[Ventas] Nintendo Switch: 22,86 millones, supera a GC - Resumen de la reunión
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[Imagen: bundle_color_console.jpg]

Nintendo ha confirmado que Switch ha alcanzado los 22,86 millones de consolas vendidas a fecha del 30 de septiembre.

Durante el último trimestre -1 de julio al 30 de septiembre- se vendieron 3,19 millones de Switch y 24,17 millones de juegos para la consola. La compañía no ha modificado su previsión de alcanzar 20 millones en este año fiscal.

Como anécdota, este dato supone que en menos de dos años Switch ha superado las ventas de Gamecube -21,74 millones-, la consola de 128 bits lanzada en Japón en 2001. La próxima meta a alcanzar dentro de las consolas de la compañía serían los 32,93 millones conseguidos por Nintendo 64.

En cuanto a Nintendo 3DS, el total de consolas es de 73,53 millones, con 371,16 millones de juegos vendidos.

También se han revelado los diez juegos más vendidos de Switch.

Los últimos datos, a fecha del 30 de septiembre, son:

1. Super Mario Odyssey – 12,17 millones
2. Mario Kart 8 Deluxe – 11,71 millones
3. The Legend of Zelda: Breath of the Wild – 10,28 millones
4. Splatoon 2 – 7,47 millones
5. 1-2 Switch – 2,64 millones
6. Mario Tennis Aces – 2,16 millones
7. ARMS – 2,10 millones
8. Kirby: Star Allies – 2,10 millones
9. Donkey Kong Country: Tropical Freeze – 1,67 millones
10. Xenoblade Chronicles 2 – 1,53 millones

Más de la mitad de los usuarios de la consola ha adquirido Super Mario Odyssey.

En total, se han vendido más de 111,10 millones de juegos en Switch desde su lanzamiento, el 3 de marzo de 2017.


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Más datos:

Nintendo has announced its financial results for the six month period ended September 30, 2018. We’ll be rounding up all of the important pieces of information from the report below.


Net Sales
Cumulative: ¥388,905 million (~$ billion),
%4.0 increase YoY

This quarter: ¥220,748 million

Operating Income
Cumulative: ¥61,405 million (~$ million),
%53.7 increase YoY

This quarter: ¥30,870 million

Net Profit
Cumulative: ¥64,576 million (~$ million),
%25.4 increase YoY

This quarter: ¥33,976 million

Capital Adequacy Ratio: 77.5%

Current Assets: ¥1,377,489 million

Current Liabilities: ¥357,835 million

Cash and deposits:
¥659,390 million

Shareholder’s equity:
¥1,344,265 million

Smart devices, IP related income, etc. (Includes income from smart-device content and royalty income.)
Cumulative: ¥18,766 million

This quarter: ¥9,669 million

Consolidated Financial Forecast for the Fiscal Year Ending March 31, 2019:

Net sales:
¥1,200,000 million
13.7% increase YoY

Operating profit
¥225,000 million
26.7% increase YoY

Net Profit:
¥165,000 million
18.2% increase YoY

Nintendo Switch
Hardware: (units)
This quarter: 3.19 million
Cumulative: 5.07 million
LTD: 22.86 million
Forecast: 20.0 million

Software: (units)
This quarter: 24.17 million
Cumulative: 42.13 million
LTD: 111.10 million
Forecast: 100.0 million
(Only counts Digital software that has a retail version)

Nintendo 3DS
Hardware: (units)
This quarter: 0.64 million
Cumulative: 1.0 million
LTD: 73.53 million
Forecast: 4.0 million

Software: (units)
This quarter: 3.32 million
Cumulative: 6.27 million
LTD: 371.16 million
Forecast: 16.0 million

For the six months ended September 30, 2018, Nintendo Switch hardware continued to be quite popular, reaching 5.07 million units sold (3.7% increase on a year-on-year basis). Software like Donkey Kong Country: Tropical Freeze sold 1.67 million units after its May release, and Mario Tennis Aces sold 2.16 million units after it was released in June. Sales of other popular titles that were released during previous fiscal years and titles released by other software publishers continued to grow, bringing the total number of millionseller titles during this period to 9, including the titles of other software publishers. The total software sales for Nintendo Switch reached 42.13 million units (91.3% increase on a year-on-year basis).

Software for Nintendo 3DS, now in its 8th year since launch, included the July release of Captain Toad: Treasure Tracker, and the release of WarioWare Gold in August. Hardware sales reached 1.00 million units (65.1% decrease on a year-on-year basis), while software sales reached 6.27 million units (54.6% decrease on a year-on-year basis).

Nintendo Entertainment System: NES Classic Edition and Super Nintendo Entertainment System: Super NES Classic Edition
recorded total sales of 3.69 million units. Turning to our digital business for dedicated video game platforms, sales of downloadable versions of packaged software and add-on content for Nintendo Switch showed especially good growth, bringing digital sales to 39.1 billion yen (71.7% increase on a year-onyear basis).

For smart devices, we have gotten off to a good start for Dragalia Lost, which we released to the delight of consumers all over Japan, the United States, Taiwan, Hong Kong, and Macao. Meanwhile, titles released before the start of this fiscal year like Super Mario Run, Fire Emblem Heroes, and Animal Crossing: Pocket Camp are each maintaining steady popularity, bringing our smart devices, IP related income to 18.7 billion yen (4.7% increase on a year-on-year basis).

In total, net sales reached 388.9 billion yen (of which overseas sales were 302.4 billion yen or 77.8% of the total sales). Operating profit came to 61.4 billion yen. We recorded foreign exchange gains of 21.0 billion yen, which helped bring ordinary profit to 91.9 billion yen, and profit attributable to owners of parent totaled 64.5 billion yen.

There are no changes to the financial forecast for this fiscal year originally published on April 26, 2018.

On Nintendo Switch, Super Mario Party will be released in October, then Pokémon: Let’s Go! Pikachu/Let’s Go! Eevee will be released in November, simultaneously with the Poké Ball Plus accessory that expands the depth of play with this title. In December, Super Smash Bros. Ultimate will be released at the same time as amiibo for some characters who are appearing in the series as fighters for the first time. We aim to further accelerate the momentum of Nintendo Switch by continuing to introduce compelling new software in addition to the popular titles that already have been released.

For Nintendo 3DS, we will continue to leverage the platform’s rich software library and its hardware install base to further expand sales of evergreen titles.

In our smart-device business during this fiscal year, we plan to release the Mario Kart application for smart devices, Mario Kart Tour, while also focusing on service operations for the applications we have already released so that consumers can enjoy playing them for a long time.

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3DS


Mario Kart 7 – 17.52 million
Pokemon X/Y – 16.34 million
Pokemon Sun/Moon – 16.13 million
Pokemon Omega Ruby/Alpha Sapphire – 14.13 million
New Super Mario Bros. 2 – 12.82 million
Super Mario 3D Land – 12.22 million
Animal Crossing: New Leaf – 11.94 million
Super Smash Bros. for 3DS – 9.35 million
Pokemon Ultra Sun/Ultra Moon – 7.96 million
Tomodachi Life – 6.30 million

Wii U

Mario Kart 8 – 8.42 million
Super Mario 3D World – 5.80 million
New Super Mario Bros. U – 5.77 million
Super Smash Bros. for Wii U – 5.35 million
Nintendo Land – 5.19 million
Splatoon – 4.94 million
Super Mario Maker – 4.00 million
New Super Luigi U – 3.04 million
Zelda: Wind Waker HD – 2.28 million
Mario Party 10 – 2.19 million

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El presidente de Nintendo promete más DLC para 'grandes títulos publicados'

Shuntaro Furukawa, presidente de Nintendo, ha hecho una declaración de intenciones en cuanto al próximo contenido que pueden esperar los jugadores de la compañía.

Además de señalar que Fortnite Battle Royale está haciendo un buen trabajo en Nintendo Switch e indicar que más del 50% de los usuarios de Nintendo Switch Online adquirieron el plan anual del servicio, Furukawa indicó que podríamos esperar más contenido descargable para "grandes juegos" ya publicados.




"Necesitamos un crecimiento continuo", explicaba el presidente de Nintendo. "Debemos seguir lanzando nuevo software. Eso incluye DLC y otros contenidos para grandes títulos que ya están disponibles. Y más enfoque en el juego online."

A su vez, añadió que Nintendo trabaja por ofrecer un catálogo que cuente con "más géneros y juegos diversos" para atraer a ese público que actualmente "no juega en Switch".

De momento, eso sí, se desconoce cuál es el contenido descargable que podemos esperar. En noticias relacionadas con Switch, recientemente os contamos que la plataforma híbrida había alcanzado los 22,86 millones de unidades vendidas, superando las ventas de GameCube.

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Vamos, que lo del rumoreado nuevo DLC para Mario Kart 8 podemos darlo por seguro...
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Os dejo los comentarios de la reunión:

Juegos de móviles

Animal Crossing: Pocket Camp’s

Around a year has passed since Animal Crossing: Pocket Camp was first released, and more than half of the currently active users have continued playing the game since the initial release last year. The game has sustained a number of continually active users, particularly among adult female consumers. By continually tweaking the game content and frequently holding various events, we have managed to gradually improve the business situation for this game. We are progressing with the development of an update that will broaden the scope of the gameplay. Details will be announced closer to the time of the update.

Fire Emblem Heroes

Fire Emblem Heroes continues to grow, with a sustained number of active users and total sales rising at a steady pace. The share outside of Japan continues to expand gradually, and the number of active users outside of Japan has already surpassed the number inside Japan. This is one example where sustained operation of a smart-device application has led to the cultivation of markets outside of Japan. We plan a major update to Version 3.0 around the end of the year and intend to keep pouring effort into development and operation so even greater numbers of consumers continue to enjoy the game.

Super Mario Run

It has been almost two years since the release of Super Mario Run, but the number of downloads still continues to grow and the application is now installed on nearly 300 million devices around the world. Downloads in countries outside of Japan continue and now account for over 90% of the total. As an evergreen Nintendo title for every owner of a smart device, it has entered a cycle where a certain stable number of new downloads take place every month. The application is significant in that it brings Mario to a wide range of consumers in countries and regions not touched by our dedicated video game platform business. In this regard, it plays an important role in helping to maximize the number of people exposed to Nintendo IP.

Dragalia Lost

Dragalia Lost, a new and original game application developed in collaboration with Cygames, was released on September 27. Initially, distribution was going to be limited to the four regions of Japan, Taiwan, Hong Kong and Macao, but the US was added when the service began for the title.


This title is an original application using completely new IP, and no existing Nintendo IP. Even so, the game attracted lots of consumer interest in the US and the rest of Asia, let alone Japan, even before the service launch, with over 1 million people pre-registering for this title. This confirmed the presence of a certain number of consumers who are keen to play this game, and even though the service launch was only slightly more than one month ago, we have already recorded sales approaching 4 billion yen by now since its service launch on September 27. In the US, the game achieved a high user-review rating of 4.8 stars in the App Store, indicating a positive reception for the game’s content. Summing this up, we think we could state that this has been a steady kick-off as a challenge for creating new IP that has been embraced by consumers around the globe. Going forward, we will be putting our efforts into television commercials and other promotional activities, while also making effective use of events and updates, in order to further expand the ranks of consumers playing this title.

NES Mini y SNES Mini

Next let’s briefly touch on the NES and Super NES Classic Editions.


Combined global sales of the NES Classic Edition and the Super NES Classic Edition have now surpassed 10 million units. The Super NES Classic Edition, released last fall, and the NES Classic Edition, re-released in June of this year, both continue to sell as must-have products, and the fact that they are so affordable suggests that they will be in even greater demand during the holiday season.

3DS

Next, let’s consider the business outlook for the Nintendo 3DS family.


Nintendo 3DS is set apart from Nintendo Switch by its characteristics as a handheld game system that is lightweight, price-friendly, and highly portable. Affordability is the strong point that positions Nintendo 3DS in a niche clearly separate from Nintendo Switch. In the grand scheme of things, Nintendo 3DS has a prominent position as the product that can be served as the first contact between Nintendo and many of its consumers, and for this reason we will keep the business going.

During summer and fall, the hot-selling New Nintendo 2DS XL package was replaced in the US and European markets with sets featuring a pre-installed popular title. Because the suggested retail price was left unchanged in the US, the inclusion of one software title made the system feel like even more of a value to consumers. During the first half, we have launched specially designed versions of New Nintendo 2DS XL in Japan and elsewhere. We are continuing with efforts to expand sales.


An abundance of titles in a variety of genres have been released for the Nintendo 3DS family. It is important to convey the existence of this rich assortment of Nintendo 3DS family titles and drive sales to new purchasers of the hardware. Our new consumers know that the evergreen titles will continue to be available, so we will do our utmost to foster sales opportunities.

We are also preparing new titles for the Nintendo 3DS family for release around the turn of the year.

Nintendo LABO

For Nintendo Labo, the new kind of play offered by Nintendo, there are now three different Toy-Con kits on offer: the Variety Kit and the Robot Kit, released in April, and the Vehicle Kit, released in September. We have seen how consumers who purchase Nintendo Labo appreciate the unique experiences it offers. Our expectation is that sales will accelerate because Nintendo Labo is a product that people can choose to buy as a gift for kids during the holiday season much like a regular toy.


In addition, we are preparing to introduce a succession of Nintendo titles including the ones shown here early next year and beyond, so expect continual enhancement of the Nintendo Switch software lineup.

SSB y Amiibo

Super Smash Bros. Ultimate will be released in December.


This title will be the largest-ever game in the Smash Bros. series in every aspect, with an overwhelming amount of content, bringing together famous franchises’ characters in what will be the gaming industry’s one of the greatest collaboration titles. What sets the Smash Bros. series apart is that the basic rules and operations of the game are very simple, yet for those who want to pursue the game it offers a real depth of gameplay. The games are welcoming, since people who seldom play have a good chance of witnessing the appearance of certain elements they recognize, so we are working to spark the interest of a wide range of consumers, and not just fans of the Smash Bros. series.

The Smash Bros. series titles are special to our company because it is the place where the characters of Nintendo’s main titles come together. Many consumers discover Nintendo games they never knew about through the Smash Bros. series, so if Smash Bros. is spread wide across our consumer base, it will, by extension, also enhance the appeal of our overall IP.

amiibo represented the first example of our use of our own IP, and amiibo figure total sell-through has reached
approximately 50 million units. All characters that appeared in the Wii U and Nintendo 3DS versions of Smash Bros. have been released as amiibo figures. On the same day that the new Super Smash Bros. Ultimate is released, we will also begin to sell three new amiibo of characters who are appearing in the game as fighters for the first time. In addition, we will sell accessories including a specially designed Nintendo Switch Pro Controller to coincide with the release.

In November, ahead of the December release of Super Smash Bros. Ultimate, we will offer a package bundle of a specially designed Nintendo Switch system together with the download code for the software, ready for play from the day of the software’s release.

Pokémon: Let’s Go

Global release of Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee!, the latest installments of the Pokémon series, will take place in November. Their release finally brings the Pokémon series to Nintendo Switch.


This title is designed to be enjoyed by everyone. It is easy to play for people new to the Pokémon series, and endearing to fans of the Pokémon games. The title is based on Pokémon Yellow Version: Special Pikachu Edition, which was released for Game Boy in 1998, but this title offers completely new experiences. For example, the gameplay reflects Pokémon Go, and to catch a Pokémon the player swings the Joy-Con in an action similar to throwing a Poké Ball. In addition, by sharing the Joy-Con, two people can play at the same time in the same game, which is a first for the series.

The Poké Ball Plus will be released at the same time as a play accessory for this title. This Poké Ball Plus can be used instead of the Joy-Con as a game controller and “thrown,” so to speak, to capture Pokémon as a trainer. Further enhancing the realism of the experience, the player hears a sound and feels something in the palm of their hand when they succeed in capturing a Pokémon. In addition, players can take their favorite Pokémon from Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee! out into the world outside of the game and, as they walk around, it feels like the Pokémon is actually inside the Poké Ball Plus. More than half of all consumers who have pre-ordered this title chose the software bundled with Poké Ball Plus. Poké Ball Plus can also connect to Pokémon GO so that users can
continue playing without continuously looking at their smartphones.

Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee! can be linked with Pokémon Go so they can carry around the Pokémon captured with Pokémon Go. Also, the Pokémon Go application can get special items that can lead to the acquisition of new kinds of Pokémon. It would be wonderful if this fun kind of linkage piqued the interest of Pokémon Go users all around the world.

We have created various special bundles for those consumers looking to purchase a system together with software.

To coincide with the November release of Pokémon: Let’s Go, Pikachu! and Pokémon: Let’s Go, Eevee!, we have prepared a package set that bundles the game with a Poké Ball Plus and a specially designed Nintendo Switch system.

Super Mario Party

October 5 marked the global release of Super Mario Party, the latest installment in the Mario Party series.


Super Mario Party is the newest installment in the Mario Party series that is also a return to the series’ roots for reworked, less complicated game mechanics. It is a title packed with gameplay enjoyable by all, and that speaks to the “play anytime, anywhere, with anyone” concept of Nintendo Switch. It is a finished game with an appeal that is immediately apparent, and a game that everyone from regular gamers to newbies can enjoy playing together. We expect it to become an evergreen title for scenarios like parties where people come together.


The good evaluations by consumers have been borne out by the recent sell-through. Global sell-through has exceeded 1.5 million units following its release on October 5. Super Mario Party had an extremely strong start compared to other installments in the series and has built up momentum ahead of the holiday season. We are also seeing an increase in Joy-Con sell-through with the release of this title.

Sales will grow even further if more scenes play out between now and the end of the year where this title is played in places where people gather together. Super Mario Party is the kind of title that is easy to play, even by people using Nintendo Switch for the first time. This has the potential to drive hardware sales because people may get the urge to buy this title along with Nintendo Switch when they get together to play.

Juegos para la temporada alta navideña

As was explained, we will look to the release of new titles this holiday season with the solid foundation we have built. Keeping up this momentum, multiple strong titles that every user in the household will want are expected to set off the Nintendo Switch system sales acceleration.


During October through December we will release a blitz of new Nintendo titles as shown. These new titles will offer fun for all of our consumers, from game fans to families, regardless of game experience or age. And all of these titles take advantage of the unique features of Nintendo Switch, enabling multiple people to enjoy exciting play together. These titles further enhance the allure of Nintendo Switch and will help make the system appealing to a wider range of consumers during the holiday season and beyond.

Más de 500 editoras trabajando en Switch y más de 1300 juegos disponibles

A wide variety of publishers from regions around the globe, and of all sizes including indie developers, have been on board since the release of Nintendo Switch, thanks to the early availability of a development environment. The number of publishers has further grown since then, and new titles are being released at a quickening pace, giving our consumers a continually widening selection of titles to choose from. We are also seeing increased interest via multiple media from developers in Nintendo Switch development and software sales. A hit title is naturally high-quality software in and of itself, but I also consider it to be a title that consumers and developers all appreciate to be a good fit with the “play anytime, anywhere, with anyone” concept and the quick-to-start, quick-to suspend functionality of Nintendo Switch. At the Financial Results Briefing in April 2018, we explained that more than 600 titles were available for purchase on Nintendo eShop.



As of October, there were over 500 software publishers selling software for Nintendo Switch, and worldwide more than 1,300 titles from these publishers available for purchase on Nintendo eShop. We plan to release a variety of titles from an increasing number of publishers going forward.

Note: This is the total number of titles available for purchase from the Nintendo eShop sites in the various regions of the world. The same title is not counted multiple times when it is distributed by Nintendo eShop in more than one country.

We as a company are deepening our ties with the developer community and beginning new activities in each country focused on game titles that would be difficult to introduce through conventional media channels. While widening the number of titles and genres from software publishers, we will work to create opportunities for our consumers to encounter new games.

Octopath Traveler

The next title I want to talk about is OCTOPATH TRAVELER, released in July of this year by SQUARE ENIX. This is an RPG featuring a special kind of graphics known as “HD-2D,” which is a fusion of 2D sprites and 3D graphics. This completely original title for Nintendo Switch earned high marks from game media reviewers and also has been well received by actual playing consumers. Despite this being a completely original title, SQUARE ENIX announced that global shipments and download sales reached 1 million units within three weeks of release. According to them, both shipments and sell-through continued to climb after that, and sellthrough has now surpassed 1 million units.

Fortnite

Distribution of the Nintendo Switch version of Fortnite Battle Royale from Epic Games began during E3 this past June, and since then it has shown up everywhere, not just in the US and Europe but also in Japan. It has gained so much momentum that it has been downloaded to nearly half of all Nintendo Switch systems worldwide. Many people continue to play the game, boosting the overall utilization ratio of Nintendo Switch. Nintendo Switch is unique in that people can bring their consoles with them so they can communicate while playing at a friend’s house or elsewhere.

Third - Parties

Amid this steady growth of the foundation for the Nintendo Switch business, software publishers are also debuting many titles and showing excitement about Nintendo Switch as a game platform.

Software publishers have been releasing everything from evergreen titles that appeal to broad audiences to titles that satisfy ardent game fans, and the sell-through of these products has been solid. The titles shown are just a few examples, and since early fall the lineup has been enhanced with major selling titles. Some of these games are from software publishers we haven’t seen for a while on a Nintendo platform, and excitement for the Nintendo Switch platform is building ahead of the system’s second holiday season.

Online de pago

Nintendo Switch Online, the paid service that expands the online functionality of Nintendo Switch, became available in September 2018. The launch went according to expectations, except that consumers who have purchased a subscription to this point opted for a 12- month Family or Individual Membership consist of more than half of total subscribers, which is more than anticipated.

This chart presents a comparison of digital content sales in our dedicated video game platform business over the years. Digital sales also have expanded since the launch of Nintendo Switch. Such sales reached a record high in the first half of the fiscal year ending March 2019. As the sales volume of Nintendo Switch software increased, so did consumer demand for the downloadable versions of the software, and this gave a boost to digital sales. This breaks down to downloadable versions of packaged software accounting for approximately 60% of all digital sales. Although the ratio itself has not changed from last year, note that sales of download-only software and add-on content have been on the increase.

Mario Tennis

A new software title named Mario Tennis Aces was released on June 22. This title meshes with the advantages of Nintendo Switch as a game that consumers can “play anytime, anywhere, with anyone” and continue to enjoy in ways that fit their different styles of play. As such, it has particular importance among all the new titles released in the first half.

This chart compares the sell-through up to the present time for Mario Tennis Aces with the sell-through of past titles in the series for the same period of time after their releases. This title made an impressive showing with even greater momentum than past titles in the series. When a new title like this is a hit that becomes an evergreen title, it rounds out our software lineup and helps to further stabilize the foundation of our business.

Ventas de "superventas"

A number of evergreen titles that help to maximize the appeal of Nintendo Switch are already available, including Super Mario Odyssey, Mario Kart 8 Deluxe, The Legend of Zelda: Breath of the Wild, and Splatoon 2. All of these titles were released last year and are sustaining their sales momentum.


This chart shows the combined sell-through in Japan, the US, and Europe for the four previously mentioned titles in April and beyond. Sales have continued to grow for every title with no significant decline in the pace.

This chart compares the console attach rate for Nintendo evergreen titles in January and September of this year. As the chart shows, there was no significant change in the console attach rates for these four titles even though there was a combined sell-through of roughly 6 million systems in Japan, the US, and Europe over the course of that time. This implies that these titles are continuing to sell at a sustainable rate, and at the same pace as the hardware. We can expect the evergreen titles to continue to sell as long as the hardware continues to sell.

Ventas de Switch

Consumer interest in Nintendo Switch is leading to sales of the system. This chart shows Nintendo Switch sellthrough in the markets of Japan, the US, and Europe in and after April of this year. As you can see, sell-through dipped in April and May but then grew especially in the Europe and US markets, fueled by E3 in June and the dissemination of information surrounding that event and the release of major titles.



We will continuously work to encourage those who have purchased the games to continue to play their Nintendo Switch systems and also to pique the interest of those who do not own the games.


The Nintendo Switch business is now on a stable growth trajectory.

Nuevos DLC, torneos y demos para apoyar a Switch

Nintendo Switch is a game system you can carry around and play in a variety of situations, not just in front of the TV, so as people see it in a variety of places and are presented with increasing opportunities to experience gameplay, there is broadening appreciation of the appeal and the value of the hardware. We have been proactively introducing a variety of scenarios for gameplay that broaden this appreciation for Nintendo Switch.



At the financial results briefing in April, then-president Kimishima noted how important it was for Nintendo Switch in its second year to continue to provide consumers who purchased the hardware with reasons to stay interested in playing on the system. Here, let me introduce several initiatives that the company has undertaken to this end.



One initiative involves the continual updating and delivery of add-on content for games. For example, titles like Mario Kart 8 Deluxe and Splatoon 2 that were released last year have gotten more updates since April of this year with additions to game elements. And titles like Kirby Star Allies and Mario Tennis Aces that were just released this year have been updated for free.



Alongside these additions of content, we have held recurring, limited-time in-game online events for individual titles. For titles like the ones shown here, the final user rankings from the events are shown on the official website.



The Splatoon 2 World Championship and Super Smash Bros. Ultimate exhibition matches held in June of this year at E3 are just two examples of the variety of nononline events we have also been holding. Game contests are a place where gamers can put their practiced skills to the test, but the venues also are prepared as fun experiences that can draw crowds of spectators. We view these events as places where crowds of people can gather to feel the energy of our

game communities. The events are streamed live over the internet, so people at home can also enjoy the thrills of exciting matches.


We are planning all kinds of events going forward. In the Japanese market, Nintendo Live 2018 is set to take place in November, and will feature tournaments for Splatoon 2, Mario Tennis Aces, and ARMS, as well as a tournament for Super Smash Bros. Ultimate ahead of its release. And we’re not just planning competitions: we’re also planning events such as demos for Super Smash Bros Ultimate, Pokémon: Let’s Go, Pikachu!, and Pokémon: Let’s Go, Eevee!, as part of our wholehearted effort to prepare events that a wide range of consumers can enjoy.
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Resumen del Q&A:

- Seguirán vendiendo 3DS mientras haya demanda:

Demand for Nintendo 3DS is shifting over to consumers who are playing games for the first time. This kind of entry-level demand will likely reach its peak during the holiday season, so we want to maximize sales during that time. Looking at this regionally, sales in Japan did decline compared to the same period last year, but when you consider the Nintendo 3DS business historically, note that the Japanese market is where it caught on first and where it is now already widespread. So, I believe its major markets will be those outside of Japan, going forward.


Regarding the future of the handheld video game platform business, while it is true that Nintendo Switch is a game system you can carry around, Nintendo 3DS has advantages in terms of size, weight, and price point as a handheld system. The two systems have definitely coexisted, and for now our dedicated video game platform business will proceed with both Nintendo Switch and Nintendo 3DS. I expect we will continue selling Nintendo 3DS as long as there is demand for it.

- No es realista que todos los grandes títulos lleguen a Switch, aunque se va a aumentar el número de los que llegarán

We believe that giving consumers a wide selection of software is an extremely important part of operating our platforms. That is why we welcome the introduction of a variety of titles from many different software publishers. Even so, I do not think it is realistic to expect that every major title will become available on Nintendo Switch. We are speaking with publishers about them actively putting titles on Nintendo Switch that would be an especially good fit for its unique features as a home console system you can carry around, including handheld mode and the ability to bring systems together for local multiplayer. Given the strong publisher support Nintendo Switch has, I would expect the number of titles on it will increase a lot more. That is what really keeps the Nintendo Switch business on the right track.

- Hay nuevas ideas para expandir la base de Switch

We released Nintendo Labo as a new way to play, which is something I think the consumers who purchased it have appreciated. And because it is the kind of product that makes a good gift for children, we expect sales growth during what will be the first holiday season for Nintendo Labo. We knew from the start that the sales trend for Nintendo Labo would be different from that of games like Mario or Zelda, and we want this to be a product that continues to sell for a long time as a new way to play on Nintendo Switch.


As for any initiatives to expand the Nintendo Switch user base without relying on our franchise titles, we do have a variety of new ideas besides Nintendo Labo. We will announce these at a later time.

- Siguen abiertos a nuevas colaboraciones en desarrollos para móviles, Mario Kart Tour sigue fechado para este año

We began our smart-device business as an essential way to get our characters and games into the hands of a larger audience, given that smart devices have become prevalent in a way that dedicated video game platforms simply cannot match. That being said, it is also important that we keep our dedicated video game platform business on Nintendo Switch and other platforms stocked with titles, which is why it would be unrealistic for us to provide all of the development resources needed for the smart-device business on our own. Through the right mix of our own development resources and collaboration with other companies, our plan is to introduce applications at a rate of around two to three titles a year. As for future smart-device business plans, we intend to use our existing IP in addition to new IP like Dragalia Lost as we continue to develop applications that are relevant to different user demographics. In doing so, we believe we can expand the number of people who have access to Nintendo IP. With regards to any future collaborations, we will actively pursue opportunities worth further consideration, if there are any, just like we have been doing to date.

The update on Nintendo titles is that development of Mario Kart Tour is currently progressing towards release during this fiscal year, as planned. Based on our past experience, the most important thing is not an application’s launch, nor its initial momentum, but whether consumers are going to continue playing the application. We will release more information about Mario Kart Tour once it is fully prepared to meet that challenge.

- Sobre Fortnite y el juego en la nube

Epic Games released the Nintendo Switch version of Fortnite Battle Royale at the time E3 was held this past June, and it has gained so much momentum that it been downloaded onto nearly half of all Nintendo Switch systems sold to consumers worldwide to date. By region, the greatest number of downloads has been in the US, but the game is also growing in Japan. There is no question that Fortnite Battle Royale has contributed to the increase in our digital sales, but it is also significant in that users continue playing it, meaning that it boosts the utilization ratio of the hardware.

Generally, I think having the Nintendo Switch software lineup augmented by titles from publishers who make use of cloud gaming technologies is a very positive thing. And it is really meaningful in terms of expanding our user base, because there are some titles that probably could not be offered on Nintendo Switch any other way.

- Sobre Nintendo Switch Online

We think Nintendo Switch Online had a good launch, but the service has only just begun, so we have no plans to disclose any current subscriber ratios or number of subscribers at this time. Our objective for launching the service is to bring ‘More Games. More Features. More Fun.’ to Nintendo Switch. Our focus at this point is on boosting the appeal of the service. We need to further enhance the content of the service for the subscriber base to reach a certain size, so that is what we’re working on, with the understanding that the time it will take to do so will be measured in years.

As for the kind of service this will develop into in the future, Nintendo Switch Online is essentially a digital service, but we are also offering controllers specifically for use with Nintendo Entertainment System – Nintendo Switch Online exclusively to subscribers of the service. We see the need to develop the service beyond being merely digital, in ways play to our strengths as a company that operates an integrated hardware and software business.

- Sobre Dragalia Lost y su buen lanzamiento

For Dragalia Lost, it was in one way meaningful for us to develop an action RPG on smart devices for a worldwide audience through collaboration of our developers and Cygames’ developers. That was the objective that launched the project, and it seems now that the game has gotten off to a good start. Despite being an entirely new IP in a title that has only been available for around one month, it seems to have found a certain number of consumers who play it continuously. I cannot talk in detail about utilization ratio or conversion rates, but things are going as we expected or possibly even a little better.

As for user demographics, in Japan it is being played not only by Nintendo fans but also by plenty of Cygames fans. In the US, the user base is predominantly Nintendo fans. Our reasoning behind saying that the game has found a certain number of audiences with the consumers who play it continuously is based on comparisons to our past applications that show it has remarkably stable activity. Sales are also relatively steady each day, and the various packs of items sold to aid in making in-game progress likewise stand apart from what we have seen with past applications.

- Sobre los pocos lanzamientos de Nintendo entre Enero y Septiembre de este año

The previous fiscal year was the first one after the launch of Nintendo Switch, and during that time, we released a succession of major first-party titles that helped sustain the momentum building behind Nintendo Switch. If you compare this year to last year, we are still releasing new titles, but each title’s sales volume is at a smaller scale than last year. That is true. Software development takes a long time, so there will inevitably be periods during the hardware lifecycle when we are unable to release major new titles. During those times, what we must do is make use of a variety of different methods to fill any gaps between the times we have major title releases. We do that by continuing to promote the sale of titles released in the previous year, release add-on content, highlight the appeal of hardware itself, and use services like Nintendo Switch Online to keep the utilization ratio of the hardware up.

As for our software release plans for the next fiscal year and beyond, we have not disclosed all the information yet. We are currently discussing initiatives for the next fiscal year and beyond based on this fiscal year, and we will talk about those at a later time.

- Los juegos estrellas del catálogo tendrán más contenido descargable

Titles like The Legend of Zelda: Breath of the Wild, Mario Kart 8 Deluxe, and Super Mario Odyssey are what we call ‘hardware drivers’ in that consumers are very often interested in buying these titles when making a new hardware purchase. Titles released already in the previous fiscal years remain capable of driving hardware sales. The key is to figure out what makes these titles appealing, and how we can get consumers to understand that appeal. Going forward, we plan to incorporate add-on content and other factors that will keep these titles in the spotlight, so they will continue to sell alongside the hardware.

We take the value of software very seriously. What we want with our evergreen titles is to maintain their values as long as possible without lowering the prices.

- La estrategia de Nintendo de cara a la Navidad

The things that make Nintendo Switch uniquely appealing are, for example, that it is a home console system that can be carried around and you can play “anytime, anywhere, with anyone,” that it has shareable Joy-Con, and that people can bring multiple systems together for local multiplayer matches. With regards to our strategy for this holiday season, there are two things we need to do. We need to encourage consumers who already have a Nintendo Switch system to continue playing it, and we need to expand our user base by encouraging people who do not have the system yet to purchase it. Our primary approach to encouraging continued play is to release new software titles. We have a full lineup of games for this holiday season, including Super Mario Party, Pokémon: Let’s Go, Pikachu!, Pokémon: Let’s Go, Eevee!, and Super Smash Bros. Ultimate, and we are actively working to maximize sales for each. We will also encourage people to keep playing their Nintendo Switch systems through our services including expanding our add-on content, and leveraging the Nintendo Switch Online service that newly began in September.


Regarding the broadening of our user base, we expect there are still plenty of people who have played Nintendo games in the past but have not yet purchased Nintendo Switch. It is our view that we have not fully communicated the appeal of the system to these consumers, so it is important that we adequately convey the unique capabilities and appeal of Nintendo Switch to them. Likewise, there are people out there who play video games, but have never bought a Nintendo system. It is important that our messaging to them clearly shows that there is a more varied lineup of more titles including ones from other software publishers to play on Nintendo Switch than on previous Nintendo platforms. Plus, they can bring their systems with them to play local multiplayer together, and they can play these games on the go instead of only in front of the TV, all thanks to the unique play styles made possible by Nintendo Switch. Finally, it is important that we communicate the appeal of Nintendo Switch to people who seldom play games. Regarding our approach to consumers who do not normally play games, with Nintendo Labo being one of the ways, we attempt to promote long-term sales that go beyond this holiday season.

Pre-orders are going well for Pokémon: Let’s Go, Pikachu!, Pokémon: Let’s Go, Eevee!, and Super Smash Bros. Ultimate. We will actively promote these titles via television commercials and other advertising methods in several regions, so we expect pre-orders to grow even further.

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