Free 3G Wireless For Nintendo's Next Handheld?
itwbennett writes "'Nintendo is feeling the sting of competition from the iPhone,' writes Peter Smith in a recent post. 'At least, that's the feeling one gets when reading Nintendo president Satoru Iwata's thoughts on the future of Nintendo handhelds. According to a Financial Times piece, Iwata suggests the next Nintendo handheld (and to be clear, he isn't talking about the big screen DS launching in Japan next month) might include free 3G wireless, much like the Amazon Kindle does. The challenge is to offer the immediacy of downloading an inexpensive new game, anywhere, anytime, without forcing the user into some kind of monthly data plan.' From the FT piece: 'Only people who can pay thousands of yen a month [in mobile phone subscriptions] can be iPhone customers. That doesn't fit Nintendo customers because we make amusement products,' Mr Iwata said."
Not really innovative they are just in the first in the hand held gaming industry to want to offer free access to a network. No doubt it will end up being some what similar to Amazons evdo network for their kindle. Think Nintendo kindle for games (at least that's what I get from the article)
It seems to me that it's more the large number of developers, and the diversity of games/apps, that could be a bigger issue. Sure, immediacy is nice, but...if Nintendo keeps up the policy of charging multi-thousands of dollars for a dev kit, with a requirement that it _must_ be a business location (no home offices), I don't see 3G as being much help...
"The urge to save humanity is almost always a false front for the urge to rule." --H.L. Mencken
The ebook readers can get away with this cheaply because ebooks don't take up much space. Games on the other hand can be quite large, and I imagine the next-gen games meant to compete with the iPhone 3GS (which has more powerful hardware than both the current DSi and and PSP Go) will be even larger. Can Nintendo really front the costs to provide access to this service without increasing game price?
While it might not be revolutionary (the Kindle DID do it first :P), it is certainly something I would be interested in. I would never buy/use an iPhone (ridiculously overpriced, and the way Apple handles apps pisses me off), and I'm not a big one for ebooks (I like to have something with pages, that smells like paper and glue :) ). However, I do like having a portable gaming system for long drives/flights, or just waiting around. One of the biggest problems I've had with the Nintendo systems is that you either have to carry around a ton of cartridges in order to play, or you have to be happy with one/two, and if you finish them or grow bored, you're SoL. The ability to DL a new game on the fly would make the purchase of this system a no-brainer for me... even if I only used it once every few months, I feel like I would be getting worthwhile value out of it.
Who knows. Probably Japan at first.
You have to bear in mind that none of this will really be free. The 3G connection will be used to download content, which will cost money. Some of that money will go to the 3G network provider.
Just like with Kindle, where a ebook sales provide Amazon enough money to pay for all that "free" browsing.
"That doesn't fit Nintendo customers because we make amusement products,' Mr Iwata said."
This guy sounds sane, unlike the crazies in the US industry where the sleazebags ramble on about "life style" and what not.
Fuck systemd. Fuck Redhat. Fuck Soylent, too. Wait, scratch the last one.
I loved my dslite, and played it a lot, and there are lots of games (lots and lots) of games that I had a lot of fun with (Mario Kart especially). I don't think I'll get another one only because the games I have on the iPhone, while not Mario Kart or Nintendo-quality, are good enough for what I want to do, which is kill some time on the bus or in a line. Plus, as it's my phone, I'm going to always have it with me.
Comparing the games I've played on the ds and the iphone, the only difference is that a majority of the games on the iphone seem to be trial balloons from established companies (EA, Sega), and home-brew games that are of varying degrees of quality. What I don't see is a major benefit of the ds hardware over the iphone. Yes I can pull out the game cart quickly get going with another game, but I've lost several carts and that's $40+ down the drain. With the phone, the app is actually installed and I don't see any excessive start lag that wouldn't be there in a cart game too (setting up the db, loading graphics, initializing the engine, etc.). From a graphics, sound, networking, etc., standpoint, I don't see anything the ds can do that the iphone can't (okay, yes, there are two screens, but that's not a "killer features" as far as I'm concerned; if anything, I've never been very good at keeping focus on the "right" screen at the right time).
I can appreciate we won't see Mario Kart on the iPhone soon, if ever, but I'd think that there are plenty of other companies developing for the ds who, if they wrote an iphone version, would be opening up a whole new market for themselves. I know there's been articles about iphone app piracy that you don't have as much with a cart, so I guess that's a legitimate concern. That said, I know lots of iphone users, none of them even know what jailbreaking is; are there really more iphone users "in the know" about how to pirate an app than users who just buy their apps and go about their business?
I appreciate this sounds very fanboy-ish, but as someone who had an ipod, a phone, and a dslite...I was carrying around a lot of stuff. The iphone, for me, consolidates everything into one package and there's no reason I'd want to go back.
The challenge is to offer the immediacy of downloading an inexpensive new game, anywhere, anytime, without forcing the user into some kind of monthly data plan.
There won't be a monthly plan, because it was be bundled into the price upfront. I also wouldn't be surprised if the median owner rarely used their 3G connection, and were subsidizing the small minority who uses it. There's a problem when Nintendo's handheld is more expensive than their full console. Especially when a large part of the success for the Wii is attributed to it's low price point.
Tethering your PC to an ISP that doesn't route packets to anything but Nintendo's Shop Channel servers won't accomplish much.
One of the biggest problems I've had with the Nintendo systems is that you either have to carry around a ton of cartridges in order to play
Not on the DSi. It has a 256 MB microSD card soldered onto the motherboard for storing apps downloaded from the DSi Shop. The only thing that the article would change is that you don't have to walk to a restaurant to buy new apps.
The ability to DL a new game on the fly
Except 3G doesn't work so well on a jet airliner: too many handoffs per minute. You'd have to use the onboard Wi-Fi, which airlines would likely price for executives of medium to large businesses. And at that point, you could just use the DSi Shop.
Just like there was such a flurry of hacks to get cheap access thorough the Peek? Granted, I don't think it's 3G and it _is_ still $15 a month, but it's also incredibly cheap (both initially and per month). And like that frenzy of hacks for the Amazon Kindle? I mean that thing has free 3G....
Besides, all they'll have to do is put in some kind of bandwidth limit...or simply limit the connection to specific sites. I mean it's being used to download games, there's no reason not to lock it in to only be allowed data to the nintendo store.
Are you kidding? Bell, Rogers and Telus will be at each other's throats to offer the hottest new Nintendo product. They really don't care whether you pay for your data plan or if Nintendo does. Nintendo's habit of locking their devices down is also likely to appeal to these companies, since their goal is to collect monthly revenue without users doing anything on the network.
Games on the other hand can be quite large
How large? Classic NES, Super NES, Game Boy, and Game Boy Color games are 4 MiB or less (with a handful of exceptions). Even a DS-native game like Animal Crossing: Wild World is only 32 MiB. Compare that to the 256 MB of internal memory on a DSi or the 4 GB card in the DSi's SDHC slot.
more powerful hardware
Wii has more powerful hardware than the DS, but Wii Shop Channel games still weigh in less than 48 MB. (There are roughly eight "blocks" in 1 MB.)
Can Nintendo really front the costs to provide access to this service without increasing game price?
Full-size games cost $30 to $40 in the United States, partly due to the cost of making and shipping Game Cards. Do you think the 3G airtime to download, say, a 64 MB game will cost more than making and shipping a Game Card?
I don't know, I think until someone else does it first in the realm of gaming I'd say it still qualifies as innovative.
You don't say "Meh, automobiles aren't very innovative. They're really just a horse drawn carriage without the horse."
Large print giveth, and the small print taketh away
What I don't see is a major benefit of the ds hardware over the iphone.
A lot of DS and PSP fanboys on Slashdot prefer the tactile response of the directional pad and physical buttons on the "traditional" handhelds over the flat multitouch screen of an iPod Touch. Some of the members of tetrisconcept.net and harddrop.com (forums for hardcore Tetris fans) have tried Tetris on an iPhone, and the control scheme wasn't suitable for the sort of 100+ piece per minute play that they're used to.
as someone who had an ipod, a phone, and a dslite...I was carrying around a lot of stuff. The iphone, for me, consolidates everything into one package
I'm currently on a $5 per month plan at Virgin Mobile because I don't text or use a lot of minutes. I looked into an iPhone and found the convenience of a single device not worth the money for the required voice and data plans.
Perhaps I'm biased, since I love my DS, but I really don't see how the iPhone is hurting the DS in any way. My girlfriend owns both a DS and an iPhone and beyond the initial "Oh look at this cool game!" reaction, I've never seen her play a single game on the iPhone.
Are there really games on the iPhone that people would be willing to invest time on? Even with all the hype and articles about the issue, I really don't get the sense at all that the iPhone is in any way taking customers from Nintendo or Sony. Saying iPhone games are convenient is like saying regular cell phone brick games or tetris games are convenient - it doesn't change the fact that it'll drain your battery in an hour and fifteen minutes and isn't particularly engaging anyway.
There's no way an iPhone replicates "70-80%" of the functionality of a DS or PSP, they're two different things.
The way I see it, Nintendo isn't looking to gain back market share or anything - its sales definitely are not weak or faltering in any way, 115 million units compared to the PSP's 56 (or the iPhone's 21). Instead, they're probably just looking to expand their market more and more, and they may feel that downloading little or full-size games whenever the user wants may be the way to do it.
Okay, we need to get moving faster on wireless networking oversight. It's getting worse than the cable/dsl nightmare of crappy service and quality they provide. How about we unbundle these wireless connections from their devices and simply allow us to select the right one and drop in the appropriate chip? Someone put some pressure on the US market to standardize on something. then have them compete on price, speed, service, and support. Right now they compete with lock in and fancy stupid commercials.
And it's not "free". At the very least, it's included with the price of the device. And how does one exactly subsidize that on a single device? It's $30 a month for the iPhone data plan, that's $360 a year in fees. Are they going to tack on $360 to the price of the device? And how do they expect to do this in multiple countries? And in the US will anyone accept the hit their network is going to take? They saw the iPhone, they should be wary of the nintendo with 3G wireless.
There are too many questions here, and so many fail points. The best way to serve consumers is to UNBundle the wireless component so we can all make choices. I'd love to be able to do that on all the networks, and I'd sacrifice visual voicemail to do it.
"All great wisdom is contained in .signature files"
A 3G chip adds manufacturing cost, won't play well in all countries (look at how the kindle has had functionality removed outside the US), can be incredibly slow depending on the network and location, will be incredibly expensive for the 500mb+ downloads that will probably make up DS2 games...
Go back and read tepples' post about the typical size of current Nintendo games...
Current DS games are only around 32MB. Wii Ware games tend to be around 50MB. Do you really think the games in Nintendo's next handheld are going to be over ten times that size?
Bow-ties are cool.
I don't have a Kindle, so someone correct me if I'm wrong, but I believe the concept is, the Kindle isn't a 'general purpose' Internet device, like a smart phone - that is, I don't think you can really just browse the web, stream audio and video from youtube, hulu, or whatever. Basically, the data connection on the Kindle is special-purpose - for downloading Kindle eBooks/eZines/eNewspapers, which are a) relatively small, and b) the price of the 3G network bandwidth for the download is essentially bundled in the price of the content you purchase.
So, Amazon, I think, worked out a deal with carriers in different countries to pay for the cost of the downloads, by sharing the revenue generated by the content purchases with the network operators(granted, there is also some activity, like the user browsing the amazon kindle 'store', which doesn't directly generate revenue, but which is recovered by the user purchases).
In such a business model, the individual users are probably generating, collectively, much less bandwidth-use per device (on average) than your average smart-phone user, so the costs to the 3G network operator are relatively small. Any users who are using a lot more bandwidth than the average user are also paying a lot more for content than the average user, so the high-use users pay for themselves (as do the low-use users).
I could very easily see Nintendo working out such a deal with network operators if the only thing the online connectivity is used for is browsing the Nintendo store to find and purchase games/DLC, and then download the games after purchase. If, however, the Nintendo device allows web browsing and online play against/with other Nintendo users, then I have a harder time seeing that business model succeed (because the users, then, aren't necessarily paying indirectly for all the network bandwidth they use).