Here's what I got from the meeting last night:
- Nintendo thinks the 3DS is doing fine. They didn't mention it. It's clearly the stronger of their two pieces of hardware, there's no denying that. But I don't think it's correct to assert that it's not a cause for concern. Even with Pokemon's strong results out of the gate, there's been significant overall software erosion in both first-party and third-party categories. I think this is a risk. It's a risk because less licensing revenue from third parties means Nintendo has less money to cover their burn rate or hardware R&D losses. It's also a risk because their own software costs more to make and sells less overall. That's not a trend you want to continue going forward. To me, the Wii U's failure seems relatively minor in comparison to some of the generation-over-generation structural comparisons for the 3DS. I would be worried about that going forward.
The meeting was much more towards mid and long-term perspective, that's why they didn't talk that much about 3DS and Wii U, I feel. And also because it's a product that's going to enter its fourth year on the market soon, so I don't know how much you can change, except for games pricing. Maybe, it'll be a focus of another Investor Meeting
- Nintendo thinks there's no real problem with what the Wii U is, but rather with how they've taken advantage of the Wii U. They've cited their failure to communicate the GamePad's value and their failure to deliver must-have software. It does not seem clear that they've acknowledged any possible weakness in the GamePad conceptually. I think their first product to "emphasize the GamePad" being Mario Kart, and their "emphasis" being that the Wii U apparently boots up faster than your TV (which is clearly not true) suggests that there are conceptual weaknesses in the product. It feels like kicking the can down the road a little. They've repeatedly said before that when they do poorly "it's because they didn't release software that consumers valued" and to do well they will "release software that consumers value". This seems like a pretty vague, almost circular definition. The trick is to figure out why consumers did not value the software, and Nintendo doesn't seem as clear about that. I think there are real challenges at the software pricepoint they're at. I think there are also game design challenges, even with some of the amazing games they're releasing.
What said about 3DS, but also the high probability Nintendo themselves know the platform's not going to be big, at all. Iwata himself stated that "a price-cut can't change things either", so we're basically seeing them trying to extract as much as possible before the generational shift
- I think NFC games are interesting and obviously a genre that's proven lucrative. I have skepticism they're going to materially change the platform for several reasons. The first is that those games are already available on Wii U, but also on every other platform. There's nothing about the Wii U gamepad's NFC reader that can't be accomplished with current implementations. I do think Nintendo can have software success with an NFC game. The other risk is that figurine games require significant retailer buy-in, which I don't think will be a problem in the US, but in countries where the Wii U has already lost retailer stock space I'm not sure they'll be able to find sufficient support for NFC stuff.
I suppose the NFC software will try more to create a base of people buying those figurines, and less something that can change the platform. Again: it's seemingly time to do what's possible to earn a profit (if possible) from Wii U, not to make it a decent success either, since it'll never be, whatever comes out for it
- To me, as a briefing, this basically felt like a company saying "We're doing ok. We don't need to make major changes. We're working on stuff for the future, and we've got great stuff coming down the pipeline." It did not feel like a company unveiling a bold new direction for the future in the face of massive investor pressure and worry about the company's continued stability.
I'll humbly say I disagree: what said about NNID becoming a center of their strategy, bigger focus on emerging markets, licensing, and the presentation of the new business sound, all together, like big changes compared to the past. Obviously, how they'll exectue them is going to be the key, as always...but, intention-wise, it's not so "we're doing ok" as you think: talking so much about how things will change in the future means they start knowing they're not doing ok now, but can't do so much to change that now
- The idea of moving to accounts and a real networked ecosystem is a good thing, no doubt. Everyone supports that. It's a little baffling that it was presented in philosophical terms, as though it was discovered conceptually but still years away from being implemented in reality. The rest of the world moved to device-agnostic content networks a long time ago. iTunes at the turn of the millennium. Gaming in 2006-2008.
All those words about changing premium pricing model through NNID sounded more than just philosophical to me.
- The "we're going to market our stuff on smartphones and then people will buy our hardware" claim makes no sense. Sorry. "We're going to connect with our customers on smartphones and then people will buy our hardware". The difference between marketing and connection is that consumers don't like marketing but do like connection? Anyway... I don't think providing another outlet for consumers to get info and updates is a bad thing. But I also don't think it's going to materially change things. Like, I feel like the problem is that the hypothetical consumer on a subway checking their Nintendo app is actually satisfied with the device they're using and carrying. The games and non-game options they have in the palm of their hand. Right, like I think that's the actual problem with Nintendo's offerings right now and this doesn't resolve that.
It's certainly going to be interesting to see what they mean with the mobile strategy. Providing another outlet for customers is certainly good, but it's to be seen how they'll execute that, and what they're going to do outside and inside of that. Especially HOW this service will be
- I think their efforts to expand into developing markets will pay massive dividends. Sony has done very well in EMEA markets. BRIC are the great nut every business is trying to crack. I totally support that. And licensing is always good, but mostly the frosting on top of a vibrant product business rather than a business on its own. Still, these are good ideas.
Nothing to add
and then...
- Health and Lifestyle products. First, I think diversifying is a good thing for Nintendo. I think having other streams of revenue is a good thing. I think there's a lot of money to be made in health and lifestyle products. But I have pretty significant reservations about what Nintendo is talking about. I don't think releasing another hardware device with another software ecosystem is diversifying. And to be clear, that's 100% what they're talking about here. They're not talking about releasing paper calorie diaries or resistance bands or paint-by-numbers kits. They're clearly talking about something that you carry around with you, even if it's "not wearable".
- So they're either talking about a self-contained device or they're talking about a hardware platform with software. Self-contained devices are dead. Dead dead dead. No one is making them in any product category anymore. The growth market is in devices that communicate with each other. The fitness market is all about smart monitors that communicate with your smart phone and each other and allow you to export and remix data and put it through rich web services. My worry is that if Nintendo enters this market, they won't have a best-of-breed product because they'll basically be re-inventing the wheel. And if they tether stuff to a new piece of hardware, why not just get fitness products that work with the smartphone you already have? I own Personal Trainer: Walking. It's neat. But today I wouldn't buy it because for the same money or less I'd get a better pedometer with more flexible data reporting tethered to devices that are more well suited for recording and analysis. That's my worry.
- Nintendo's approach to fitness stuff historically has been a very eastern "wellness" type approach. Wii Fit emphasizes "balance", rather than fitness. If you try to compare Wii Fit to other fitness games, like EA Sports Active or Zumba or Your Shape or the Kinect Nike Fit game, you'll see the difference immediately. The pedometer and the emphasis on steps and walking is similarly a sort of wellness approach. They released Face Training (Facening), which is based on some sort of Japanese beauty fad where you make funny faces in the mirror and you become more relaxed and beautiful. I can't comment on whether that approach will do well in Japan long-term. But I don't think it will do well in the US or Europe long-term. To the extent that there's a demand for "Wellness" type approaches, I think Yoga is pretty much the only eastern technique that would have much resonance over here. Wii Fit was a blue ocean product for sure--no one had quite synthesized fitness software in that way. But now there are dozens of competitors, and many of those competitors work with leading fitness companies and experts and I think Nintendo would be at a disadvantage today, in 2014.
- I also read a lot about educational products. Learning to draw, books and reading, early childhood education, tactile experiences for both infants and children with disabilities who need sensory stimulation, etc. I do not believe Nintendo would make a best-of-breed product in these categories. There's been a lot of art options emerge over the last few years. One great thing about smartphones and tablets is that developers talk to each other, learn from each other, iterate quickly. A lot of the first-generation best software on tablets has been dethroned by subsequent software. A lot of services build on each other and integrate with each other. Lots of applications support exporting to Dropbox or whatever. It's very handy. For books, there have been a lot of companies doing book sales, and a lot of initiatives in the area of childrens and educational books. I trust Apple and Amazon's abilities to go out and meet with publishers and developers and build systems that encourage content more than I trust Nintendo's. It's difficult for me to see a product niche within the broader lifestyle category that is not already filled with strong competitors who strike me as having a better foundation to compete.
- Where does Nintendo think their casual market went? Okay, so people bought Brain Training and Wii Fit and Nintendogs and Big Brain Academy and Personal Trainer: Cooking and Personal Trainer: Walking and 100 English Books and whatever else Nintendo released. Those were all successful products. But demand in that market segment just evaporated. Where does Nintendo think those people are today? Why did Nintendogs on 3DS tank in comparison? Why did Brain Training tank so badly it can't even get a retail release in a major territory? Why is Wii Fit an also-ran, as we'll see over the coming months? What happened to the demand? This is an important question because the idea of launching all these products and more similar products as part of a new company approach is predicated on understanding why they left and how to get them back. The 3DS costs a little more than the DS did, but not much. So it's not hardware buy-in. I believe it's because those people either are not conceptually interested anymore, or are but have found more satisfying product options elsewhere. So the first question I'd ask about launching new non-game focused products or casual game focused products is--how are we solving the problem that we have in the first place?
- I legitimately believe that Japanese companies who are Japan-focused first but need global sales are going to have an increasingly difficult time penetrating the US market. The Silicon Valley tech culture is incredibly fast-paced, competitive, and enormous. The old ways of developing a business don't stand up to it, and Japan doesn't have a similar area or process for incubating aggressive start-ups (in part due to increased employee retention and less turnover in the employment culture there). I'm not an expert when it comes to Japan, but if I were a Japanese company I'd be either thinking global or thinking a lot more local and giving up on global expansion.
I am very open to Nintendo making products that aren't games. I am very open to Nintendo making products that don't target me. But I am not convinced they understand the challenges they face, and I am not convinced based on the preliminary information they're offering that their secret master plan that they'll reveal later is likely to be a home run. I leave open the possibility that it'll be a single or a double. I am interested both as a consumer and in terms of their ongoing business success, and neither angle is super promising to me right now.
I believe in what tehrik said: they didn't want to talk about it now, but later...however, financial results forced them to start talking about that now, even if without so concrete words, given they don't want to unveil everything yet. Still, the "not-wearable" part sounds more like a service, to me: something that, with a monthly fee, can be accessed across a big range of devices, like smartphones, tablets, tvs and Nintendo consoles as well. That can qualify as a not-wearable product, IMHO. Especially considering their leapfrog from console to not-wearable. Certainly there are risks and obstacles, but I feel that, if done right, it could be something big for them. And I think there's already some know-how for those things after years and years of BT, Wii Fit and what not, and I'll admit...I want to think they know how to implement that in order to make the whole QOL product as successful as they want.