelda: Tears of the Kingdom," "Pikmin 4," and "Super Mario Bros. Wonder" were recorded in the fiscal year under review. We have released a new title and many customers have played it. I think this year is significant both in terms of continuing to release our own software and in terms of increasing the popularity of these series for the future. As for new hardware, we are constantly researching and developing new hardware and software, but we can't tell you much more than that. In addition, as I have mentioned before, there have been reports and speculations in the media, mainly on the Internet, as if the information were made public by the Company. However, information that is not officially released by the Company may be misleading to customers and investors. We would like you to make an appropriate decision after reading the information we send out on our official website and SNS. It should be noted that the preparation of new hardware is a long-term process that is well planned and processed, so the immediate business situation will not affect such plans.
Q2: In the fiscal year under review, thanks in part to the success of "The Super Mario Bros. Movie," sales of "mobile and IP-related revenues" have been strong, but what was the impact on profitability? Also, from a medium-term perspective, including initiatives other than movies, how do you think sales of "mobile and IP-related revenues" will change?
A2, Furukawa: In the fiscal year under review, in addition to an increase in regular royalty income, sales related to The Super Mario Bros. Movie increased significantly compared to the same period of the previous fiscal year. Some of the revenue associated with a film continues to accrue after its release in theaters, but the majority is box office revenue associated with its cinema screening. Therefore, we believe that the increase in sales of mobile and IP-related revenues in the fiscal year under review was largely due to temporary factors due to the theatrical release of movies. While revenue from mobile apps declined year-over-year, the number of downloads and active users of Super Mario Run and Mario Kart Tour increased, partly due to the effects of movies. In the fiscal year under review, while both hardware and software sales decreased year-on-year, operating income increased. The reason for this is not only the impact of foreign exchange due to the depreciation of the yen, but also the increase in mobile and IP-related revenues. From a medium-term perspective , compared to when we first started our full-scale efforts to expand the number of people who are exposed to Nintendo IP, the amount of royalty income other than movies has also increased and is growing continuously. The top priority in our IP development efforts is to increase the value of Nintendo IP and revitalize the dedicated game console business by creating points of contact with customers. Even in this field, which has grown to its current scale, we would like to work on stable earnings.
Q3: In terms of software sales, despite the release of the popular title "Pokémon Scarlet and Violet" in the same period of the previous year, the number of software sales did not decline much compared to the same period of the previous year. In the three months of Q3 (October ~ December), I think Super Mario Bros. Wonder has made a big contribution, but Super Mario Bros. Specialand Mario Kart 8 Deluxe. Was it supported by the expansion of exposure, including the distribution of movies?
A3, Furukawa: In the fiscal year under review, we launched The Legend of Zelda: Tears of the Kingdom and Pikmin 4 in the first half of the fiscal year, and Super Mario Bros. Wonder released in the third quarter.Sales of the company's new software such as "Super Mario RPG" and "Super Mario RPG" were strong, and sales of Mario-related titles released in the previous fiscal year also increased due to the release of the movie. Compared to the previous fiscal year (fiscal year ending March 2023), when "Splatoon 3" and "Pokémon Scarlet and Violet" were released during the year-end sales season, the overall number of software units sold in the current fiscal year decreased slightly. I think we were able to maintain a certain level of sales. In the year-end sales season under review, "Super Mario Bros. Wonder" was the biggest driver, but at the same time, sales of titles from software makers also increased, and we were able to increase sales in a well-balanced manner between our own and other companies, as well as new titles and classics. Super Mario Bros. Wonder is growing in sales at a faster pace than previous Mario series. In addition to the fact that the content of the game itself has been appreciated by customers, we believe that the fact that it is a title that can be played by two or more people together is also a factor. About half of the players of this title play in multiplayer, and we believe that it matches the need for a large number of people to play together during the year-end season when people gather. In addition, "The Super Mario Bros. Movie" is available for streaming around the world. Even though the theatrical release is over, the number of new Mario movies continues to increase, which is one of the reasons why sales of "Super Mario Bros. Wonder" are strong.
Q4: If we subtract the sales results up to the third quarter from the revised full-year sales forecast, we can calculate that the expected hardware sales volume for the fourth quarter (January ~ March) is less than 1.8 million units. That' s a very low level for the fourth quarter, but do you think it's a reasonable number? Also, I would like to know your thoughts on the expected sales volume of hardware for the next fiscal year.
A4, Furukawa: Hardware sales have generally been in line with our forecast, but based on sales in the third quarter, we have increased our full-year sales forecast by 500,000 units. Our outlook for the fourth quarter is basically unchanged from the beginning of the fiscal year. As the Nintendo Switch enters its eighth year of release, we believe that it will not be easy to maintain the same level of sales as before. We will explain the expected sales volume of hardware for the next fiscal year together with the earnings forecast for the next fiscal year when we announce the full-year financial results for the current fiscal year, but we believe that it will be difficult to increase the sales volume of the Nintendo Switch in the next fiscal year (at the same pace as before), which is basically already in "uncharted territory." However, during this year-end sales season, we were able to get new Nintendo Switch hands for many customers around the world, and we were able to maintain a high level of hardware performance. In the next fiscal year, both our company and our software makers are planning to release many new titles, so we hope to maintain the momentum of the Nintendo Switch business as a whole by continuing to promote the appeal of these new software and released software.
Q5: Since the release of the Nintendo Switch, I think Nintendo's way of thinking about the hardware lifecycle has changed. Please tell us how it differs from past platforms and what you are focusing on as you proceed with the research and development of next-generation consoles.
A5, Furukawa: The big difference between the Nintendo Switch and past platforms is that we have integrated two platforms, a handheld game console and a home console, into one. This allowed us to focus our software development resources on the Nintendo Switch. The fact that we are able to continuously release new software has resulted in a longer life cycle than in the past. For the future, the most important thing for us is to provide entertainment with new fun and surprises that are unique to Nintendo. In order to continue to propose Nintendo's unique entertainment offerings, we believe that the dedicated game console business that integrates hardware and software is the best business at this time, and we will continue to engage in research and development based on this policy. Another difference from past platforms is the Nintendo Switch Even before the game's release, we have been working with DeNA to promote the use of Nintendo Accounts. Nintendo Accounts are an important point of contact for long-term connections with customers, and we believe that they can be used not only during hardware migrations, but also as a means of reconnecting with customers who have been away from games for a while and at some point become interested in Nintendo's unique entertainment proposals. From this point of view, I believe that the importance of Nintendo accounts will not change in the future.
Q6: At the management policy briefing held in November last year, it was mentioned that "The Super Mario Bros. Movie" is being watched by many people even in areas where the dedicated game console business is not widely used. Taking a cue from your success in the movies, are you planning to expand your dedicated game console business in areas where Nintendo Switch is not currently sold in the future?
A6, Furukawa: The Super Mario Bros. Movie is being screened and distributed in the regions where we are playing on Nintendo Switch It is much more extensive than the countries and regions where it is sold. In response to the popularity of "The Super Mario Bros. Movie" in Latin America, especially Mexico, we focused more on Mexico than ever during this year-end sales season. As a result, sales in Mexico increased while overall hardware sales volumes declined. We are also expanding our sales channels in Southeast Asia and are working to make more customers aware of Nintendo. In these regions, we would like to first create connections with customers through Nintendo Switch, and then utilize that foundation for future business.
Q7: I would like to dig a little deeper into the idea that we would like to use the film as an opportunity to expand sales in more "other" regions. I think there are various bottlenecks when developing business in the "other" region, but I would like to know what kind of issues there are and what kind of problems there are and what are the possibilities for drastic solutions. In particular, do you think that the price of hardware is an issue?
A7, Furukawa: In the "Other" region, the price of hardware has become one of the challenges in developing our business, and until now it has been difficult to find a clue in our business development centered on dedicated game consoles, but in the current fiscal year, our IP has been used by another means, namely movies. I had the opportunity to touch it. By utilizing means other than dedicated game consoles, including mobile apps, we are becoming able to engage in activities to let people know about Nintendo in such areas. Last year, we opened pop-up stores in South Korea, Hong Kong, Singapore, and other countries in Japan, and a large number of customers visited and purchased goods. In addition to Universal Studios Japan and Universal Studios Hollywood, Super Nintendo World is scheduled to open in Orlando and Singapore in the U.S. in the future. Even in regions where hardware price has been an issue in the past, we will continue to make various efforts so that people will become familiar with Nintendo through the IP and eventually play on dedicated game consoles, which is our core business.
Q8: Can you tell us if the story of the Legend of Zelda movie will be based on a game that has already been released, or if it will be a completely new story?
A8, Furukawa: In November last year , we announced that we had started planning and developing a live-action movie about The Legend of Zelda. The producers of this film are Shigeru Miyamoto, a Fellow of the Company's Representative Director, and Arad Productions Inc.It will be co-directed by Avi Arad, who has produced a number of blockbuster films. We don't have anything to say today about when the movie will be released or what it will entail, so stay tuned for more information.
Q9: Nintendo seems to have a solid system in terms of both game console initiatives and IP development efforts. However, looking back on the past, I think that external factors such as the advent of other companies' hardware and the expansion of mobile games also had an impact on Nintendo's business. Recently, new forms of entertainment have appeared, and the game itself continues to change. In the external environment surrounding Nintendo's business, are there any risks that we should be particularly aware of in the future?
A9, Furukawa: We always approach our business every day with a great sense of urgency. The generational change in platforms in the game console business is not an easy task. I've had a lot of very difficult experiences after a successful platform, so I don't feel like the current situation is solid at all. In addition, as you pointed out, our business is constantly exposed to fierce competition. In terms of entertainment in general, it is a tough industry where not only video games but also various forms of entertainment compete with each other. Under such circumstances, the need to continue to make unique proposals in the future and become a brand that customers can choose is greater than ever. In order to continue to propose original entertainment that can be enjoyed by customers around the world, we believe that the best course of action at this time is to continue the dedicated game console business that integrates hardware and software. Based on this idea, we are conducting various research and development, but our products, which are not essential for daily life, will not be turned around immediately if they are not interesting. For this reason, we recognize that it is important to continue our efforts to make Nintendo more accessible outside of game consoles, increase the number of customers who support Nintendo IP for a long time, and maintain a connection with our customers.
P: ... Además, me gustaría saber si el fuerte negocio de Nintendo Switch afectará al calendario de lanzamiento del nuevo hardware.
R: ... Cabe señalar que la preparación de nuevo hardware es un proceso a largo plazo que está bien planificado y procesado, por lo que la situación empresarial inmediata no afectará a dichos planes.
davidDVD escribió:Es bastante obvio pensar que en Nintendo buscarán repetir la clave del éxito con lo siguiente... y de paso te cuelo –por enésima vez–el eslogan patentado deque Switch es la mejor
_________
Bueno, ya está el Q&A y comentan que ciertas cosas... os lo dejo.
https://www.nintendo.co.jp/ir/pdf/2024/240207.pdf[Traducido automáticamente del JAP al ENG]
The main questions and answers at the financial results briefing (online) are as follows. In addition, some of the contents have been added and modified to make it easier to understand. When quoting a part of the text, please be sure to specify the source of the quotation or link to this file.※
Q1: It has been previously explained that the Nintendo Switch has entered "uncharted territory" in its seventh year of release, but looking back on the year-end sales season, please tell us your assessment of the Nintendo Switch business in the current fiscal year. Also, I would like to know if the strong Nintendo Switch business will affect the timing of the release of new hardware.
A1, President & CEO Shuntaro Furukawa: Last year, when Nintendo Switch celebrated its seventh year of release, in the history of our dedicated game console business, we achieved 15 million units of hardware in the seventh year. We explained that we had entered "uncharted territory" because we had never expected to sell 180 million pieces of software. Against this backdrop, looking back at the sales situation for the fiscal year under review, we believe that hardware sales have been steady since the first half of the fiscal year, and that we were able to achieve some results during the year-end sales season. As a platform that has been on the market for seven years, it has become difficult to increase the number of new customers, but we have explained that we want to continue the momentum of our business by creating a good balance between new demand and multi-unit demand. During this year-end shopping season, there were many new customers, especially those who picked up the Nintendo Switch, which is a good idea for the future Nintendo Switch We see it as a positive factor for business as well. In terms of software, although overall sales were slightly lower than in the same period of the previous year, the company's representative IPs such as "The Legend of Zelda: Tears of the Kingdom," "Pikmin 4," and "Super Mario Bros. Wonder" were recorded in the fiscal year under review. We have released a new title and many customers have played it. I think this year is significant both in terms of continuing to release our own software and in terms of increasing the popularity of these series for the future. As for new hardware, we are constantly researching and developing new hardware and software, but we can't tell you much more than that. In addition, as I have mentioned before, there have been reports and speculations in the media, mainly on the Internet, as if the information were made public by the Company. However, information that is not officially released by the Company may be misleading to customers and investors. We would like you to make an appropriate decision after reading the information we send out on our official website and SNS. It should be noted that the preparation of new hardware is a long-term process that is well planned and processed, so the immediate business situation will not affect such plans.
Q2: In the fiscal year under review, thanks in part to the success of "The Super Mario Bros. Movie," sales of "mobile and IP-related revenues" have been strong, but what was the impact on profitability? Also, from a medium-term perspective, including initiatives other than movies, how do you think sales of "mobile and IP-related revenues" will change?
A2, Furukawa: In the fiscal year under review, in addition to an increase in regular royalty income, sales related to The Super Mario Bros. Movie increased significantly compared to the same period of the previous fiscal year. Some of the revenue associated with a film continues to accrue after its release in theaters, but the majority is box office revenue associated with its cinema screening. Therefore, we believe that the increase in sales of mobile and IP-related revenues in the fiscal year under review was largely due to temporary factors due to the theatrical release of movies. While revenue from mobile apps declined year-over-year, the number of downloads and active users of Super Mario Run and Mario Kart Tour increased, partly due to the effects of movies. In the fiscal year under review, while both hardware and software sales decreased year-on-year, operating income increased. The reason for this is not only the impact of foreign exchange due to the depreciation of the yen, but also the increase in mobile and IP-related revenues. From a medium-term perspective , compared to when we first started our full-scale efforts to expand the number of people who are exposed to Nintendo IP, the amount of royalty income other than movies has also increased and is growing continuously. The top priority in our IP development efforts is to increase the value of Nintendo IP and revitalize the dedicated game console business by creating points of contact with customers. Even in this field, which has grown to its current scale, we would like to work on stable earnings.
Q3: In terms of software sales, despite the release of the popular title "Pokémon Scarlet and Violet" in the same period of the previous year, the number of software sales did not decline much compared to the same period of the previous year. In the three months of Q3 (October ~ December), I think Super Mario Bros. Wonder has made a big contribution, but Super Mario Bros. Specialand Mario Kart 8 Deluxe. Was it supported by the expansion of exposure, including the distribution of movies?
A3, Furukawa: In the fiscal year under review, we launched The Legend of Zelda: Tears of the Kingdom and Pikmin 4 in the first half of the fiscal year, and Super Mario Bros. Wonder released in the third quarter.Sales of the company's new software such as "Super Mario RPG" and "Super Mario RPG" were strong, and sales of Mario-related titles released in the previous fiscal year also increased due to the release of the movie. Compared to the previous fiscal year (fiscal year ending March 2023), when "Splatoon 3" and "Pokémon Scarlet and Violet" were released during the year-end sales season, the overall number of software units sold in the current fiscal year decreased slightly. I think we were able to maintain a certain level of sales. In the year-end sales season under review, "Super Mario Bros. Wonder" was the biggest driver, but at the same time, sales of titles from software makers also increased, and we were able to increase sales in a well-balanced manner between our own and other companies, as well as new titles and classics. Super Mario Bros. Wonder is growing in sales at a faster pace than previous Mario series. In addition to the fact that the content of the game itself has been appreciated by customers, we believe that the fact that it is a title that can be played by two or more people together is also a factor. About half of the players of this title play in multiplayer, and we believe that it matches the need for a large number of people to play together during the year-end season when people gather. In addition, "The Super Mario Bros. Movie" is available for streaming around the world. Even though the theatrical release is over, the number of new Mario movies continues to increase, which is one of the reasons why sales of "Super Mario Bros. Wonder" are strong.
Q4: If we subtract the sales results up to the third quarter from the revised full-year sales forecast, we can calculate that the expected hardware sales volume for the fourth quarter (January ~ March) is less than 1.8 million units. That' s a very low level for the fourth quarter, but do you think it's a reasonable number? Also, I would like to know your thoughts on the expected sales volume of hardware for the next fiscal year.
A4, Furukawa: Hardware sales have generally been in line with our forecast, but based on sales in the third quarter, we have increased our full-year sales forecast by 500,000 units. Our outlook for the fourth quarter is basically unchanged from the beginning of the fiscal year. As the Nintendo Switch enters its eighth year of release, we believe that it will not be easy to maintain the same level of sales as before. We will explain the expected sales volume of hardware for the next fiscal year together with the earnings forecast for the next fiscal year when we announce the full-year financial results for the current fiscal year, but we believe that it will be difficult to increase the sales volume of the Nintendo Switch in the next fiscal year (at the same pace as before), which is basically already in "uncharted territory." However, during this year-end sales season, we were able to get new Nintendo Switch hands for many customers around the world, and we were able to maintain a high level of hardware performance. In the next fiscal year, both our company and our software makers are planning to release many new titles, so we hope to maintain the momentum of the Nintendo Switch business as a whole by continuing to promote the appeal of these new software and released software.
Q5: Since the release of the Nintendo Switch, I think Nintendo's way of thinking about the hardware lifecycle has changed. Please tell us how it differs from past platforms and what you are focusing on as you proceed with the research and development of next-generation consoles.
A5, Furukawa: The big difference between the Nintendo Switch and past platforms is that we have integrated two platforms, a handheld game console and a home console, into one. This allowed us to focus our software development resources on the Nintendo Switch. The fact that we are able to continuously release new software has resulted in a longer life cycle than in the past. For the future, the most important thing for us is to provide entertainment with new fun and surprises that are unique to Nintendo. In order to continue to propose Nintendo's unique entertainment offerings, we believe that the dedicated game console business that integrates hardware and software is the best business at this time, and we will continue to engage in research and development based on this policy. Another difference from past platforms is the Nintendo Switch Even before the game's release, we have been working with DeNA to promote the use of Nintendo Accounts. Nintendo Accounts are an important point of contact for long-term connections with customers, and we believe that they can be used not only during hardware migrations, but also as a means of reconnecting with customers who have been away from games for a while and at some point become interested in Nintendo's unique entertainment proposals. From this point of view, I believe that the importance of Nintendo accounts will not change in the future.
Q6: At the management policy briefing held in November last year, it was mentioned that "The Super Mario Bros. Movie" is being watched by many people even in areas where the dedicated game console business is not widely used. Taking a cue from your success in the movies, are you planning to expand your dedicated game console business in areas where Nintendo Switch is not currently sold in the future?
A6, Furukawa: The Super Mario Bros. Movie is being screened and distributed in the regions where we are playing on Nintendo Switch It is much more extensive than the countries and regions where it is sold. In response to the popularity of "The Super Mario Bros. Movie" in Latin America, especially Mexico, we focused more on Mexico than ever during this year-end sales season. As a result, sales in Mexico increased while overall hardware sales volumes declined. We are also expanding our sales channels in Southeast Asia and are working to make more customers aware of Nintendo. In these regions, we would like to first create connections with customers through Nintendo Switch, and then utilize that foundation for future business.
Q7: I would like to dig a little deeper into the idea that we would like to use the film as an opportunity to expand sales in more "other" regions. I think there are various bottlenecks when developing business in the "other" region, but I would like to know what kind of issues there are and what kind of problems there are and what are the possibilities for drastic solutions. In particular, do you think that the price of hardware is an issue?
A7, Furukawa: In the "Other" region, the price of hardware has become one of the challenges in developing our business, and until now it has been difficult to find a clue in our business development centered on dedicated game consoles, but in the current fiscal year, our IP has been used by another means, namely movies. I had the opportunity to touch it. By utilizing means other than dedicated game consoles, including mobile apps, we are becoming able to engage in activities to let people know about Nintendo in such areas. Last year, we opened pop-up stores in South Korea, Hong Kong, Singapore, and other countries in Japan, and a large number of customers visited and purchased goods. In addition to Universal Studios Japan and Universal Studios Hollywood, Super Nintendo World is scheduled to open in Orlando and Singapore in the U.S. in the future. Even in regions where hardware price has been an issue in the past, we will continue to make various efforts so that people will become familiar with Nintendo through the IP and eventually play on dedicated game consoles, which is our core business.
Q8: Can you tell us if the story of the Legend of Zelda movie will be based on a game that has already been released, or if it will be a completely new story?
A8, Furukawa: In November last year , we announced that we had started planning and developing a live-action movie about The Legend of Zelda. The producers of this film are Shigeru Miyamoto, a Fellow of the Company's Representative Director, and Arad Productions Inc.It will be co-directed by Avi Arad, who has produced a number of blockbuster films. We don't have anything to say today about when the movie will be released or what it will entail, so stay tuned for more information.
Q9: Nintendo seems to have a solid system in terms of both game console initiatives and IP development efforts. However, looking back on the past, I think that external factors such as the advent of other companies' hardware and the expansion of mobile games also had an impact on Nintendo's business. Recently, new forms of entertainment have appeared, and the game itself continues to change. In the external environment surrounding Nintendo's business, are there any risks that we should be particularly aware of in the future?
A9, Furukawa: We always approach our business every day with a great sense of urgency. The generational change in platforms in the game console business is not an easy task. I've had a lot of very difficult experiences after a successful platform, so I don't feel like the current situation is solid at all. In addition, as you pointed out, our business is constantly exposed to fierce competition. In terms of entertainment in general, it is a tough industry where not only video games but also various forms of entertainment compete with each other. Under such circumstances, the need to continue to make unique proposals in the future and become a brand that customers can choose is greater than ever. In order to continue to propose original entertainment that can be enjoyed by customers around the world, we believe that the best course of action at this time is to continue the dedicated game console business that integrates hardware and software. Based on this idea, we are conducting various research and development, but our products, which are not essential for daily life, will not be turned around immediately if they are not interesting. For this reason, we recognize that it is important to continue our efforts to make Nintendo more accessible outside of game consoles, increase the number of customers who support Nintendo IP for a long time, and maintain a connection with our customers.P: ... Además, me gustaría saber si el fuerte negocio de Nintendo Switch afectará al calendario de lanzamiento del nuevo hardware.
R: ... Cabe señalar que la preparación de nuevo hardware es un proceso a largo plazo que está bien planificado y procesado, por lo que la situación empresarial inmediata no afectará a dichos planes.
Y reitera que la transición de cuentas se haría con facilidad...
tualotuyo escribió:Pues a mi lo de que se iban a centrar en Switch en el año fiscal 2024 me hace pensar que hasta marzo 2025 no hay consola. A no ser que la nueva pertenezca a la familia switch y la que tenemos ahora convivirá más de lo que creemos con la nueva...
Esto es más divertido que un scape room xD
davidDVD escribió:Es bastante obvio pensar que en Nintendo buscarán repetir la clave del éxito con lo siguiente... y de paso te cuelo –por enésima vez–el eslogan patentado deque Switch es la mejor
_________
Bueno, ya está el Q&A y comentan que ciertas cosas... os lo dejo.
https://www.nintendo.co.jp/ir/pdf/2024/240207.pdf[Traducido automáticamente del JAP al ENG]
The main questions and answers at the financial results briefing (online) are as follows. In addition, some of the contents have been added and modified to make it easier to understand. When quoting a part of the text, please be sure to specify the source of the quotation or link to this file.※
Q1: It has been previously explained that the Nintendo Switch has entered "uncharted territory" in its seventh year of release, but looking back on the year-end sales season, please tell us your assessment of the Nintendo Switch business in the current fiscal year. Also, I would like to know if the strong Nintendo Switch business will affect the timing of the release of new hardware.
A1, President & CEO Shuntaro Furukawa: Last year, when Nintendo Switch celebrated its seventh year of release, in the history of our dedicated game console business, we achieved 15 million units of hardware in the seventh year. We explained that we had entered "uncharted territory" because we had never expected to sell 180 million pieces of software. Against this backdrop, looking back at the sales situation for the fiscal year under review, we believe that hardware sales have been steady since the first half of the fiscal year, and that we were able to achieve some results during the year-end sales season. As a platform that has been on the market for seven years, it has become difficult to increase the number of new customers, but we have explained that we want to continue the momentum of our business by creating a good balance between new demand and multi-unit demand. During this year-end shopping season, there were many new customers, especially those who picked up the Nintendo Switch, which is a good idea for the future Nintendo Switch We see it as a positive factor for business as well. In terms of software, although overall sales were slightly lower than in the same period of the previous year, the company's representative IPs such as "The Legend of Zelda: Tears of the Kingdom," "Pikmin 4," and "Super Mario Bros. Wonder" were recorded in the fiscal year under review. We have released a new title and many customers have played it. I think this year is significant both in terms of continuing to release our own software and in terms of increasing the popularity of these series for the future. As for new hardware, we are constantly researching and developing new hardware and software, but we can't tell you much more than that. In addition, as I have mentioned before, there have been reports and speculations in the media, mainly on the Internet, as if the information were made public by the Company. However, information that is not officially released by the Company may be misleading to customers and investors. We would like you to make an appropriate decision after reading the information we send out on our official website and SNS. It should be noted that the preparation of new hardware is a long-term process that is well planned and processed, so the immediate business situation will not affect such plans.
Q2: In the fiscal year under review, thanks in part to the success of "The Super Mario Bros. Movie," sales of "mobile and IP-related revenues" have been strong, but what was the impact on profitability? Also, from a medium-term perspective, including initiatives other than movies, how do you think sales of "mobile and IP-related revenues" will change?
A2, Furukawa: In the fiscal year under review, in addition to an increase in regular royalty income, sales related to The Super Mario Bros. Movie increased significantly compared to the same period of the previous fiscal year. Some of the revenue associated with a film continues to accrue after its release in theaters, but the majority is box office revenue associated with its cinema screening. Therefore, we believe that the increase in sales of mobile and IP-related revenues in the fiscal year under review was largely due to temporary factors due to the theatrical release of movies. While revenue from mobile apps declined year-over-year, the number of downloads and active users of Super Mario Run and Mario Kart Tour increased, partly due to the effects of movies. In the fiscal year under review, while both hardware and software sales decreased year-on-year, operating income increased. The reason for this is not only the impact of foreign exchange due to the depreciation of the yen, but also the increase in mobile and IP-related revenues. From a medium-term perspective , compared to when we first started our full-scale efforts to expand the number of people who are exposed to Nintendo IP, the amount of royalty income other than movies has also increased and is growing continuously. The top priority in our IP development efforts is to increase the value of Nintendo IP and revitalize the dedicated game console business by creating points of contact with customers. Even in this field, which has grown to its current scale, we would like to work on stable earnings.
Q3: In terms of software sales, despite the release of the popular title "Pokémon Scarlet and Violet" in the same period of the previous year, the number of software sales did not decline much compared to the same period of the previous year. In the three months of Q3 (October ~ December), I think Super Mario Bros. Wonder has made a big contribution, but Super Mario Bros. Specialand Mario Kart 8 Deluxe. Was it supported by the expansion of exposure, including the distribution of movies?
A3, Furukawa: In the fiscal year under review, we launched The Legend of Zelda: Tears of the Kingdom and Pikmin 4 in the first half of the fiscal year, and Super Mario Bros. Wonder released in the third quarter.Sales of the company's new software such as "Super Mario RPG" and "Super Mario RPG" were strong, and sales of Mario-related titles released in the previous fiscal year also increased due to the release of the movie. Compared to the previous fiscal year (fiscal year ending March 2023), when "Splatoon 3" and "Pokémon Scarlet and Violet" were released during the year-end sales season, the overall number of software units sold in the current fiscal year decreased slightly. I think we were able to maintain a certain level of sales. In the year-end sales season under review, "Super Mario Bros. Wonder" was the biggest driver, but at the same time, sales of titles from software makers also increased, and we were able to increase sales in a well-balanced manner between our own and other companies, as well as new titles and classics. Super Mario Bros. Wonder is growing in sales at a faster pace than previous Mario series. In addition to the fact that the content of the game itself has been appreciated by customers, we believe that the fact that it is a title that can be played by two or more people together is also a factor. About half of the players of this title play in multiplayer, and we believe that it matches the need for a large number of people to play together during the year-end season when people gather. In addition, "The Super Mario Bros. Movie" is available for streaming around the world. Even though the theatrical release is over, the number of new Mario movies continues to increase, which is one of the reasons why sales of "Super Mario Bros. Wonder" are strong.
Q4: If we subtract the sales results up to the third quarter from the revised full-year sales forecast, we can calculate that the expected hardware sales volume for the fourth quarter (January ~ March) is less than 1.8 million units. That' s a very low level for the fourth quarter, but do you think it's a reasonable number? Also, I would like to know your thoughts on the expected sales volume of hardware for the next fiscal year.
A4, Furukawa: Hardware sales have generally been in line with our forecast, but based on sales in the third quarter, we have increased our full-year sales forecast by 500,000 units. Our outlook for the fourth quarter is basically unchanged from the beginning of the fiscal year. As the Nintendo Switch enters its eighth year of release, we believe that it will not be easy to maintain the same level of sales as before. We will explain the expected sales volume of hardware for the next fiscal year together with the earnings forecast for the next fiscal year when we announce the full-year financial results for the current fiscal year, but we believe that it will be difficult to increase the sales volume of the Nintendo Switch in the next fiscal year (at the same pace as before), which is basically already in "uncharted territory." However, during this year-end sales season, we were able to get new Nintendo Switch hands for many customers around the world, and we were able to maintain a high level of hardware performance. In the next fiscal year, both our company and our software makers are planning to release many new titles, so we hope to maintain the momentum of the Nintendo Switch business as a whole by continuing to promote the appeal of these new software and released software.
Q5: Since the release of the Nintendo Switch, I think Nintendo's way of thinking about the hardware lifecycle has changed. Please tell us how it differs from past platforms and what you are focusing on as you proceed with the research and development of next-generation consoles.
A5, Furukawa: The big difference between the Nintendo Switch and past platforms is that we have integrated two platforms, a handheld game console and a home console, into one. This allowed us to focus our software development resources on the Nintendo Switch. The fact that we are able to continuously release new software has resulted in a longer life cycle than in the past. For the future, the most important thing for us is to provide entertainment with new fun and surprises that are unique to Nintendo. In order to continue to propose Nintendo's unique entertainment offerings, we believe that the dedicated game console business that integrates hardware and software is the best business at this time, and we will continue to engage in research and development based on this policy. Another difference from past platforms is the Nintendo Switch Even before the game's release, we have been working with DeNA to promote the use of Nintendo Accounts. Nintendo Accounts are an important point of contact for long-term connections with customers, and we believe that they can be used not only during hardware migrations, but also as a means of reconnecting with customers who have been away from games for a while and at some point become interested in Nintendo's unique entertainment proposals. From this point of view, I believe that the importance of Nintendo accounts will not change in the future.
Q6: At the management policy briefing held in November last year, it was mentioned that "The Super Mario Bros. Movie" is being watched by many people even in areas where the dedicated game console business is not widely used. Taking a cue from your success in the movies, are you planning to expand your dedicated game console business in areas where Nintendo Switch is not currently sold in the future?
A6, Furukawa: The Super Mario Bros. Movie is being screened and distributed in the regions where we are playing on Nintendo Switch It is much more extensive than the countries and regions where it is sold. In response to the popularity of "The Super Mario Bros. Movie" in Latin America, especially Mexico, we focused more on Mexico than ever during this year-end sales season. As a result, sales in Mexico increased while overall hardware sales volumes declined. We are also expanding our sales channels in Southeast Asia and are working to make more customers aware of Nintendo. In these regions, we would like to first create connections with customers through Nintendo Switch, and then utilize that foundation for future business.
Q7: I would like to dig a little deeper into the idea that we would like to use the film as an opportunity to expand sales in more "other" regions. I think there are various bottlenecks when developing business in the "other" region, but I would like to know what kind of issues there are and what kind of problems there are and what are the possibilities for drastic solutions. In particular, do you think that the price of hardware is an issue?
A7, Furukawa: In the "Other" region, the price of hardware has become one of the challenges in developing our business, and until now it has been difficult to find a clue in our business development centered on dedicated game consoles, but in the current fiscal year, our IP has been used by another means, namely movies. I had the opportunity to touch it. By utilizing means other than dedicated game consoles, including mobile apps, we are becoming able to engage in activities to let people know about Nintendo in such areas. Last year, we opened pop-up stores in South Korea, Hong Kong, Singapore, and other countries in Japan, and a large number of customers visited and purchased goods. In addition to Universal Studios Japan and Universal Studios Hollywood, Super Nintendo World is scheduled to open in Orlando and Singapore in the U.S. in the future. Even in regions where hardware price has been an issue in the past, we will continue to make various efforts so that people will become familiar with Nintendo through the IP and eventually play on dedicated game consoles, which is our core business.
Q8: Can you tell us if the story of the Legend of Zelda movie will be based on a game that has already been released, or if it will be a completely new story?
A8, Furukawa: In November last year , we announced that we had started planning and developing a live-action movie about The Legend of Zelda. The producers of this film are Shigeru Miyamoto, a Fellow of the Company's Representative Director, and Arad Productions Inc.It will be co-directed by Avi Arad, who has produced a number of blockbuster films. We don't have anything to say today about when the movie will be released or what it will entail, so stay tuned for more information.
Q9: Nintendo seems to have a solid system in terms of both game console initiatives and IP development efforts. However, looking back on the past, I think that external factors such as the advent of other companies' hardware and the expansion of mobile games also had an impact on Nintendo's business. Recently, new forms of entertainment have appeared, and the game itself continues to change. In the external environment surrounding Nintendo's business, are there any risks that we should be particularly aware of in the future?
A9, Furukawa: We always approach our business every day with a great sense of urgency. The generational change in platforms in the game console business is not an easy task. I've had a lot of very difficult experiences after a successful platform, so I don't feel like the current situation is solid at all. In addition, as you pointed out, our business is constantly exposed to fierce competition. In terms of entertainment in general, it is a tough industry where not only video games but also various forms of entertainment compete with each other. Under such circumstances, the need to continue to make unique proposals in the future and become a brand that customers can choose is greater than ever. In order to continue to propose original entertainment that can be enjoyed by customers around the world, we believe that the best course of action at this time is to continue the dedicated game console business that integrates hardware and software. Based on this idea, we are conducting various research and development, but our products, which are not essential for daily life, will not be turned around immediately if they are not interesting. For this reason, we recognize that it is important to continue our efforts to make Nintendo more accessible outside of game consoles, increase the number of customers who support Nintendo IP for a long time, and maintain a connection with our customers.P: ... Además, me gustaría saber si el fuerte negocio de Nintendo Switch afectará al calendario de lanzamiento del nuevo hardware.
R: ... Cabe señalar que la preparación de nuevo hardware es un proceso a largo plazo que está bien planificado y procesado, por lo que la situación empresarial inmediata no afectará a dichos planes.
Y reitera que la transición de cuentas se haría con facilidad...
sahaquielz escribió:davidDVD escribió:Es bastante obvio pensar que en Nintendo buscarán repetir la clave del éxito con lo siguiente... y de paso te cuelo –por enésima vez–el eslogan patentado deque Switch es la mejor
_________
Bueno, ya está el Q&A y comentan que ciertas cosas... os lo dejo.
https://www.nintendo.co.jp/ir/pdf/2024/240207.pdf[Traducido automáticamente del JAP al ENG]
The main questions and answers at the financial results briefing (online) are as follows. In addition, some of the contents have been added and modified to make it easier to understand. When quoting a part of the text, please be sure to specify the source of the quotation or link to this file.※
Q1: It has been previously explained that the Nintendo Switch has entered "uncharted territory" in its seventh year of release, but looking back on the year-end sales season, please tell us your assessment of the Nintendo Switch business in the current fiscal year. Also, I would like to know if the strong Nintendo Switch business will affect the timing of the release of new hardware.
A1, President & CEO Shuntaro Furukawa: Last year, when Nintendo Switch celebrated its seventh year of release, in the history of our dedicated game console business, we achieved 15 million units of hardware in the seventh year. We explained that we had entered "uncharted territory" because we had never expected to sell 180 million pieces of software. Against this backdrop, looking back at the sales situation for the fiscal year under review, we believe that hardware sales have been steady since the first half of the fiscal year, and that we were able to achieve some results during the year-end sales season. As a platform that has been on the market for seven years, it has become difficult to increase the number of new customers, but we have explained that we want to continue the momentum of our business by creating a good balance between new demand and multi-unit demand. During this year-end shopping season, there were many new customers, especially those who picked up the Nintendo Switch, which is a good idea for the future Nintendo Switch We see it as a positive factor for business as well. In terms of software, although overall sales were slightly lower than in the same period of the previous year, the company's representative IPs such as "The Legend of Zelda: Tears of the Kingdom," "Pikmin 4," and "Super Mario Bros. Wonder" were recorded in the fiscal year under review. We have released a new title and many customers have played it. I think this year is significant both in terms of continuing to release our own software and in terms of increasing the popularity of these series for the future. As for new hardware, we are constantly researching and developing new hardware and software, but we can't tell you much more than that. In addition, as I have mentioned before, there have been reports and speculations in the media, mainly on the Internet, as if the information were made public by the Company. However, information that is not officially released by the Company may be misleading to customers and investors. We would like you to make an appropriate decision after reading the information we send out on our official website and SNS. It should be noted that the preparation of new hardware is a long-term process that is well planned and processed, so the immediate business situation will not affect such plans.
Q2: In the fiscal year under review, thanks in part to the success of "The Super Mario Bros. Movie," sales of "mobile and IP-related revenues" have been strong, but what was the impact on profitability? Also, from a medium-term perspective, including initiatives other than movies, how do you think sales of "mobile and IP-related revenues" will change?
A2, Furukawa: In the fiscal year under review, in addition to an increase in regular royalty income, sales related to The Super Mario Bros. Movie increased significantly compared to the same period of the previous fiscal year. Some of the revenue associated with a film continues to accrue after its release in theaters, but the majority is box office revenue associated with its cinema screening. Therefore, we believe that the increase in sales of mobile and IP-related revenues in the fiscal year under review was largely due to temporary factors due to the theatrical release of movies. While revenue from mobile apps declined year-over-year, the number of downloads and active users of Super Mario Run and Mario Kart Tour increased, partly due to the effects of movies. In the fiscal year under review, while both hardware and software sales decreased year-on-year, operating income increased. The reason for this is not only the impact of foreign exchange due to the depreciation of the yen, but also the increase in mobile and IP-related revenues. From a medium-term perspective , compared to when we first started our full-scale efforts to expand the number of people who are exposed to Nintendo IP, the amount of royalty income other than movies has also increased and is growing continuously. The top priority in our IP development efforts is to increase the value of Nintendo IP and revitalize the dedicated game console business by creating points of contact with customers. Even in this field, which has grown to its current scale, we would like to work on stable earnings.
Q3: In terms of software sales, despite the release of the popular title "Pokémon Scarlet and Violet" in the same period of the previous year, the number of software sales did not decline much compared to the same period of the previous year. In the three months of Q3 (October ~ December), I think Super Mario Bros. Wonder has made a big contribution, but Super Mario Bros. Specialand Mario Kart 8 Deluxe. Was it supported by the expansion of exposure, including the distribution of movies?
A3, Furukawa: In the fiscal year under review, we launched The Legend of Zelda: Tears of the Kingdom and Pikmin 4 in the first half of the fiscal year, and Super Mario Bros. Wonder released in the third quarter.Sales of the company's new software such as "Super Mario RPG" and "Super Mario RPG" were strong, and sales of Mario-related titles released in the previous fiscal year also increased due to the release of the movie. Compared to the previous fiscal year (fiscal year ending March 2023), when "Splatoon 3" and "Pokémon Scarlet and Violet" were released during the year-end sales season, the overall number of software units sold in the current fiscal year decreased slightly. I think we were able to maintain a certain level of sales. In the year-end sales season under review, "Super Mario Bros. Wonder" was the biggest driver, but at the same time, sales of titles from software makers also increased, and we were able to increase sales in a well-balanced manner between our own and other companies, as well as new titles and classics. Super Mario Bros. Wonder is growing in sales at a faster pace than previous Mario series. In addition to the fact that the content of the game itself has been appreciated by customers, we believe that the fact that it is a title that can be played by two or more people together is also a factor. About half of the players of this title play in multiplayer, and we believe that it matches the need for a large number of people to play together during the year-end season when people gather. In addition, "The Super Mario Bros. Movie" is available for streaming around the world. Even though the theatrical release is over, the number of new Mario movies continues to increase, which is one of the reasons why sales of "Super Mario Bros. Wonder" are strong.
Q4: If we subtract the sales results up to the third quarter from the revised full-year sales forecast, we can calculate that the expected hardware sales volume for the fourth quarter (January ~ March) is less than 1.8 million units. That' s a very low level for the fourth quarter, but do you think it's a reasonable number? Also, I would like to know your thoughts on the expected sales volume of hardware for the next fiscal year.
A4, Furukawa: Hardware sales have generally been in line with our forecast, but based on sales in the third quarter, we have increased our full-year sales forecast by 500,000 units. Our outlook for the fourth quarter is basically unchanged from the beginning of the fiscal year. As the Nintendo Switch enters its eighth year of release, we believe that it will not be easy to maintain the same level of sales as before. We will explain the expected sales volume of hardware for the next fiscal year together with the earnings forecast for the next fiscal year when we announce the full-year financial results for the current fiscal year, but we believe that it will be difficult to increase the sales volume of the Nintendo Switch in the next fiscal year (at the same pace as before), which is basically already in "uncharted territory." However, during this year-end sales season, we were able to get new Nintendo Switch hands for many customers around the world, and we were able to maintain a high level of hardware performance. In the next fiscal year, both our company and our software makers are planning to release many new titles, so we hope to maintain the momentum of the Nintendo Switch business as a whole by continuing to promote the appeal of these new software and released software.
Q5: Since the release of the Nintendo Switch, I think Nintendo's way of thinking about the hardware lifecycle has changed. Please tell us how it differs from past platforms and what you are focusing on as you proceed with the research and development of next-generation consoles.
A5, Furukawa: The big difference between the Nintendo Switch and past platforms is that we have integrated two platforms, a handheld game console and a home console, into one. This allowed us to focus our software development resources on the Nintendo Switch. The fact that we are able to continuously release new software has resulted in a longer life cycle than in the past. For the future, the most important thing for us is to provide entertainment with new fun and surprises that are unique to Nintendo. In order to continue to propose Nintendo's unique entertainment offerings, we believe that the dedicated game console business that integrates hardware and software is the best business at this time, and we will continue to engage in research and development based on this policy. Another difference from past platforms is the Nintendo Switch Even before the game's release, we have been working with DeNA to promote the use of Nintendo Accounts. Nintendo Accounts are an important point of contact for long-term connections with customers, and we believe that they can be used not only during hardware migrations, but also as a means of reconnecting with customers who have been away from games for a while and at some point become interested in Nintendo's unique entertainment proposals. From this point of view, I believe that the importance of Nintendo accounts will not change in the future.
Q6: At the management policy briefing held in November last year, it was mentioned that "The Super Mario Bros. Movie" is being watched by many people even in areas where the dedicated game console business is not widely used. Taking a cue from your success in the movies, are you planning to expand your dedicated game console business in areas where Nintendo Switch is not currently sold in the future?
A6, Furukawa: The Super Mario Bros. Movie is being screened and distributed in the regions where we are playing on Nintendo Switch It is much more extensive than the countries and regions where it is sold. In response to the popularity of "The Super Mario Bros. Movie" in Latin America, especially Mexico, we focused more on Mexico than ever during this year-end sales season. As a result, sales in Mexico increased while overall hardware sales volumes declined. We are also expanding our sales channels in Southeast Asia and are working to make more customers aware of Nintendo. In these regions, we would like to first create connections with customers through Nintendo Switch, and then utilize that foundation for future business.
Q7: I would like to dig a little deeper into the idea that we would like to use the film as an opportunity to expand sales in more "other" regions. I think there are various bottlenecks when developing business in the "other" region, but I would like to know what kind of issues there are and what kind of problems there are and what are the possibilities for drastic solutions. In particular, do you think that the price of hardware is an issue?
A7, Furukawa: In the "Other" region, the price of hardware has become one of the challenges in developing our business, and until now it has been difficult to find a clue in our business development centered on dedicated game consoles, but in the current fiscal year, our IP has been used by another means, namely movies. I had the opportunity to touch it. By utilizing means other than dedicated game consoles, including mobile apps, we are becoming able to engage in activities to let people know about Nintendo in such areas. Last year, we opened pop-up stores in South Korea, Hong Kong, Singapore, and other countries in Japan, and a large number of customers visited and purchased goods. In addition to Universal Studios Japan and Universal Studios Hollywood, Super Nintendo World is scheduled to open in Orlando and Singapore in the U.S. in the future. Even in regions where hardware price has been an issue in the past, we will continue to make various efforts so that people will become familiar with Nintendo through the IP and eventually play on dedicated game consoles, which is our core business.
Q8: Can you tell us if the story of the Legend of Zelda movie will be based on a game that has already been released, or if it will be a completely new story?
A8, Furukawa: In November last year , we announced that we had started planning and developing a live-action movie about The Legend of Zelda. The producers of this film are Shigeru Miyamoto, a Fellow of the Company's Representative Director, and Arad Productions Inc.It will be co-directed by Avi Arad, who has produced a number of blockbuster films. We don't have anything to say today about when the movie will be released or what it will entail, so stay tuned for more information.
Q9: Nintendo seems to have a solid system in terms of both game console initiatives and IP development efforts. However, looking back on the past, I think that external factors such as the advent of other companies' hardware and the expansion of mobile games also had an impact on Nintendo's business. Recently, new forms of entertainment have appeared, and the game itself continues to change. In the external environment surrounding Nintendo's business, are there any risks that we should be particularly aware of in the future?
A9, Furukawa: We always approach our business every day with a great sense of urgency. The generational change in platforms in the game console business is not an easy task. I've had a lot of very difficult experiences after a successful platform, so I don't feel like the current situation is solid at all. In addition, as you pointed out, our business is constantly exposed to fierce competition. In terms of entertainment in general, it is a tough industry where not only video games but also various forms of entertainment compete with each other. Under such circumstances, the need to continue to make unique proposals in the future and become a brand that customers can choose is greater than ever. In order to continue to propose original entertainment that can be enjoyed by customers around the world, we believe that the best course of action at this time is to continue the dedicated game console business that integrates hardware and software. Based on this idea, we are conducting various research and development, but our products, which are not essential for daily life, will not be turned around immediately if they are not interesting. For this reason, we recognize that it is important to continue our efforts to make Nintendo more accessible outside of game consoles, increase the number of customers who support Nintendo IP for a long time, and maintain a connection with our customers.P: ... Además, me gustaría saber si el fuerte negocio de Nintendo Switch afectará al calendario de lanzamiento del nuevo hardware.
R: ... Cabe señalar que la preparación de nuevo hardware es un proceso a largo plazo que está bien planificado y procesado, por lo que la situación empresarial inmediata no afectará a dichos planes.
Y reitera que la transición de cuentas se haría con facilidad...
Gracias por traernos las respuestas.
Para tranquilidad de todos queda claro que nintendo no planea las consolas en unas semanas. No depende de lo que se diga en twiter o en los foros. El lanzamiento de switch 2 lleva años planeándose como es lógico.