What do you mean by that? They cut out Galaxy 2 from 3D All Stars? Did they say anything about it? I kinda wish they had done a Galaxy pack instead, and another with all the rest.
Nintendo's recently had a habit of not mentioning Galaxy 2 at all in their Mario timelines (including the 35th Anniversary Direct) and the Briefing continued that trend.
If I remember the point that Cygames was trying to make with that Dragalia comment was them basically saying "Without Nintendo we would make more money"
The big problem with Nintendo's mobile strategy* is that A) Nintendo doesn't really have a strategy for the mobile sphere (I'll elaborate on this) and B) the mobile sphere is
incredibly slanted towards "Just enough microtransactions" (I'm underlining parts that are especially important):
In 2020, it should be clear that Nintendo does not find the mobile gaming category interesting. The rationale isn’t hard to understand, even if many investors struggle to confront it. Mobile is, for the most part, less creatively sophisticated than console gaming, and success depends on the
extensive cloning/replication of “
best practices.” For a company that refuses to remake its own titles and is focused on constantly reinventing existing hits, the idea of cloning games or making “
Candy Crush but
Zelda” is of little interest.
The greatest cultural challenge, though, is in mobile monetization. In 2019, WSJ reported that Nintendo had asked its mobile developers to reign in monetization mechanics so that players “won’t spend too much.” The company feared that stories of players spending hundreds or thousands of dollars would hurt its brand image.
This is not an unreasonable fear. However, “whale” monetization is the core driver of mobile games today. Only 4% of Candy Crush players, for example, spend on the game. And 10% of this 4% (or 0.4% of users) generate 50% of revenue. As a result, even minor adjustments in whale optimization can devastate economics. According to WSJ, CyberAgent, the developer of the Nintendo-based mobile title Dragalia Lost, “slashed its fiscal-year earnings forecast for the first time in 17 years in January due in part to the game’s disappointing performance. While player numbers for the game have grown due to an aggressive advertising campaign, revenue from each player has fallen short of projections.” An anonymous official at CyberAgent told the Journal, “Nintendo is not interested in making a large amount of revenue from a single smartphone game… If we managed the game alone, we would have made a lot more.” Notably, Disney should share Nintendo’s brand concerns in mobile gaming. But this has not stopped the company from releasing basic games that generate billions from whale monetization. Its brand, albeit not one based in games, does not seem to have suffered. Nor has the Pokémon franchise in the years since the ultra-lucrative (and whale-supporting) Pokémon Go.
Again, there is some sort of noble intent here. Nintendo's constantly reiterated that the general company culture is interested in making new exciting ways to play, and mobile is severely limited in that regard. However, Nintendo evidently wants to integrate mobile apps into the general Nintendo ecosystem (NSO, AC Pocket Camp)... although the implementation has been severely inconsistent. Especially NSO's voice chat functionality, which Fortnite skipped entirely.
Also, the WSJ article? Posted in March 2019. Guess what was added into MKT in October 2019?
There was a problem fetching the tweet
Yes, MKT's $40 Diddy Kong Pack.
"
SKX31
.exe has crashed. Please push the "Reboot" button."
Ehm, where was I? Oh yes. That.
The Diddy Kong pack (and so many other microtransaction implementations in Nintendo's mobile efforts, like the subscription services) is anathema to the whole "
won't spend too much" quote, and it absolutely hurt Nintendo's brand image re: how they handle mobile games.
This tweet, reacting to data from Sensor Tower, encapsulates the reaction. Meanwhile, games like Dragalia Lost and Super Mario Run do suffer because... well, monetization is king in the mobile sphere, and:
Consider the 2016 struggles of
Super Mario Run. Here, Nintendo made the ill-fated decision to offer only two free levels and charge $10 to play the full game. This violated most monetization
primitives around free-to-play, engagement-based monetization and gameplay design — and by Nintendo’s own admission, this hampered the game's success.
The article does go into MKT's barebones launch (with no multiplayer or landscape mode) and really, that tells a lot: Nintendo doesn't have a strategy re: mobile, and it's hurting Dragalia and other games.
The reason why "copying best practices" is king in the mobile sphere is because the mobile ecosystem directly encourages very low barriers of entry but enticing players to spend bit by bit. There are at least a million+ F2P games on both Android's and iOS respective stores, and the most succesful apps tend to absolutely dominate the top charts for years (and thus reach even more players and thus whales). Angry Birds, Candy Crush, Clash of Clans... the list goes on. It's gotten to the point where mobile monetization is a practical science, and anyone who doesn't follow the method are indirectly punished for it.
It's made even worse by the fact that Nintendo has no strategy here. Very little microtransactions in one game... the Diddy Kong Pack in another.
There doesn't seem to be a middle ground really. And it's a shame: while it would be very difficult to rebalance Dragalia and find this middle ground, that would have been for the best really. Yes, a lot of people are uncomfortable with the fact that whales dominate the mobile sphere, but in an environment that rewards it it might be best to - again - find that middle ground.
Hoo, this was much longer than I expected.
*(and this is something that's brought up within Nintendo, I'm pretty sure. We're talking about a massive company here.)