[HN Gopher] Nintendo Bled Atari Games to Death
       ___________________________________________________________________
        
       Nintendo Bled Atari Games to Death
        
       Author : sohkamyung
       Score  : 102 points
       Date   : 2025-04-16 12:33 UTC (4 hours ago)
        
 (HTM) web link (thereader.mitpress.mit.edu)
 (TXT) w3m dump (thereader.mitpress.mit.edu)
        
       | xattt wrote:
       | There's an interesting shift in perspective that's been happening
       | around Nintendo over the last decade.
       | 
       | While the organization still presents as an odd-ball Japanese
       | company with quirky qualities, it's becoming more and more
       | apparent they are commanded by MBA-types that are seeking to
       | protect as much IP as possible, and squeeze out the last penny
       | from fun.
       | 
       | Things I've purchased from them in the last little while are
       | probably at my high-end of tolerance of what things should cost.
        
         | ericzawo wrote:
         | Their hatred for some of their most loyal fans vis a vis their
         | punishment for sharing content, running tournaments and keeping
         | game legacy alive is so brazen it would make entities like the
         | NFL and Ticketmaster jump for joy.
        
           | decae wrote:
           | I wouldn't say it's hatred, they're just extremely risk
           | adverse - every situation needs to be entered with caution.
           | It seems to be common across a wide range of Japanese
           | companies.
           | 
           | Recently, there is a certain amount of Disneyesque revenue
           | maximization that seems to be going on though, and keeping
           | control of legacy titles is a part of that for sure.
        
             | gjsman-1000 wrote:
             | Every time Nintendo tries to set foot in the competitive
             | scene or permit tournaments, this happens.
             | 
             | https://www.reddit.com/r/smashbros/comments/hjfv0y/summary_
             | o...
             | 
             | I don't blame them for trying to keep out. It would seem
             | that professional Smash players are not to be assumed as
             | stable people.
        
           | kjkjadksj wrote:
           | On the other hand they still sell new game cube controllers.
           | Upgraded even from the old ones with a longer cord. They
           | didn't have to do that. They could have said screw you buy a
           | pro controller. At least for that one product there was a
           | hint of sympathy for the competitive smash community.
        
         | bluefirebrand wrote:
         | > commanded by MBA-types that are seeking to protect as much IP
         | as possible, and squeeze out the last penny from fun
         | 
         | I'm not really sure how you can look at the state of the modern
         | gaming industry, full of gacha/loot box and cosmetic
         | microtransactions and suggest that Nintendo is somehow trying
         | to squeeze pennies when they are one of the least egregious
         | offenders in this area
         | 
         | In a world where Fortnite and Mobile games are vacuuming cash
         | directly from peoples wallets, you're mad at Nintendo who is
         | still releasing games you can just own?
         | 
         | Please help me understand
        
           | xattt wrote:
           | Nintendo had a conventional approach to gaming for a number
           | of years. No microtransactions, skins, etc.
           | 
           | In the last decade, they've been aggressively pursuing
           | emulator hobbyists and "making deals they couldn't refuse"
           | (Yuzu).
           | 
           | Recently, they started offering a "soundtrack" app as part of
           | the benefits of Nintendo Online where you can listen to music
           | from their first-party games. I see this as an administrative
           | move to demonstrate active marketing of their properties, to
           | delay their copyrights lapse (similar to Disney bringing
           | Steamboat Willy to try to preserve a 100-year-old copyright).
           | 
           | Also see the Switch 2 tech demo app being _sold_ rather than
           | included. Can you imagine if Microsoft charged for the
           | Windows XP tour, or Apple for the Tips app?
           | 
           | There is not one single aspect I can point to that makes you
           | say "gotcha", but micro-aggressions against fans seem to be
           | adding up and tipping the scale away from a company that
           | gives warm, fuzzy feelings deserving of fandom.
        
             | gjsman-1000 wrote:
             | I don't know, I actually do _somewhat_ get it.
             | 
             | If there is a product, you pay for the product. People do
             | not respect, or value, things they do not pay for. Steve
             | Jobs had a similar philosophy with refusing to offer free
             | meals at Apple - subsidized meals was okay, free meals was
             | not okay.
             | 
             | Having worked in a small business, I have seen painfully
             | firsthand how giving customers free things almost always
             | backfires and just creates extremely demanding customers.
             | Look at how demanding customers are of Nintendo right now
             | that the Welcome Tour be free; _even though_ they would not
             | be demanding it if Nintendo had just not made the Welcome
             | Tour at all. They would be literally happier and less
             | demanding if it had never been made, which is backwards.
             | 
             | On that note; Nintendo does have to somewhat be cautious
             | about their intellectual property in ways other companies
             | do not. We like to think of things as Xbox, PlayStation,
             | and Nintendo; but this is an illusion. Apple makes _four
             | times_ as much money per year from mobile gaming than
             | Nintendo does in entirety. Xbox and PlayStation have plenty
             | of fallback cash from the rest of their respective
             | companies; Nintendo is the smallest of the three and has no
             | fallback option.
        
               | bluefirebrand wrote:
               | > Nintendo is the smallest of the three and has no
               | fallback option
               | 
               | Nintendo reportedly has $15 billion in cash, while
               | PlayStation and Xbox are both marginal
               | 
               | Framing Nintendo as "the small one" is funny :)
        
               | gjsman-1000 wrote:
               | Sony has $20 billion of cash on hand as of December 2024,
               | Microsoft has $70 billion of cash on hand, and Apple has
               | $53 billion of cash on hand. If something goes south, the
               | rest of the company can keep them afloat (and has in
               | multiple cases, see Xbox 360 red ring); Nintendo has no
               | such luxury.
               | 
               | Sony receives 38% of their revenue from PlayStation.
               | Microsoft receives 8% of their revenue from Xbox. Apple's
               | amount is four times larger than Nintendo, but
               | insignificant to Apple. Nintendo, meanwhile, >90% at
               | least comes from gaming-related activity (movie and toy
               | licensing might be the exception).
               | 
               | Yes, Nintendo is the smallest, the most dependent on the
               | industry, and it's not even close.
        
               | bluefirebrand wrote:
               | > Sony has $20 billion of cash on hand as of December
               | 2024
               | 
               | Sony is $28 Billion in debt as of 2024 too
               | 
               | > Microsoft has $70 billion of cash on hand
               | 
               | Microsoft has $62 billion in debt
               | 
               | > Apple has $53 billion of cash on hand
               | 
               | I'll leave the rest as an exercise for the reader
               | 
               | How much debt is Nintendo in? (Hint- It's insignificant)
               | 
               | Now you can do the usual capitalist moron MBA shit and
               | moan about how debt is good actually, but frankly
               | 
               | Nintendo is Japans most successful company and Sony isn't
               | even in the top 300
               | 
               | Nintendo is _real_ , Sony is a paper tiger
        
               | kod wrote:
               | > Nintendo is Japans most successful company and Sony
               | isn't even in the top 300
               | 
               | by what bizarro metric is Nintendo more successful than
               | Toyota? debt to equity ratio is all you care about?
        
               | bluefirebrand wrote:
               | Successful may have been the wrong term, but Nintendo is
               | (or was last year at least) Japan's richest company.
               | 
               | This is not a trivial thing
               | 
               | https://toyokeizai.net/articles/-/713322
               | 
               | > debt to equity ratio is all you care about?
               | 
               | All I care about? No, but you cannot so easily dismiss it
               | either
               | 
               | Companies, even huge ones, that are highly leveraged are
               | in a precarious spot. A competitor could simply buy them,
               | a bad product launch could lead to investors pulling out
               | and the company being parted out and sold... Many
               | industries are littered with the remains of huge,
               | "untouchable" companies that were vulnerable because of
               | their debt load
               | 
               | Companies having savings and low debt load is good for
               | the company and its employees actually
               | 
               | It is only bad if you are a hyper capitalist investor
               | idiot who doesn't care about the long term success of the
               | company and just want to extract as much wealth as you
               | possibly can for yourself before leaving it to crumble
        
               | xattt wrote:
               | > I have seen painfully firsthand how giving customers
               | free things almost always backfires and just creates
               | extremely demanding customers
               | 
               | I appreciate that. Running a small business is no small
               | feat, and takes every bit of blood, sweat and tears to
               | make it work.
               | 
               | I also want to draw contrasts to the indie music scene in
               | the mid-aughts and the situation with Nintendo now. A
               | number of bands had their music pirated or offered for
               | free, but truly appreciated by fans. As a result, these
               | bands saw at least moderate successes when they toured:
               | fans saw the effort of touring as actual work, rather
               | than nickel-and-diming.
               | 
               | Nintendo should be following this "indie" path (continue
               | creating innovative games), rather than aggressive rent-
               | seeking (legacy IP property protectionism).
        
               | gjsman-1000 wrote:
               | I really don't buy that what worked for the indie music
               | scene, has anything to do with how Nintendo does
               | business. Piracy can, and does, have a serious impact on
               | video game sales - about 20% fewer sales according to the
               | University of North Carolina
               | (https://arstechnica.com/gaming/2024/10/the-true-cost-of-
               | game...).
               | 
               | I also don't buy that Nintendo is forced into an
               | either/or. Their strategy is to do both; and it seems to
               | be working just fine.
        
         | numpad0 wrote:
         | You don't know what "MBA-type" is.
        
           | xattt wrote:
           | Maybe, but do you have a term for someone that makes
           | decisions based on spreadsheets, market surveys, and maxing
           | out profits while ignoring years of goodwill from fans?
        
             | skyyler wrote:
             | If they were making decisions based on maxing out profits,
             | there would be a Mario Wonder Battle Pass and the gacha
             | mechanics in the new zelda would include microtransactions.
             | 
             | Mario Kart for $80 is not MBA stuff, even if it makes the
             | gamers really upset.
        
             | numpad0 wrote:
             | _The guys you don 't mess with_.
        
         | seventhtiger wrote:
         | Japanese game companies are a lot more protective about their
         | IP. Nintendo is simply consistent about that in the West. To
         | them it's quite normal to exercise a lot of control over how
         | your work is presented in public, which includes things like
         | tournaments, emulation, fan games, mods, and so on.
         | 
         | A Japanese Youtuber was arrested for posting spoilers of a
         | visual novel: https://www.gamesindustry.biz/japanese-
         | authorities-make-thei...
        
         | kjkjadksj wrote:
         | When you start getting familiar with other japanese companies
         | you realize its not that nintendo is fake "japanese" and has
         | this mba side, its that they are japanese through and through
         | including getting hard up on ip. This sort of thing plagues any
         | japanese company I am familiar with. Car companies. Fujifilm.
         | Same thing. Market on "creative, different, japanese" but its
         | really a locked down product with artificial moats they put in
         | to protect their incremental upgrade models. When you realize
         | the potential of what these sorts of companies could do you get
         | a little sad of the route they instead trot down.
         | 
         | For example fujifilm is resting on their laurels during the
         | modern film resurgeance. They have stopped making film for the
         | american market and let kodak make it for them and slap their
         | logo on it. Every film lab in the world worth their salt still
         | uses their 30 year old Fronteir scanning system because there
         | is literally nothing better made as film industry investment
         | fell off a cliff 30 years ago and large scale engineering
         | efforts in that sector ended. And of course the cameras.
         | Everyone is using an old slowly dying film camera because they
         | don't make new ones. And fujifilm had some of the best of the
         | best in their "texas leica" medium format cameras. It is like
         | civilization died in this sector and we are living off the
         | scraps of what was left from the great civilization. Why does
         | fuji do this? Avoiding their seat on the throne in this growing
         | newfound industry?
         | 
         | Because hubris. They are japanese. They made the decision to
         | forget about film and they are set on it damnit. They don't
         | want to cannibalize the sales of their modern day digital
         | cameras (even though they probably won't). They have a good
         | thing going where they increment features on a couple hundred
         | dollar camera bodies. What they don't realize is the film buffs
         | today probably pay vastly more in film than digital shooters
         | pay upgrading their camera bodies a year on average. So much
         | money left on the table just totally obsinate reasons for
         | leaving it too that boil down to a certain hubris you see in
         | japanese companies.
         | 
         | Don't even get me started on Toyota.
        
       | VyseofArcadia wrote:
       | This article ignores the fact that aside from being barred with
       | manufacturing unlicensed NES games, Atari also failed to compete
       | with any of its subsequent consoles after the VCS (although it
       | did have some success with its PCs). The consoles were all flawed
       | in some way. They were underpowered, didn't offer much over the
       | previous iteration, or simply didn't have a strong enough library
       | of games to compete. Atari was famously slow to realize that
       | maybe people want more out of a game console than home ports of
       | decade-old arcade games. On top of that, their original games
       | that weren't home ports were mostly lackluster or were just
       | outside of what gamers of the time were demanding.
       | 
       | Hard to say that Nintendo putting the kibosh on one arm of
       | Atari's business "bled them to death" when all their other arms
       | were bleeding from self-inflicted wounds.
       | 
       | EDIT: As pointed out below, I have mixed up Atari Corporation and
       | Atari Games, so not all my criticism stands. Atari Games,
       | publishing as Tengen, still largely put out ports of arcade
       | games, but they were at least contemporary arcade games.
        
         | bryanlarsen wrote:
         | As the article mentions, by that time Atari had split into
         | Atari and Tengen. Atari was dying of self-inflicted wounds, but
         | Tengen was going strong.
        
         | duxup wrote:
         | I remember growing up Atari was always Atari. The games you
         | knew on an Atari were the same years later / system to system.
         | You knew what you were going to get and it was pretty stagnant
         | tech wise.
         | 
         | Nintendo came along and even across the life span of the NES
         | games looked / got better year to year.
        
           | toast0 wrote:
           | Plenty of late 2600 games look tons better than early games.
           | If you look at Combat vs late life Activision games like
           | Pitfall! or Keystone Kapers, it's a huge difference in visual
           | quality.
           | 
           | It's still nothing compared to early NES games, of course.
           | And late NES games certainly got a lot nicer looking.
        
             | VyseofArcadia wrote:
             | It's not about visual quality so much as the complete
             | inability of Atari to understand that people's taste in
             | games had moved on. In 1986, Super Mario Bros was _still_
             | hottest game in the world, over a million sold in the US
             | alone. Platformers were in, big time. And the Atari 7800
             | launched with... Centipede.
        
         | ndiddy wrote:
         | You seem to be confused (which is fair, this is a little
         | confusing). In 1984, Warner Communications sold Atari's home
         | and computer game division to Jack Tramiel, which became Atari
         | Corporation. Atari Corporation was the company that made all
         | the future Atari consoles (7800, Jaguar, etc) and computers (ST
         | line). Atari Games, Atari's arcade game division, remained with
         | Warner. This article is entirely about Atari Games, who had
         | nothing to do with anything sold for the home market with the
         | Atari name. They were entirely separate companies. The reason
         | why they did business as Tengen was that as part of the split,
         | Atari Games wasn't allowed to sell games to the home market
         | using the Atari name.
         | 
         | I will say that the article is a bit inaccurate at the end.
         | Atari Games kept using the Tengen name for several years after
         | the lawsuit for publishing games on the Genesis. They only
         | stopped in 1994 when Warner consolidated all of its game
         | related brands under the "Time Warner Interactive" name.
        
           | VyseofArcadia wrote:
           | Ahh, I always forget Atari Corporation and Atari games were
           | different. Thanks for the correction.
        
           | EvanAnderson wrote:
           | Prior to the Warner / Tramiel sale, though, Atari management
           | showed a stunning lack of foresight re: the lifecycle of
           | their console platforms. If I recall properly, I've heard Al
           | Alcorn (and / or perhaps Joe Decuir) talk about how the
           | technical people pitched VCS as a short-lived platform, but
           | management kept the product going far beyond its intended
           | lifetime.
           | 
           | The 5200 was released in 1982, built on 1979 technology. The
           | Famicom was released in Japan in 1983 but didn't make it to
           | the United States until 1986. If Atari had made better
           | controller decisions with the 5200, and perhaps included 2600
           | compatibility, I think Nintendo would have had a much harder
           | row to hoe when they came to the US.
           | 
           | Then again, if Atari had taken Nintendo's offer to distribute
           | the NES in the US...
           | 
           | (Some people write speculative fiction about world wars
           | having different outcomes. My "The Man in the High Castle" is
           | to wonder about what the world would have been like if Jack
           | Tramiel hadn't been forced out of Commodore, if the Amiga
           | went to Atari, etc.)
        
         | jerf wrote:
         | Yeah, Atari really "imprinted" on a style of game in the 2600
         | era and could never move on from it.
         | 
         | Interestingly, despite the fact that the Atari of today is
         | completely disconnected in personnel several times over from
         | the Atari of yesteryear, it still is imprinted on that style of
         | game. YouTube popped this tour of an Atari booth from 10 days
         | ago that shows what the modern Atari is up to:
         | https://www.youtube.com/watch?v=_6u65VTqPSc (It's a five minute
         | video, and you can pop it on 2x and just get the vibe of what
         | I'm talking about even faster than an article could convey.)
         | 
         | And they're still making games that basically are Atari 2600
         | games with better graphics. If you really, really like that,
         | they've got you.
         | 
         | Nintendo could easily have gone the same route. The NES is
         | vastly more powerful than a 2600 by the standards of the time,
         | but looking back in hindsight a modern child might find them
         | somewhat hard to distinguish. Nintendo also made a ton of money
         | with platformers like Super Mario 3 and could easily have also
         | imprinted.
         | 
         | Instead, they definitely invested in pushing the frontier
         | outward. Super Mario World was release-day for the SNES, and
         | was definitely "an NES game, but better", but Pilot Wings was
         | also release-day for the SNES, and that's not an NES game at
         | all. F-Zero, also a release title, is a racing title, but
         | definitely not "an NES racing game but better". The year after
         | that you get Super Mario Kart, which essentially defined the
         | entire genre for the next 33 years and still counting, and Star
         | Fox in 1993, Donkey Kong Country was a platformer but
         | definitely not a "rest on our laurels" platformer, I'm not
         | mentioning some other games that could be debated, and then by
         | the Nintendo 64, for all its faults, Super Mario 64 was again a
         | genre-definer... not the very very first game of its kind, but
         | the genre-definer. And so forth.
         | 
         | Nintendo never fell into the trap of doing exactly what they
         | did last time, only with slightly better graphics. Which is in
         | some ways a weird thing to say about a company that also has
         | some very, very well-defined lines of games like Mario Kart and
         | Super Mario... but even then in those lines you get things like
         | Super Mario Galaxy, which is neither "genre-defining" nor the
         | first of its kind, but is also definitely not just "like what
         | came before only prettier". It shows effort.
         | 
         | The gaming industry moved on... Atari never did. Still hasn't.
        
           | KerrAvon wrote:
           | A child can certainly tell the difference between the best of
           | the best 2600 games and Super Mario Brothers. The latter is
           | recognizably a modern game. Many 2600 games are completely
           | unplayable unless you read the manual.
           | 
           | "Never moved on" isn't entirely fair to the modern
           | incarnation of Atari, which is a relatively new company
           | intentionally producing/licensing retro games, emulation,
           | T-shirts, etc. It's not that they haven't moved on, it's that
           | this is what the new, youngish IP owners are doing with the
           | brand. It's a choice, not inertia.
        
             | jerf wrote:
             | It's not a literal point, it's an observation of how far
             | we've come. A single texture blows away 2600 and NES games
             | in size quite handily. The emulation effort for either is a
             | sneeze compared to what we pour into a single frame
             | nowadays. Compared to modern stuff they're both just
             | primitive beyond primitive as far as a modern kid is
             | concerned.
             | 
             | And as for your second paragraph, it has that thing I don't
             | understand that so many people seem to have in their brains
             | that if you explain _why_ a thing is true, it is no longer
             | true. I do not understand it. Explaining _why_ they haven
             | 't moved on does not suddenly make it so they have moved
             | on. They haven't moved on. Best of luck to them but I doubt
             | it's going to work very well as a strategy in 2025 any more
             | than it did in the 1980s.
        
               | MYEUHD wrote:
               | What is a "modern kid"? :) Super Mario Bros. 3 is very
               | enjoyable, even for a "modern kid"
        
               | HFguy wrote:
               | "And as for your second paragraph, it has that thing I
               | don't understand that so many people seem to have in
               | their brains that if you explain why a thing is true, it
               | is no longer true. I do not understand it."
               | 
               | This is an interesting observation. I've seen the same
               | thing.
               | 
               | I think the clue is in the "it is a choice"...perhaps
               | they are perceiving seeing some sort of judgement being
               | made of Atari implicit in your argument???
               | 
               | In other words, it can be true at the same time that (1)
               | The are not moving on and (2) It is a choice.
               | 
               | And #2 does not invalidate #1.
        
               | kjkjadksj wrote:
               | Dude. There is no way in hell they probably even could
               | move on. They probably simply do not have the
               | organizational structure to develop modern games. They
               | are like one of those companies making retro style record
               | players. That is their niche. Not trying to go toe to toe
               | with nintendo or playstation. Just a completely different
               | business model.
        
       | throw_m239339 wrote:
       | > Except, the game designers were paid a flat salary, not
       | royalties, unlike the rock stars in Warner's stable. In late
       | 1979, four defecting Atari designers and one music industry
       | executive disrupted the video game console business model by
       | aligning it with the recording industry's: Hardware would be just
       | hardware, and content would now be supplied by third-party
       | content providers. Activision was formed, with a little business
       | and legal help from the Sistine Chapel of Silicon Valley law
       | firms, Wilson Sonsini Goodrich & Rosati.
       | 
       | I wasn't aware of that story, a lot of irony in there...
        
         | lordfrito wrote:
         | Atari tried to sue Activision out of existence, only to have
         | the courts affirm Activision's right to make games for the
         | 2600.
         | 
         | Prior to this, only OEMs made games for their consoles. That
         | court case opened the floodgates for 3rd party game companies
         | to exist. Arguably one of the most important lawsuits in the
         | history of gaming.
        
         | ForOldHack wrote:
         | Obligatory: and the rest was history.
        
       | CSMastermind wrote:
       | Every story I hear about Atari is wild. Hard to believe they
       | managed to have the success they did.
        
         | ForOldHack wrote:
         | I took a class from an ex-executive. It was trajecially worse.
         | Almost every morning for them was a jaw dropping knuckle
         | dragging experience.
         | 
         | This is the Harvard text book example of "let the adults handle
         | it."
        
           | lordfrito wrote:
           | I'm endlessly fascinated by the stories that come out about
           | the execs dealings during that period. How they were offered
           | and passed on being the American distributor for the NES (all
           | because the exec saw Donkey Kong running on a Coleco Adam at
           | CES). [0] And how they funded but f'ed up the deal with the
           | Amiga chipset (it should have been theirs but Commodore stole
           | it at the 11'th hour). [1] Or how they were illegally
           | bypassing DRAM price controls in the Tramiel era (the illegal
           | $$$ is the main reason Atari stayed afloat after the
           | disastrous Federated Group purchase). [2] The list goes on
           | and on.
           | 
           | I'm under the impression that there's a lot of real dirty
           | stuff that's been swept under the rug, maybe now lost to
           | time, as many of the execs are no longer with us. A lot is
           | documented in the book "Atari: Business if Fun". [3] A shame
           | that the follow up book "Atari: Business is War" will likely
           | never be finished. [4]
           | 
           | [0] https://www.timeextension.com/features/flashback-
           | remember-wh...
           | 
           | [1] https://www.nostalgianerd.com/the-amiga-story/
           | 
           | [2] https://forums.atariage.com/topic/207245-secret-atari-
           | dram-r...
           | 
           | [3] https://www.amazon.com/Atari-Inc-Business-Curt-
           | Vendel/dp/098...
           | 
           | [4] https://forums.atariage.com/topic/227211-atari-corp-
           | business...
        
         | lordfrito wrote:
         | Mainly because they were the only game in town back then. At
         | the time they were the fastest growing company in history... So
         | many $$$, for a time everything they touched turned to gold.
         | Being first in a new industry, they made all the mistakes that
         | subsequent companies learned from and avoided. For example,
         | putting a textiles executive in charge, treating developers
         | like assembly line workers, etc.
         | 
         | This all laid the seeds for their subsequent implosion... Epic
         | rise, epic fall. I wish someone would make a movie about that
         | story.
        
       | EncomLab wrote:
       | The coda to this fascinating saga is that today - in a post
       | publisher, open distribution marketplace - STEAM, the predominate
       | game distribution gateway, allows anyone to publish just about
       | anything for a $100 deposit and a 30% commission per sale. The
       | predictable end result is that 19,000 new games were uploaded to
       | STEAM last year alone, and over 100,000 titles are available for
       | purchase on the platform.
       | 
       | The predictable result is that unless a studio has a lottery-win
       | statistically equivalent outlier or a $50m marketing budget, a
       | new game is swallowed up by the shear volume of titles. 1 in 5
       | games on STEAM never even earn back the $100 deposit.
        
         | iteria wrote:
         | $100 is pretty cheap for this kind of lottery ticket. You have
         | to pay way more to get a start in other marketplaces.
         | 
         | This is also the social media game. Building a following is the
         | name of the game and the long tail can substant many
        
           | dtagames wrote:
           | It definitely isn't a lottery ticket.
           | 
           | Steam doesn't award people anything. It's up to you to make
           | your game great and then make it popular.
        
         | boxed wrote:
         | Another code might be that Nintendo is still selling super
         | well, producing great games and consoles, and just crushing it
         | even with that kind of competition.
        
           | bluefirebrand wrote:
           | Broadly speaking Nintendo is competing with all forms of
           | entertainment for people's time and money, certainty
           | 
           | But in terms of selling game consoles and games? I actually
           | don't think anyone is really competing with Nintendo
           | 
           | While Sony and Microsoft have chased hardware power and
           | "next-gen" consoles, Nintendo is exploring and solidifying
           | different niches.
           | 
           | You can see this really strongly nowadays. Every game Sony
           | releases eventually winds up with a PC port, and many of them
           | are even released on Xbox. Meanwhile Nintendo has an
           | incredibly strong library of games for Switch, many of which
           | cannot be purchased for other platforms. Not just first-party
           | titles either. Other studios make games that can only be
           | played on Switch hardware
           | 
           | It really is impressive that Nintendo has managed to design
           | game consoles that have maintained its individual identity,
           | while Sony and Microsoft have both basically settled on "just
           | a mid range PC with a custom OS" more or less
        
             | Keyframe wrote:
             | You buy Nintendo for Nintendo games, as in first-party
             | games. Everything else is just a plus. That has been the
             | case since I'd say N64 days. Before that it was still a
             | toss up, especially with Sega. After that, Nintendo drifted
             | wholly into its own world, supporting its own worldview,
             | and others were competing for third party titles and using
             | specs in the marketing as if it mattered - which it did if
             | same game was available on multiple target platforms and
             | you were buying for that.
        
               | bluefirebrand wrote:
               | > You buy Nintendo for Nintendo games, as in first-party
               | games
               | 
               | There are still Nintendo console exclusive third-party
               | games, too. They often don't stay exclusive if they are
               | successful enough, but they do happen
               | 
               | But largely you are correct
               | 
               | The truly impressive part is just how large the First
               | Party Nintendo ecosystem is. They have a ton of IPs that
               | you can only get on Nintendo systems. Pokemon alone is
               | the most valuable franchise in the world
        
               | Keyframe wrote:
               | Technically there are also second-party games, which are
               | independent companies exclusive to them like those from
               | HAL Laboratory (Kirby), Intelligent Systems (Metroid),
               | Game Freak (Pokemon).. maybe things have changed, but
               | yeah.
        
               | hedora wrote:
               | I'd argue their last two custom hardware competitors were
               | xbox 360 arcade (the indie store) and cell phone games.
               | 
               | (I'm counting competitors as "the game mechanics are more
               | important than production values")
               | 
               | In a massive self-own, Microsoft killed arcade at xbone
               | launch (worst. console. ever.), and cell phone games were
               | ruined by pay to win (most games) and lack of first party
               | physical controllers (the other games, e.g., Apple
               | Arcade).
               | 
               | These days, it's just steam, abandonware and nintendo. I
               | used to pay for nintendo online to get the emulation
               | games, but the library kind of sucked, and (more
               | importantly) if you pay for it, there's no way to turn
               | off in-game ads for online play in stuff like mario,
               | making the entire system inappropriate for kids.
               | 
               | I'm curious to see how the switch 2 does. The lock screen
               | on our switch is wall-to-wall ads for it, but nothing
               | looks compelling so far. The kids are more excited about
               | an old switch 1 port of a wii game...
        
             | shadowgovt wrote:
             | The distinguishing feature of Nintendo is they're a toy
             | company. That's the angle they approach the whole ecosystem
             | from. It tends to result in consoles with features that are
             | unusual (or, more specifically, it has ever since they
             | decided to get off the CPU/GPU integration competition
             | train Sony and Microsoft have first-class tickets on and
             | made the Wii instead).
             | 
             | It's also why they released a fancy alarm clock with the
             | same breathless excitement as a new game console.
        
             | Narishma wrote:
             | > Every game Sony releases eventually winds up with a PC
             | port, and many of them are even released on Xbox.
             | 
             | It's the other way around, Microsoft games on PC and more
             | recently PS5. Sony sometimes releases their games on PC
             | (often years after console) but AFAIK the only one they've
             | released on Xbox is MLB The Show and that was MLB forcing
             | their hand if they wanted to keep the license.
        
           | toast0 wrote:
           | Nintendo has a digital store with all sorts of cruft on it,
           | too. They're not curating or limiting releases in the same
           | way as they did on the NES with the seal of quality.
           | 
           | Hell, they let Night Trap release on the Switch.
        
         | klaussilveira wrote:
         | That is a good thing. It allows for niches to be filled. Less
         | generic games, more organic-made ones.
        
           | RajT88 wrote:
           | In praise of niches: Some of my favorite games were widely
           | hated, and for reasons which I largely agree with. Not
           | everyone values the same things.
        
           | Keyframe wrote:
           | On one hand it absolutely does allow for niches to be filled,
           | but on another it's a dumpster full of trash with gold in-
           | between. There's a danger of either fatigue or slump sales
           | over time. Maybe another Nintendo Seal of Quality on the
           | horizon will emerge.
        
             | shadowgovt wrote:
             | While Steam _could_ do that, there 's no incentive for them
             | to. They can lay out $0 into such a project and let third
             | parties sift the trash for them and do journalism on
             | letting potential customers know what games are good. Win-
             | win.
        
               | EncomLab wrote:
               | Hence the demise of the Greenlight program...
        
         | YesBox wrote:
         | The majority of games released on steam are not serious games.
         | There are tons of amateur, ugly, content-lacking games that are
         | people's first (toy) game.
         | 
         | Marketing (both the product part and the promotion part) are
         | required, but in most cases all you (indie) need is a quality
         | product (by far the hardest part) and some a small chunk of
         | time or money devoted to marketing. Indie marketing mostly
         | consists of social media posts, streamers playing their game,
         | and trailer reveals (ign et al)
         | 
         | Steam then does its own thing and will promote your game
         | internally after around 300 sales, and will continue to boost
         | if it converts
        
           | EncomLab wrote:
           | This is true - but the scale is beyond what most people
           | imagine. STEAM revenue last year was nearly $11B - while the
           | median revenue for a game that makes it into the top 8% is
           | estimated at $799. So 17.5k releases earned less than $800,
           | with something like 10k making less than $100.
        
             | pdw wrote:
             | Those statistics won't be a surprise to anybody who has
             | ever tried a "random Steam game" picker.
        
         | thrance wrote:
         | I feel like quality games usually get decent sales. I've
         | rarely, if ever, seen a genuinely great game getting burried
         | for too long among the trash. Maybe it's just bias though.
        
           | EncomLab wrote:
           | It would be pretty hard to review 52 games every day of 2024
           | to determine if any great games are being lost among the
           | trash. The scale is just too large for most people to really
           | understand - imagine the size of a physical store it would
           | take to display 19,000 game boxes just in "new release" -
           | much less the 100,000+ titles available in STEAM.
        
             | seventhtiger wrote:
             | Reddit: I've seen and wishlisted or ignore every game on
             | steam. https://www.reddit.com/r/gamedev/comments/1dm3gxh/iv
             | e_seen_a... It turns that there are actually not that many
             | hidden gems. The indie game dev community has a lot of
             | discussion about hidden gems, and the prevailing opinion is
             | there are very very few, especially in the avalanche of
             | crappy games that is today's landscape.
        
           | seventhtiger wrote:
           | Reddit: I've seen and wishlisted or ignore every game on
           | steam. https://www.reddit.com/r/gamedev/comments/1dm3gxh/ive_
           | seen_a...
           | 
           | It turns that there are actually not that many hidden gems.
           | The indie game dev community has a lot of discussion about
           | hidden gems, and the prevailing opinion is there are very
           | very few, especially in the avalanche of crappy games that is
           | today's landscape.
        
         | mystified5016 wrote:
         | Steam is not capitalized.
        
         | shadowgovt wrote:
         | And in contrast to Atari, this works for Steam because Steam
         | isn't paying a giant pile of resources per title. The
         | fractions-of-a-cent-per-GB raw cost of digital distribution
         | means they don't risk getting sunk over-hyping an E.T... They
         | can let a thousand indies make a thousand E.T.s, and it doesn't
         | matter because they're also the place you download Helldivers 2
         | or Monster Hunter Wilds.
        
         | dtagames wrote:
         | This may be true but shouldn't be read as an indicator of any
         | shady business on Valve's part. Steam makes most of their money
         | from commissions, not developer sign up fees.
         | 
         | Steam sells a lot of games and the game market as a whole is
         | over 70% PC (and about 40% console with overlap).
        
           | EncomLab wrote:
           | I agree - it's not an indicator at all of shady business by
           | Valve. If anything, Valve is the least shady and most
           | transparent player in the game industry.
        
       | KHRZ wrote:
       | At least they had trials back then. Switch emulators last year
       | simply got intimidated to abandon their projects.
        
       | ksymph wrote:
       | Not mentioned in the article is Nintendo's strongarming of
       | retailers. The lawsuit wasn't settled until the mid 90s, and
       | Nintendo failed to legally stop cartridge manufacturing until
       | then - but what they did do was threaten to pull the NES from any
       | store that sold unlicensed games. Most stores complied,
       | unsurprisingly.
        
       | 29athrowaway wrote:
       | Hiroshi Yamauchi was highly selective when it came to what games
       | could be released for Nintendo consoles.
       | 
       | Atari was not. Atari had many cash grab games like ET the
       | extraterrestrial where most budget was spent in box art and
       | marketing than game development.
        
       | shadowgovt wrote:
       | Nintendo (and Apple, and Microsoft) are the counterpoint story to
       | the story that I think a lot of hackers (especially of the open-
       | source and DIY variety) tell themselves about the way the world
       | works:
       | 
       | There are benefits to both open and closed approaches, and people
       | that _really_ prefer each.
       | 
       | Nintendo succeeded in contrast to Atari because they clamped
       | their jaws as tightly onto the supply chain as they could. In
       | doing so, they created for their users a minimum quality standard
       | expectation that could be relied upon: if it ran on Nintendo _at
       | all_ , it was a good game. That was the goal.
       | 
       | There's value and comfort in predictability and expectation
       | satisfaction. While we shouldn't let the scales tip _too_ far and
       | give the exclusive platforms full control, it 's possible for
       | them to tip the other way too... A world where one can't create
       | and protect a Nintendo is a worse world for end-users.
        
       | ryao wrote:
       | Why did Atari not just use a signal analyzer to get the key?
       | Also, why was there a copy of the code at the United States
       | Copyright Office?
        
         | ndiddy wrote:
         | > Why did Atari not just use a signal analyzer to get the key?
         | 
         | The 10NES chip was a bit more complicated than that. Basically
         | the way it worked was that there was a chip in every NES, and
         | another chip in every cartridge. On reset, the chip in the NES
         | randomly picks 1 of 16 bitstreams, and tells the chip in the
         | cartridge which bitstream it chose. Each chip then starts
         | continuously sending the chosen bitstream to the other chip. If
         | the chip in the NES sees a discrepancy between the generated
         | bitstream and the bitstream it received, it will reset the NES.
         | This is the cause of the famous NES "blinking red light".
         | 
         | > Also, why was there a copy of the code at the United States
         | Copyright Office?
         | 
         | If a copyright holder registers their copyright, it amplifies
         | their rights (such as granting them a higher amount of damages
         | in an infringement lawsuit). Registering the copyright for a
         | piece of software involves submitting the first 25 pages and
         | last 25 pages of the source code, or the entire code,
         | whatever's smaller. The 10NES chip used an extremely simple
         | 4-bit microcontroller with only 512 bytes of ROM, so the
         | copyright office has the entire source code.
        
       | rvba wrote:
       | Quote from the article:
       | 
       | > I would deliver my game software code to Nintendo, who would
       | add the secret key to it
       | 
       | Did it really work this way on NES? I thought they only used the
       | lockout chip and no signatures, since it would use too much
       | processor power 40 years ago
        
       | bityard wrote:
       | For anyone reading the description of the NES's copy protection
       | scheme in this article and thinking, "that doesn't sound right,"
       | you would be correct.
       | 
       | The somewhat oversimplified version of how it works is that the
       | console and the cartridge having matching microcrontrollers that
       | output the same bitstream given the same seed. The system
       | compares these and if at any point they differ, the system resets
       | once per second.
       | 
       | As you might guess, this is not a huge technical hurdle to
       | overcome (although it was somewhat more difficult to reverse
       | engineer in the 80's than today), but it was a pretty strong
       | legal hurdle: Nintendo both patented the mechanism _and_
       | copyrighted the source code for this scheme, giving them (at
       | least) two legal avenues to go after third-party game
       | distributors who tried to work around it.
        
       | juancn wrote:
       | The Atari judge agreed: "When the nature of a work requires
       | intermediate copying to understand the ideas and processes in a
       | copyrighted work, that nature supports a fair use for
       | intermediate copying," he wrote. "Thus, reverse engineering
       | object code to discern the unprotectable ideas in a computer
       | program is a fair use."
       | 
       | Huh... that argument seems to apply to training an AI model.
       | 
       | You could well argue that the intermediate copying is needed for
       | the model to "understand the ideas and processes in a copyrighted
       | work".
        
       ___________________________________________________________________
       (page generated 2025-04-16 17:00 UTC)