> I think the main factor's that Nintendo's got this weird cheap-on-the-hardware-side-premium-on-the-software-side thing going on.
So do you think this is the weird economics that's responsible for Nintendo shifting more to the 'standard' model of DLCs and possibly microtransactions? Because selling the hardware doesn't make as much sense nowadays?
Microtransactions are new and worrisome. DLC, they've so far treated more like traditional expansion packs (from what I've seen), rather than short-changing the core game so they can easily soak buyers for extra money for what should have been the full version to begin with, as has become standard practice in much of the rest of the industry. I didn't notice e.g. base Mario Kart coming with notably-few tracks or anything (we've paid for zero of the DLC for that, and have plenty of tracks, don't remember Double Dash or other older ones having more)
Mario Kart 8 is an interesting case actually, because 16 of the 48 courses in the base Switch version (a full third) were originally paid DLC when Mario Kart 8 was on the Wii U.
That doesn’t mean Mario Kart 8 is a bad deal! I think even the new paid DLC is a great value to keep adding high‐quality material to an existing game. It’s pretty fascinating to see how Nintendo has managed to keep a 2014 game going, and still succeeds at convincing people to buy it for $60—it still sells like hotcakes.
No, I mean we haven't paid any extra for MK8 on the Switch beyond buying the base game, and it seems to have plenty of tracks. We can scroll to another screen with more tracks we don't have that tell us we have to buy them if we try to use them, but there are lots in the game itself. I do have whatever the subscription is that backs up your savegames and such, but it's not getting us access to those tracks.
Didn't know some of the base-game tracks had been DLC on the Wii U—I skipped that console, like ~everyone else, it's the only Nintendo console I don't have in my house right this second in fact, unless you count the Virtual Boy.
> That doesn’t mean Mario Kart 8 is a bad deal! I think it’s a great value to keep adding high‐quality material to an existing game. It’s pretty fascinating to see how Nintendo has managed to keep a 2014 game going, and still succeeds at convincing people to buy it for $60—it still sells like hotcakes.
I mean, I'd happily have paid $60 for Double Dash on the Switch, instead, and that's ancient at this point. It's just as fun as the day it came out, and I like some of its features better (the second seat "gunner" role was great for playing Mario Kart with my kids when they were too young to steer the kart very well—though these days they can drive the karts themselves, no problem). Emulating it in such a fashion that everyone else in the house can just pick up and play is a bunch of work and requires dedicating some hardware to it. Keeping the Wii or Gamecube plugged in is annoying and I don't really have any TVs set up for easy plugged-in-controller play anymore, making it even worse (never liked the Wavebird and such, personally).
Hell I'd pay $60 to get Blur on the Switch (or PS4/5...) and that's not even a Nintendo title.
So do you think this is the weird economics that's responsible for Nintendo shifting more to the 'standard' model of DLCs and possibly microtransactions? Because selling the hardware doesn't make as much sense nowadays?