I would like to know a little more about amiibo. Even by taking into consideration the difference in the Wii U hardware installed bases in Japan, Europe and the United States, when I calculate how many amiibo figures have been sold against the number of compatible software titles sold in the same region, I still cannot tell why the amiibo attach rate shows such regional disparity. Also, with Nintendo 3DS compatibility, how do you think the potential of amiibo will grow? I would appreciate it if you could touch on profitability too.
Firstly, you are correct in saying that the sales of amiibo and its attach rate to the compatible software, or how many amiibo figures each consumer has purchased, differ by region.
When it comes to the figure and video game entertainment category, there are two existing franchises: Activision released “Skylanders” four years ago, and Disney released “Disney Infinity” two years ago. In contrast to these two franchises, in which each figure is compatible with one software title, amiibo is compatible with multiple software titles. While under development, it was internally referred to as “NFP (Nintendo Figurine Platform).” In other words, we were spreading the message inside the company that amiibo would be a “platform.” What we are offering with one amiibo figure is the ability to experience a range of entertainment with a variety of software. However, before we actually launched amiibo, the number of consumers who were aware of the overall concept of this product category, namely, toy figures are lined up on a store shelf in the video game section and when you buy and use it with a game, something very fun would happen, differed greatly in Japan from the rest of the world. This product category is called “Toys to Life” in the overseas markets, and it has established a large market in the United States. Although the size of the market in Europe is smaller than the U.S., there is still a certain level of awareness. On the other hand, while “Toys to Life” products had been introduced also in the Japanese market, they were yet to show results in this country. In addition, when it comes to popular toy figures in Japan, they are generally a bit smaller in size and cost a bit less than amiibo. In fact, when we first explained amiibo to Japanese distributors, they advised us that amiibo would be a little too big in size and cost slightly too much for a toy figure in Japan. However, because we were aware of size of the global market for this product category, we decided that this size and price point was most appropriate for the global market. Now that we have witnessed solid results for amiibo in the U.S., Australia and Europe, we believe we made the right decision. So, to answer to your question, we acknowledge the large awareness gap for “Toys to Life” products and their uses in Japan and the overseas markets, and we feel that some time is needed to close this gap.
VD-Dev is currently working on an IronFall Invasion patch intended to address player feedback. According to co-founder Fernando Velez, it will be possible to “expand the range of speed for movements and camera controls”, and some bugs will be addressed as well. It should be out in around March.
As for what could arrive in the somewhat distant future, Velez said VD-Dev is “hoping to create a more ambitious update.” This will largely be based upon player feedback. IronFall Invasion could potentially see an expanded campaign, or additions to multiplayer. New missions/weapons might also be possible.
Velez told Nintendo Life:
This summer, if the game has found its audience, we are hoping to create a more ambitious update. But the contents of this update will depend a lot on what the players request, for instance on Miiverse. Maybe users request more contents for the campaign, or for multi-player? Maybe they want new missions or new weapons as DLC? We’ll learn more in the coming weeks. We also expect to have a better view of eventual balance issues this spring, once some players have truly mastered the multiplayer. If we rush to fix everything too quickly, we might be caught up in useless changes.
This week’s issue of Famitsu has revealed a new River City Ransom game from Arc System Works. The company is developing “Downtown Nekketsu Jidaigeki”, according to the magazine.
Here’s what we know thus far:
– Out on May 28
– Takes place several years after the NES game Downtown Special: Kunio-kun no Jidaigeki da yo Zenin Shugo
– Up to four characters can be in a party
– These include Kunimasa (Kunio / Alex in River City Ransom), Tsurumatsu (Kaoru Sonokawa / Harry in River City Ransom), and two henchman
– Can now wield a sword thanks to the game’s new “Katana Action” element
– The sword is powerful but uses energy each time you swing it
– If you use up all your energy and your stamina is depleted, you won’t be able to restore it
– Story Mode, Mission Mode, and Battle Royale Mode
– Up to 4 players can play together in Battle Royale mode
This week’s Famitsu review scores are as follows:
Dragon Quest Heroes (PS4/PS3) – 7/10/9/9
Etrian Mystery Dungeon (3DS) – 8/8/9/9
LEGO City Undercover: The Chase Begins (3DS) – 8/8/8/8
The Order: 1886 (PS4) – 7/7/8/8
Teslagrad (PS3/PS3) – 7/7/7/8
Pazuru (3DS) – 7/7/7/7
Downtown Nekketsu Koushinkyoku: Soreyuke Daiundoukai All Star Special (PS3) – 7/7/6/7
Shin Tennis no Oji-Sama: Go To The Top (3DS) – 6/6/7/6
Doraemon: Nobita no Uchuu Eiyuuki (3DS) – 5/6/6/6
Pokémon Shuffle is now updated with its second Daily Pokémon stage event. Just like yesterday, it is Rotom again, but this time its Heat form. Hurry and check in to the event while you can, as it’ll be ending tomorrow!
Another Japanese 3DS theme for Theatrhythm Dragon Quest has been revealed. It will be available as an early purchase bonus.
By purchasing the retail version, Theatrhythm Dragon Quest owners will find a card that lets them download the theme. Quantities will be limited. It’s also possible to obtain the theme on the eShop, but codes will only be provided through April 30.